Code inspections

This commit is contained in:
2019-09-29 22:34:46 +01:00
parent 2a13fcd40a
commit 7465260354
6 changed files with 15 additions and 14 deletions
+2 -2
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@@ -19,7 +19,7 @@ namespace ASCOM.Meade.net
//public readonly bool IsComVisible; //public readonly bool IsComVisible;
// Return a particular assembly attribute value. // Return a particular assembly attribute value.
public static T GetAssemblyAttribute<T>(Assembly assembly) private T GetAssemblyAttribute<T>(Assembly assembly)
where T : Attribute where T : Attribute
{ {
// Get attributes of this type. // Get attributes of this type.
@@ -40,7 +40,7 @@ namespace ASCOM.Meade.net
{ {
} }
public AssemblyInfo(Assembly assembly) private AssemblyInfo(Assembly assembly)
{ {
// Get values from the assembly. // Get values from the assembly.
//var titleAttr = GetAssemblyAttribute<AssemblyTitleAttribute>(assembly); //var titleAttr = GetAssemblyAttribute<AssemblyTitleAttribute>(assembly);
+3 -2
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@@ -135,7 +135,8 @@ namespace ASCOM.Meade.net
#endregion #endregion
#region Common ClassFactory Methods #region Common ClassFactory Methods
public uint ClassContext { get; }
private uint ClassContext { get; }
public Guid ClassId public Guid ClassId
{ {
@@ -143,7 +144,7 @@ namespace ASCOM.Meade.net
set => _mClassId = value; set => _mClassId = value;
} }
public uint Flags { get; } private uint Flags { get; }
public bool RegisterClassObject() public bool RegisterClassObject()
{ {
+1 -1
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@@ -30,7 +30,7 @@ namespace ASCOM.Meade.net
_mEventThreadEnded.Set(); _mEventThreadEnded.Set();
} }
protected bool ContinueThread() private bool ContinueThread()
{ {
lock (this) lock (this)
{ {
+4 -4
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@@ -72,15 +72,15 @@ namespace ASCOM.Meade.net
#endregion #endregion
// This property returns the main thread's id. // This property returns the main thread's id.
public static uint MainThreadId { get; private set; } // Stores the main thread's thread id. private static uint MainThreadId { get; set; } // Stores the main thread's thread id.
// Used to tell if started by COM or manually // Used to tell if started by COM or manually
public static bool StartedByCom { get; private set; } // True if server started by COM (-embedding) private static bool StartedByCom { get; set; } // True if server started by COM (-embedding)
#region Server Lock, Object Counting, and AutoQuit on COM startup #region Server Lock, Object Counting, and AutoQuit on COM startup
// Returns the total number of objects alive currently. // Returns the total number of objects alive currently.
public static int ObjectsCount private static int ObjectsCount
{ {
get get
{ {
@@ -106,7 +106,7 @@ namespace ASCOM.Meade.net
} }
// Returns the current server lock count. // Returns the current server lock count.
public static int ServerLockCount private static int ServerLockCount
{ {
get get
{ {
+1 -1
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@@ -17,7 +17,7 @@ namespace ASCOM.Meade.net.Localization
SetLocalisation(CultureInfo.CurrentCulture.Name); SetLocalisation(CultureInfo.CurrentCulture.Name);
} }
internal void SetLocalisation(string name) private void SetLocalisation(string name)
{ {
var cultureInfo = new CultureInfo(name); var cultureInfo = new CultureInfo(name);
+4 -4
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@@ -62,12 +62,12 @@ namespace ASCOM.Meade.net
/// <summary> /// <summary>
/// Shared serial port /// Shared serial port
/// </summary> /// </summary>
public static Serial SharedSerial => _sSharedSerial ?? (_sSharedSerial = new Serial()); private static Serial SharedSerial => _sSharedSerial ?? (_sSharedSerial = new Serial());
/// <summary> /// <summary>
/// number of connections to the shared serial port /// number of connections to the shared serial port
/// </summary> /// </summary>
public static int Connections { get; set; } private static int Connections { get; set; }
public static void SendBlind(string message) public static void SendBlind(string message)
{ {
@@ -342,7 +342,7 @@ namespace ASCOM.Meade.net
} }
} }
public static bool IsConnected() private static bool IsConnected()
{ {
foreach (var device in ConnectedDevices) foreach (var device in ConnectedDevices)
{ {
@@ -382,7 +382,7 @@ namespace ASCOM.Meade.net
/// Skeleton of a hardware class, all this does is hold a count of the connections, /// Skeleton of a hardware class, all this does is hold a count of the connections,
/// in reality extra code will be needed to handle the hardware in some way /// in reality extra code will be needed to handle the hardware in some way
/// </summary> /// </summary>
public class DeviceHardware private class DeviceHardware
{ {
internal int Count { set; get; } internal int Count { set; get; }