Code:
/ Dotnetfx_Vista_SP2 / Dotnetfx_Vista_SP2 / 8.0.50727.4016 / DEVDIV / depot / DevDiv / releases / Orcas / QFE / wpf / src / Base / MS / Internal / PriorityQueue.cs / 1 / PriorityQueue.cs
using System;
using System.Collections.Generic;
using System.Diagnostics;
namespace System.Windows.Threading
{
internal class PriorityQueue
{
public PriorityQueue()
{
// Build the collection of priority chains.
_priorityChains = new SortedList>(); // NOTE: should be Priority
_cacheReusableChains = new Stack>(10);
_head = _tail = null;
_count = 0;
}
// NOTE: not used
// public int Count {get{return _count;}}
public DispatcherPriority MaxPriority // NOTE: should be Priority
{
get
{
int count = _priorityChains.Count;
if(count > 0)
{
return (DispatcherPriority) _priorityChains.Keys[count - 1];
}
else
{
return DispatcherPriority.Invalid; // NOTE: should be Priority.Invalid;
}
}
}
public PriorityItem Enqueue(DispatcherPriority priority, T data) // NOTE: should be Priority
{
// Find the existing chain for this priority, or create a new one
// if one does not exist.
PriorityChain chain = GetChain(priority);
// Wrap the item in a PriorityItem so we can put it in our
// linked list.
PriorityItem priorityItem = new PriorityItem(data);
// Step 1: Append this to the end of the "sequential" linked list.
InsertItemInSequentialChain(priorityItem, _tail);
// Step 2: Append the item into the priority chain.
InsertItemInPriorityChain(priorityItem, chain, chain.Tail);
return priorityItem;
}
public T Dequeue()
{
// Get the max-priority chain.
int count = _priorityChains.Count;
if(count > 0)
{
PriorityChain chain = _priorityChains.Values[count - 1];
Debug.Assert(chain != null, "PriorityQueue.Dequeue: a chain should exist.");
PriorityItem item = chain.Head;
Debug.Assert(item != null, "PriorityQueue.Dequeue: a priority item should exist.");
RemoveItem(item);
return item.Data;
}
else
{
throw new InvalidOperationException();
}
}
public T Peek()
{
T data = default(T);
// Get the max-priority chain.
int count = _priorityChains.Count;
if(count > 0)
{
PriorityChain chain = _priorityChains.Values[count - 1];
Debug.Assert(chain != null, "PriorityQueue.Peek: a chain should exist.");
PriorityItem item = chain.Head;
Debug.Assert(item != null, "PriorityQueue.Peek: a priority item should exist.");
data = item.Data;
}
return data;
}
public void RemoveItem(PriorityItem item)
{
Debug.Assert(item != null, "PriorityQueue.RemoveItem: invalid item.");
Debug.Assert(item.Chain != null, "PriorityQueue.RemoveItem: a chain should exist.");
PriorityChain chain = item.Chain;
// Step 1: Remove the item from its priority chain.
RemoveItemFromPriorityChain(item);
// Step 2: Remove the item from the sequential chain.
RemoveItemFromSequentialChain(item);
// Note: we do not clean up empty chains on purpose to reduce churn.
}
public void ChangeItemPriority(PriorityItem item, DispatcherPriority priority) // NOTE: should be Priority
{
// Remove the item from its current priority and insert it into
// the new priority chain. Note that this does not change the
// sequential ordering.
// Step 1: Remove the item from the priority chain.
RemoveItemFromPriorityChain(item);
// Step 2: Insert the item into the new priority chain.
// Find the existing chain for this priority, or create a new one
// if one does not exist.
PriorityChain chain = GetChain(priority);
InsertItemInPriorityChain(item, chain);
}
private PriorityChain GetChain(DispatcherPriority priority) // NOTE: should be Priority
{
PriorityChain chain = null;
int count = _priorityChains.Count;
if(count > 0)
{
if(priority == (DispatcherPriority) _priorityChains.Keys[0])
{
chain = _priorityChains.Values[0];
}
else if(priority == (DispatcherPriority) _priorityChains.Keys[count - 1])
{
chain = _priorityChains.Values[count - 1];
}
else if((priority > (DispatcherPriority) _priorityChains.Keys[0]) &&
(priority < (DispatcherPriority) _priorityChains.Keys[count - 1]))
{
_priorityChains.TryGetValue((int)priority, out chain);
}
}
if(chain == null)
{
if(_cacheReusableChains.Count > 0)
{
chain = _cacheReusableChains.Pop();
chain.Priority = priority;
}
else
{
chain = new PriorityChain(priority);
}
_priorityChains.Add((int)priority, chain);
}
return chain;
}
private void InsertItemInPriorityChain(PriorityItem item, PriorityChain chain)
{
// Scan along the sequential chain, in the previous direction,
// looking for an item that is already in the new chain. We will
// insert ourselves after the item we found. We can short-circuit
// this search if the new chain is empty.
