Searched defs:states (Results 1 - 12 of 12) sorted by relevance

/vbox/src/libs/libxml2-2.6.31/
H A DtestAutomata.c37 xmlAutomataStatePtr states[1000]; local
42 states[i] = NULL;
58 states[0] = xmlAutomataGetInitState(am);
59 if (states[0] == NULL) {
88 if (states[from] == NULL)
89 states[from] = xmlAutomataNewState(am);
97 if (states[to] == NULL)
98 states[to] = xmlAutomataNewState(am);
100 xmlAutomataNewTransition(am, states[from], states[t
[all...]
H A Dpattern.c108 int nbState; /* number of states in the automata */
109 int maxState; /* allocated number of states */
111 int *states; /* the array of step indexes */ member in struct:_xmlStreamCtxt
147 xmlStepStatePtr states; member in struct:_xmlStepStates
460 xmlPatPushState(xmlStepStates *states, int step, xmlNodePtr node) { argument
461 if ((states->states == NULL) || (states->maxstates <= 0)) {
462 states->maxstates = 4;
463 states
497 xmlStepStates states = {0, 0, NULL}; /* // may require backtrack */ local
[all...]
H A Dxmlregexp.c227 /* knowing states ponting to us can speed things up */
255 xmlRegStatePtr *states; member in struct:_xmlAutomata
268 xmlRegStatePtr *states; member in struct:_xmlRegexp
314 * A stack of rollback states
431 ret->states = ctxt->states;
457 * 1/ counting the effective number of states left
470 if (ret->states[i] != NULL) {
478 printf("Final: %d states\n", nbstates);
557 state = ret->states[
[all...]
H A Drelaxng.c319 int nbState; /* the number of states */
372 xmlRelaxNGStatesPtr states; /* the accumulated state list */ member in struct:_xmlRelaxNGValidCtxt
374 xmlRelaxNGStatesPtr freeState; /* the pool of free valid states */
1023 xmlRngVErrMemory(ctxt, "allocating states\n");
1032 xmlRngVErrMemory(ctxt, "allocating states\n");
1042 * @states: the states container
1052 xmlRelaxNGStatesPtr states,
1058 if (states->nbState >= states
1051 xmlRelaxNGAddStatesUniq(xmlRelaxNGValidCtxtPtr ctxt, xmlRelaxNGStatesPtr states, xmlRelaxNGValidStatePtr state) argument
1089 xmlRelaxNGAddStates(xmlRelaxNGValidCtxtPtr ctxt, xmlRelaxNGStatesPtr states, xmlRelaxNGValidStatePtr state) argument
1132 xmlRelaxNGFreeStates(xmlRelaxNGValidCtxtPtr ctxt, xmlRelaxNGStatesPtr states) argument
9980 xmlRelaxNGStatesPtr states = NULL, res = NULL; local
10133 xmlRelaxNGStatesPtr states = NULL; local
10423 xmlRelaxNGStatesPtr states, res; local
[all...]
/vbox/src/VBox/Additions/WINNT/Graphics/Wine/wined3d/
H A Dstateblock.c253 static void stateblock_savedstates_set_all(SAVEDSTATES *states, DWORD vs_consts, DWORD ps_consts) argument
258 states->primitive_type = 1;
259 states->indices = 1;
260 states->material = 1;
261 states->viewport = 1;
262 states->vertexDecl = 1;
263 states->pixelShader = 1;
264 states->vertexShader = 1;
265 states->scissorRect = 1;
268 states
286 stateblock_savedstates_set_pixel(SAVEDSTATES *states, const DWORD num_constants) argument
312 stateblock_savedstates_set_vertex(SAVEDSTATES *states, const DWORD num_constants) argument
[all...]
H A Dwined3d_private.h1096 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1098 * but with the help of both it is easy to find out if a state is dirty(just check the array index), and for applying dirty states
1099 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1219 const struct StateEntryTemplate *states; member in struct:fragment_pipeline
1266 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
1267 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
1268 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
1862 /* Array of functions for states which are handled by more than one pipeline part */
2122 DWORD states[MAX_WINETEXTURESTATE member in struct:gl_texture
[all...]
/vbox/src/VBox/Additions/WINNT/Graphics/Wine_new/wined3d/
H A Dstateblock.c254 static void stateblock_savedstates_set_all(struct wined3d_saved_states *states, DWORD vs_consts, DWORD ps_consts) argument
259 states->primitive_type = 1;
260 states->indices = 1;
261 states->material = 1;
262 states->viewport = 1;
263 states->vertexDecl = 1;
264 states->pixelShader = 1;
265 states->vertexShader = 1;
266 states->scissorRect = 1;
269 states
287 stateblock_savedstates_set_pixel(struct wined3d_saved_states *states, const DWORD num_constants) argument
313 stateblock_savedstates_set_vertex(struct wined3d_saved_states *states, const DWORD num_constants) argument
[all...]
H A Dwined3d_private.h1119 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1121 * but with the help of both it is easy to find out if a state is dirty(just check the array index), and for applying dirty states
1122 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1258 const struct StateEntryTemplate *states; member in struct:fragment_pipeline
1890 /* Array of functions for states which are handled by more than one pipeline part */
2132 DWORD states[MAX_WINETEXTURESTATES]; member in struct:gl_texture
/vbox/src/VBox/Frontends/VirtualBox/src/runtime/
H A DUIIndicatorsPool.cpp680 /** Video-capture states. */
1079 /* We should update states for following indicators: */
1096 /* Acquire current states from the console: */
1100 const QVector<KDeviceActivity> states = console.GetDeviceActivity(deviceTypes); local
1103 /* Update indicators with the acquired states: */
1104 for (int iIndicator = 0; iIndicator < states.size(); ++iIndicator)
1119 updateIndicatorStateForDevice(pIndicator, states[iIndicator]);
1333 /* Paused VM have all indicator states set to IDLE: */
/vbox/src/VBox/Frontends/VBoxManage/
H A DVBoxManageList.cpp903 com::SafeArray<MachineState_T> states; local
905 rc = pVirtualBox->GetMachineStates(ComSafeArrayAsInParam(machines), ComSafeArrayAsOutParam(states));
915 MachineState_T machineState = states[i];
/vbox/src/VBox/Devices/Graphics/shaderlib/
H A Dwined3d_private.h1117 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1119 * but with the help of both it is easy to find out if a state is dirty(just check the array index), and for applying dirty states
1120 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1247 const struct StateEntryTemplate *states; member in struct:fragment_pipeline
1294 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
1295 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
1296 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
1894 /* Array of functions for states which are handled by more than one pipeline part */
2157 DWORD states[MAX_WINETEXTURESTATE member in struct:gl_texture
[all...]
/vbox/src/VBox/Main/webservice/jaxlibs/
H A Djaxb-xjc.jarMETA-INF/ META-INF/MANIFEST.MF META-INF/maven/ META-INF/maven/com. ...

Completed in 396 milliseconds