if(chain.Head == null)
{
Debug.Assert(chain.Tail == null, "PriorityQueue.InsertItemInPriorityChain: both the head and the tail should be null.");
InsertItemInPriorityChain(item, chain, null);
}
else
{
Debug.Assert(chain.Tail != null, "PriorityQueue.InsertItemInPriorityChain: both the head and the tail should not be null.");
PriorityItem after = null;
// Search backwards along the sequential chain looking for an
// item already in this list.
for(after = item.SequentialPrev; after != null; after = after.SequentialPrev)
{
if(after.Chain == chain)
{
break;
}
}
InsertItemInPriorityChain(item, chain, after);
}
}
internal void InsertItemInPriorityChain(PriorityItem item, PriorityChain chain, PriorityItem after)
{
Debug.Assert(chain != null, "PriorityQueue.InsertItemInPriorityChain: a chain must be provided.");
Debug.Assert(item.Chain == null && item.PriorityPrev == null && item.PriorityNext == null, "PriorityQueue.InsertItemInPriorityChain: item must not already be in a priority chain.");
item.Chain = chain;
if(after == null)
{
// Note: passing null for after means insert at the head.
if(chain.Head != null)
{
Debug.Assert(chain.Tail != null, "PriorityQueue.InsertItemInPriorityChain: both the head and the tail should not be null.");
chain.Head.PriorityPrev = item;
item.PriorityNext = chain.Head;
chain.Head = item;
}
else
{
Debug.Assert(chain.Tail == null, "PriorityQueue.InsertItemInPriorityChain: both the head and the tail should be null.");
chain.Head = chain.Tail = item;
}
}
else
{
item.PriorityPrev = after;
if(after.PriorityNext != null)
{
item.PriorityNext = after.PriorityNext;
after.PriorityNext.PriorityPrev = item;
after.PriorityNext = item;
}
else
{
Debug.Assert(item.Chain.Tail == after, "PriorityQueue.InsertItemInPriorityChain: the chain's tail should be the item we are inserting after.");
after.PriorityNext = item;
chain.Tail = item;
}
}
chain.Count++;
}
private void RemoveItemFromPriorityChain(PriorityItem item)
{
Debug.Assert(item != null, "PriorityQueue.RemoveItemFromPriorityChain: invalid item.");
Debug.Assert(item.Chain != null, "PriorityQueue.RemoveItemFromPriorityChain: a chain should exist.");
// Step 1: Fix up the previous link
if(item.PriorityPrev != null)
{
Debug.Assert(item.Chain.Head != item, "PriorityQueue.RemoveItemFromPriorityChain: the head should not point to this item.");
item.PriorityPrev.PriorityNext = item.PriorityNext;
}
else
{
Debug.Assert(item.Chain.Head == item, "PriorityQueue.RemoveItemFromPriorityChain: the head should point to this item.");
item.Chain.Head = item.PriorityNext;
}
// Step 2: Fix up the next link
if(item.PriorityNext != null)
{
Debug.Assert(item.Chain.Tail != item, "PriorityQueue.RemoveItemFromPriorityChain: the tail should not point to this item.");
item.PriorityNext.PriorityPrev = item.PriorityPrev;
}
else
{
Debug.Assert(item.Chain.Tail == item, "PriorityQueue.RemoveItemFromPriorityChain: the tail should point to this item.");
item.Chain.Tail = item.PriorityPrev;
}
// Step 3: cleanup
item.PriorityPrev = item.PriorityNext = null;
item.Chain.Count--;
if(item.Chain.Count == 0)
{
if(item.Chain.Priority == (DispatcherPriority) _priorityChains.Keys[_priorityChains.Count - 1])
{
_priorityChains.RemoveAt(_priorityChains.Count - 1);
}
else
{
_priorityChains.Remove((int) item.Chain.Priority);
}
if(_cacheReusableChains.Count < 10)
{
item.Chain.Priority = DispatcherPriority.Invalid; // NOTE: should be Priority.Invalid
_cacheReusableChains.Push(item.Chain);
}
}
item.Chain = null;
}
internal void InsertItemInSequentialChain(PriorityItem item, PriorityItem after)
{
Debug.Assert(item.SequentialPrev == null && item.SequentialNext == null, "PriorityQueue.InsertItemInSequentialChain: item must not already be in the sequential chain.");
if(after == null)
{
// Note: passing null for after means insert at the head.
if(_head != null)
{
Debug.Assert(_tail != null, "PriorityQueue.InsertItemInSequentialChain: both the head and the tail should not be null.");
_head.SequentialPrev = item;
item.SequentialNext = _head;
_head = item;
}
else
{
Debug.Assert(_tail == null, "PriorityQueue.InsertItemInSequentialChain: both the head and the tail should be null.");
_head = _tail = item;
}
}
else
{
item.SequentialPrev = after;
if(after.SequentialNext != null)
{
item.SequentialNext = after.SequentialNext;
after.SequentialNext.SequentialPrev = item;
after.SequentialNext = item;
}
else
{
Debug.Assert(_tail == after, "PriorityQueue.InsertItemInSequentialChain: the tail should be the item we are inserting after.");
after.SequentialNext = item;
_tail = item;
}
}
_count++;
}
private void RemoveItemFromSequentialChain(PriorityItem item)
{
Debug.Assert(item != null, "PriorityQueue.RemoveItemFromSequentialChain: invalid item.");
// Step 1: Fix up the previous link
if(item.SequentialPrev != null)
{
Debug.Assert(_head != item, "PriorityQueue.RemoveItemFromSequentialChain: the head should not point to this item.");
item.SequentialPrev.SequentialNext = item.SequentialNext;
}
else
{
Debug.Assert(_head == item, "PriorityQueue.RemoveItemFromSequentialChain: the head should point to this item.");
_head = item.SequentialNext;
}
// Step 2: Fix up the next link
if(item.SequentialNext != null)
{
Debug.Assert(_tail != item, "PriorityQueue.RemoveItemFromSequentialChain: the tail should not point to this item.");
item.SequentialNext.SequentialPrev = item.SequentialPrev;
}
else
{
Debug.Assert(_tail == item, "PriorityQueue.RemoveItemFromSequentialChain: the tail should point to this item.");
_tail = item.SequentialPrev;
}
// Step 3: cleanup
item.SequentialPrev = item.SequentialNext = null;
_count--;
}
// Priority chains...
private SortedList> _priorityChains; // NOTE: should be Priority
private Stack> _cacheReusableChains;
// Sequential chain...
private PriorityItem _head;
private PriorityItem _tail;
private int _count;
}
}
// File provided for Reference Use Only by Microsoft Corporation (c) 2007.
// Copyright (c) Microsoft Corporation. All rights reserved.
using System;
using System.Collections.Generic;
using System.Diagnostics;
namespace System.Windows.Threading
{
internal class PriorityQueue
{
public PriorityQueue()
{
// Build the collection of priority chains.
_priorityChains = new SortedList>(); // NOTE: should be Priority
_cacheReusableChains = new Stack>(10);
_head = _tail = null;
_count = 0;
}
// NOTE: not used
// public int Count {get{return _count;}}
public DispatcherPriority MaxPriority // NOTE: should be Priority
{
get
{
int count = _priorityChains.Count;
if(count > 0)
{
return (DispatcherPriority) _priorityChains.Keys[count - 1];
}
else
{
return DispatcherPriority.Invalid; // NOTE: should be Priority.Invalid;
}
}
}
public PriorityItem Enqueue(DispatcherPriority priority, T data) // NOTE: should be Priority
{
// Find the existing chain for this priority, or create a new one
// if one does not exist.
PriorityChain chain = GetChain(priority);
// Wrap the item in a PriorityItem so we can put it in our
// linked list.
PriorityItem priorityItem = new PriorityItem(data);
// Step 1: Append this to the end of the "sequential" linked list.
InsertItemInSequentialChain(priorityItem, _tail);
// Step 2: Append the item into the priority chain.
InsertItemInPriorityChain(priorityItem, chain, chain.Tail);
return priorityItem;
}
public T Dequeue()
{
// Get the max-priority chain.
int count = _priorityChains.Count;
if(count > 0)
{
PriorityChain chain = _priorityChains.Values[count - 1];
Debug.Assert(chain != null, "PriorityQueue.Dequeue: a chain should exist.");
PriorityItem item = chain.Head;
Debug.Assert(item != null, "PriorityQueue.Dequeue: a priority item should exist.");
RemoveItem(item);
return item.Data;
}
else
{
throw new InvalidOperationException();
}
}
public T Peek()
{
T data = default(T);
// Get the max-priority chain.
int count = _priorityChains.Count;
if(count > 0)
{
PriorityChain chain = _priorityChains.Values[count - 1];
Debug.Assert(chain != null, "PriorityQueue.Peek: a chain should exist.");
PriorityItem item = chain.Head;
Debug.Assert(item != null, "PriorityQueue.Peek: a priority item should exist.");
data = item.Data;
}
return data;
}
public void RemoveItem(PriorityItem item)
{
Debug.Assert(item != null, "PriorityQueue.RemoveItem: invalid item.");
Debug.Assert(item.Chain != null, "PriorityQueue.RemoveItem: a chain should exist.");
PriorityChain chain = item.Chain;
// Step 1: Remove the item from its priority chain.
RemoveItemFromPriorityChain(item);
// Step 2: Remove the item from the sequential chain.
RemoveItemFromSequentialChain(item);
// Note: we do not clean up empty chains on purpose to reduce churn.
}
public void ChangeItemPriority(PriorityItem item, DispatcherPriority priority) // NOTE: should be Priority
{
// Remove the item from its current priority and insert it into
// the new priority chain. Note that this does not change the
// sequential ordering.
// Step 1: Remove the item from the priority chain.
RemoveItemFromPriorityChain(item);
// Step 2: Insert the item into the new priority chain.
// Find the existing chain for this priority, or create a new one
// if one does not exist.
PriorityChain chain = GetChain(priority);
InsertItemInPriorityChain(item, chain);
}
private PriorityChain GetChain(DispatcherPriority priority) // NOTE: should be Priority
{
PriorityChain chain = null;
int count = _priorityChains.Count;
if(count > 0)
{
if(priority == (DispatcherPriority) _priorityChains.Keys[0])
{
chain = _priorityChains.Values[0];
}
else if(priority == (DispatcherPriority) _priorityChains.Keys[count - 1])
{
chain = _priorityChains.Values[count - 1];
}
else if((priority > (DispatcherPriority) _priorityChains.Keys[0]) &&
(priority < (DispatcherPriority) _priorityChains.Keys[count - 1]))
{
_priorityChains.TryGetValue((int)priority, out chain);
}
}
if(chain == null)
{
if(_cacheReusableChains.Count > 0)
{
chain = _cacheReusableChains.Pop();
chain.Priority = priority;
}
else
{
chain = new PriorityChain(priority);
}
_priorityChains.Add((int)priority, chain);
}
return chain;
}
private void InsertItemInPriorityChain(PriorityItem item, PriorityChain chain)
{
// Scan along the sequential chain, in the previous direction,
// looking for an item that is already in the new chain. We will
// insert ourselves after the item we found. We can short-circuit
// this search if the new chain is empty.
if(chain.Head == null)
{
Debug.Assert(chain.Tail == null, "PriorityQueue.InsertItemInPriorityChain: both the head and the tail should be null.");
InsertItemInPriorityChain(item, chain, null);
}
else
{
Debug.Assert(chain.Tail != null, "PriorityQueue.InsertItemInPriorityChain: both the head and the tail should not be null.");
PriorityItem after = null;
// Search backwards along the sequential chain looking for an
// item already in this list.
for(after = item.SequentialPrev; after != null; after = after.SequentialPrev)
{
if(after.Chain == chain)
{
break;
}
}
InsertItemInPriorityChain(item, chain, after);
}
}
internal void InsertItemInPriorityChain(PriorityItem item, PriorityChain chain, PriorityItem after)
{
Debug.Assert(chain != null, "PriorityQueue.InsertItemInPriorityChain: a chain must be provided.");
Debug.Assert(item.Chain == null && item.PriorityPrev == null && item.PriorityNext == null, "PriorityQueue.InsertItemInPriorityChain: item must not already be in a priority chain.");
item.Chain = chain;
if(after == null)
{
// Note: passing null for after means insert at the head.
if(chain.Head != null)
{
Debug.Assert(chain.Tail != null, "PriorityQueue.InsertItemInPriorityChain: both the head and the tail should not be null.");
chain.Head.PriorityPrev = item;
item.PriorityNext = chain.Head;
chain.Head = item;
}
else
{
Debug.Assert(chain.Tail == null, "PriorityQueue.InsertItemInPriorityChain: both the head and the tail should be null.");
chain.Head = chain.Tail = item;
}
}
else
{
item.PriorityPrev = after;
if(after.PriorityNext != null)
{
item.PriorityNext = after.PriorityNext;
after.PriorityNext.PriorityPrev = item;
after.PriorityNext = item;
}
else
{
Debug.Assert(item.Chain.Tail == after, "PriorityQueue.InsertItemInPriorityChain: the chain's tail should be the item we are inserting after.");
after.PriorityNext = item;
chain.Tail = item;
}
}
chain.Count++;
}
private void RemoveItemFromPriorityChain(PriorityItem item)
{
Debug.Assert(item != null, "PriorityQueue.RemoveItemFromPriorityChain: invalid item.");
Debug.Assert(item.Chain != null, "PriorityQueue.RemoveItemFromPriorityChain: a chain should exist.");
// Step 1: Fix up the previous link
if(item.PriorityPrev != null)
{
Debug.Assert(item.Chain.Head != item, "PriorityQueue.RemoveItemFromPriorityChain: the head should not point to this item.");
item.PriorityPrev.PriorityNext = item.PriorityNext;
}
else
{
Debug.Assert(item.Chain.Head == item, "PriorityQueue.RemoveItemFromPriorityChain: the head should point to this item.");
item.Chain.Head = item.PriorityNext;
}
// Step 2: Fix up the next link
if(item.PriorityNext != null)
{
Debug.Assert(item.Chain.Tail != item, "PriorityQueue.RemoveItemFromPriorityChain: the tail should not point to this item.");
item.PriorityNext.PriorityPrev = item.PriorityPrev;
}
else
{
Debug.Assert(item.Chain.Tail == item, "PriorityQueue.RemoveItemFromPriorityChain: the tail should point to this item.");
item.Chain.Tail = item.PriorityPrev;
}
// Step 3: cleanup
item.PriorityPrev = item.PriorityNext = null;
item.Chain.Count--;
if(item.Chain.Count == 0)
{
if(item.Chain.Priority == (DispatcherPriority) _priorityChains.Keys[_priorityChains.Count - 1])
{
_priorityChains.RemoveAt(_priorityChains.Count - 1);
}
else
{
_priorityChains.Remove((int) item.Chain.Priority);
}
if(_cacheReusableChains.Count < 10)
{
item.Chain.Priority = DispatcherPriority.Invalid; // NOTE: should be Priority.Invalid
_cacheReusableChains.Push(item.Chain);
}
}
item.Chain = null;
}
internal void InsertItemInSequentialChain(PriorityItem item, PriorityItem after)
{
Debug.Assert(item.SequentialPrev == null && item.SequentialNext == null, "PriorityQueue.InsertItemInSequentialChain: item must not already be in the sequential chain.");
if(after == null)
{
// Note: passing null for after means insert at the head.
if(_head != null)
{
Debug.Assert(_tail != null, "PriorityQueue.InsertItemInSequentialChain: both the head and the tail should not be null.");
_head.SequentialPrev = item;
item.SequentialNext = _head;
_head = item;
}
else
{
Debug.Assert(_tail == null, "PriorityQueue.InsertItemInSequentialChain: both the head and the tail should be null.");
_head = _tail = item;
}
}
else
{
item.SequentialPrev = after;
if(after.SequentialNext != null)
{
item.SequentialNext = after.SequentialNext;
after.SequentialNext.SequentialPrev = item;
after.SequentialNext = item;
}
else
{
Debug.Assert(_tail == after, "PriorityQueue.InsertItemInSequentialChain: the tail should be the item we are inserting after.");
after.SequentialNext = item;
_tail = item;
}
}
_count++;
}
private void RemoveItemFromSequentialChain(PriorityItem item)
{
Debug.Assert(item != null, "PriorityQueue.RemoveItemFromSequentialChain: invalid item.");
// Step 1: Fix up the previous link
if(item.SequentialPrev != null)
{
Debug.Assert(_head != item, "PriorityQueue.RemoveItemFromSequentialChain: the head should not point to this item.");
item.SequentialPrev.SequentialNext = item.SequentialNext;
}
else
{
Debug.Assert(_head == item, "PriorityQueue.RemoveItemFromSequentialChain: the head should point to this item.");
_head = item.SequentialNext;
}
// Step 2: Fix up the next link
if(item.SequentialNext != null)
{
Debug.Assert(_tail != item, "PriorityQueue.RemoveItemFromSequentialChain: the tail should not point to this item.");
item.SequentialNext.SequentialPrev = item.SequentialPrev;
}
else
{
Debug.Assert(_tail == item, "PriorityQueue.RemoveItemFromSequentialChain: the tail should point to this item.");
_tail = item.SequentialPrev;
}
// Step 3: cleanup
item.SequentialPrev = item.SequentialNext = null;
_count--;
}
// Priority chains...
private SortedList> _priorityChains; // NOTE: should be Priority
private Stack> _cacheReusableChains;
// Sequential chain...
private PriorityItem _head;
private PriorityItem _tail;
private int _count;
}
}
// File provided for Reference Use Only by Microsoft Corporation (c) 2007.
// Copyright (c) Microsoft Corporation. All rights reserved.
Link Menu

This book is available now!
Buy at Amazon US or
Buy at Amazon UK
- TimeSpanStorage.cs
- DtrList.cs
- MtomMessageEncodingElement.cs
- ApplicationActivator.cs
- StylusButton.cs
- GridViewColumn.cs
- SemanticValue.cs
- FileCodeGroup.cs
- querybuilder.cs
- GroupBoxDesigner.cs
- HttpModulesSection.cs
- BoundPropertyEntry.cs
- BinaryQueryOperator.cs
- EFTableProvider.cs
- IISUnsafeMethods.cs
- BindStream.cs
- GradientSpreadMethodValidation.cs
- ViewCellRelation.cs
- AuthorizationSection.cs
- DatagridviewDisplayedBandsData.cs
- DetailsViewUpdatedEventArgs.cs
- DisplayInformation.cs
- DataGridSortCommandEventArgs.cs
- Cursors.cs
- QilSortKey.cs
- ToolboxItemFilterAttribute.cs
- HostingEnvironmentException.cs
- XmlSignatureProperties.cs
- PartialList.cs
- SystemResources.cs
- CollectionCodeDomSerializer.cs
- SqlFlattener.cs
- QueueNameHelper.cs
- Parser.cs
- FlatButtonAppearance.cs
- JapaneseCalendar.cs
- BasicExpandProvider.cs
- TraceFilter.cs
- ParsedAttributeCollection.cs
- TdsValueSetter.cs
- XmlQualifiedName.cs
- Timeline.cs
- EntityDataSourceStatementEditorForm.cs
- ClientConfigPaths.cs
- PointHitTestResult.cs
- PlacementWorkspace.cs
- BidirectionalDictionary.cs
- AssemblyName.cs
- CharAnimationBase.cs
- SoapSchemaImporter.cs
- HostAdapter.cs
- PropertyChangingEventArgs.cs
- AppDomainAttributes.cs
- X509Utils.cs
- BuildResult.cs
- BuildResult.cs
- HttpCachePolicy.cs
- HeaderCollection.cs
- TraceFilter.cs
- RegionInfo.cs
- EditorZoneBase.cs
- Query.cs
- MissingFieldException.cs
- COM2DataTypeToManagedDataTypeConverter.cs
- LogManagementAsyncResult.cs
- CacheSection.cs
- SafeNativeMethods.cs
- Html32TextWriter.cs
- BamlResourceSerializer.cs
- NodeFunctions.cs
- ReadOnlyMetadataCollection.cs
- _SSPIWrapper.cs
- NonSerializedAttribute.cs
- SourceLineInfo.cs
- WebPartDisplayModeEventArgs.cs
- CodeDelegateCreateExpression.cs
- BitSet.cs
- ReferenceEqualityComparer.cs
- DuplicateWaitObjectException.cs
- OleDbConnectionInternal.cs
- SinglePageViewer.cs
- DbParameterHelper.cs
- ActivityDesignerAccessibleObject.cs
- MessageQueueException.cs
- ComponentEditorPage.cs
- FrameworkPropertyMetadata.cs
- Int64AnimationBase.cs
- StackSpiller.Generated.cs
- ImplicitInputBrush.cs
- CapabilitiesPattern.cs
- RequiredAttributeAttribute.cs
- MetadataStore.cs
- login.cs
- HMAC.cs
- CodeObjectCreateExpression.cs
- EmptyCollection.cs
- BackgroundFormatInfo.cs
- OptimizerPatterns.cs
- DataObject.cs
- HTTPAPI_VERSION.cs