// <Snippet2> // Initializes the provider. public SampleEventProvider() : base() { // Initialize the local path of the file // that holds event information. logFilePath = "C:/test/log.doc"; // Clear the message buffer. msgBuffer.Clear(); // Initialize the max number of messages // to buffer. maxMsgNumber = 10; // More custom initialization goes here. }
public void Reset(Stream stream) { TraceOutput(TraceBits.Session, "-------------------------------------------------------"); TraceOutput(TraceBits.Session, "Reset {0:X8} firstDone({1})", this.GetHashCode(), _firstWriteDone); if (!_firstWriteDone) { return; } // reset all status _toWrite.Clear(); _toFill.Clear(); foreach (var workitem in _pool) { _toFill.Enqueue(workitem.index); workitem.ordinal = -1; } _firstWriteDone = false; _totalBytesProcessed = 0L; _runningCrc = new Ionic.Crc.CRC32(); _isClosed = false; _currentlyFilling = -1; _lastFilled = -1; _lastWritten = -1; _latestCompressed = -1; _outStream = stream; }
// To be called once the track is terminated public void TerminateTarget() { LabelOffset = new Point(25, 25); ModeA_CI_STRING = "---- -"; CALLSIGN_STRING = "--------"; ModeC_STRING = "---"; CFL_STRING = " ---"; A_HDG_STRING = "h---"; A_SPD_STRING = "s---"; A_ROC_STRING = "R---"; CALC_HDG_STRING = "---"; CALC_GSPD_STRING = " ---"; MyTargetIndex = -1; HistoryPoints.Clear(); TargetToMonitor = -1; TargetMonitoredBy = -1; STCA_List.Clear(); Mode_S_Addr = "N/A"; TAS = "N/A"; IAS = "N/A"; MACH = "N/A"; DAP_HDG = "N/A"; DAP_GSPD = "N/A"; TRK = "N/A"; Roll_Angle = "N/A"; SelectedAltitude_ShortTerm = "N/A"; SelectedAltitude_LongTerm = "N/A"; Rate_Of_Climb = "N/A"; Barometric_Setting = "N/A"; }
/// <summary></summary> public void Clear() { lock (_Locker) { _Queue.Clear(); } }
public void ClearQueue() { lock (this) { // List of tasks that should be re-add after the queue is cleared. // This are tasks that are not allowed to be cancelled. List <FFmpegTask> addAgainAfterClear = new List <FFmpegTask>(); // Clear all task references and empty queue. while (_queue.Count > 0) { FFmpegTask task = _queue.Dequeue(); if (task.ForceCompletion) { addAgainAfterClear.Add(task); } } _queue.Clear(); // Add the "forced to complete" items again to the queue. foreach (FFmpegTask task in addAgainAfterClear) { _queue.Enqueue(task); } } }
public static void ClearResource() { if (queError != null) { queError.Clear(); } }
public static IEnumerable <(GraphNode node, int distance)> FindPaths(GraphNode startGraphNode) { var queue = new System.Collections.Generic.Queue <GraphNode>(); var visited = new HashSet <GraphNode>(); var result = new List <(GraphNode, int)>(); queue.Enqueue(startGraphNode); var distance = 1; while (queue.Count != 0) { var nodes = queue.ToList(); queue.Clear(); foreach (var node in nodes) { visited.Add(node); foreach (var incidentNode in node.Edges.Where(x => !visited.Contains(x))) { queue.Enqueue(incidentNode); result.Add((incidentNode, distance)); } } distance++; } return(result); }
protected override void Dispose(bool disposing) { _ReceiveQueue.Clear(); var data = _DataAvailableSignal; _DataAvailableSignal = null; data.Dispose(); }
/// <summary> /// This function is called when Logger finishes writing the log to disk. /// It sets writingToDisk = false and then moves any LogEntries in the overflow /// queue to the logEntries queue. Upon completion it clears the overflow queue /// </summary> public static void setWritingFinished() { writingToDisk = false; IEnumerator <LogEntry> queueEnum = overFlow.GetEnumerator(); while (queueEnum.MoveNext()) { logEntries.Enqueue(queueEnum.Current); } overFlow.Clear(); }
public void OnAfterDeserialize() { queue.Clear(); for (var i = 0; i < values.Count && i < values.Count; i++) { if (!queue.Contains(values[i])) { queue.Enqueue(values[i]); } } }
public void Dispose() { if (m_FileWatcher != null) { m_FileWatcher.EnableRaisingEvents = false; m_FileWatcher.Dispose(); } if (m_Event != null) { m_Event.Dispose(); } if (m_Queue != null) { m_Queue.Clear(); m_Queue = null; } }
/// <summary> /// load recent file list from file /// </summary> private void LoadRecentList() {//try to load file. If file isn't found, do nothing MRUlist.Clear(); try { StreamReader listToRead = new StreamReader(System.Environment.CurrentDirectory + "\\Recent.txt"); //read file stream string line; while ((line = listToRead.ReadLine()) != null) //read each line until end of file { MRUlist.Enqueue(line); //insert to list } listToRead.Close(); //close the stream } catch (Exception) { //throw; } }
public T[] DequeueAll() { bool gotLock = false; T[] all; try { _Lock.Enter(ref gotLock); all = _Set.ToArray(); _Set.Clear(); } finally { if (gotLock) { _Lock.Exit(); } } return(all); }
/// <summary> /// 执行下一个粒子效果展示 /// </summary> private void DoNextParticalDisplayEffect() { if (!CanShowDisPlayEffect()) { m_cacheDisplayDatas.Clear(); return; } if (m_isDoingDisplayEffect) { return; } if (m_cacheDisplayDatas.Count == 0) { return; } EffectDisplayData data = null; bool success = false; while (m_cacheDisplayDatas.Count > 0) { data = m_cacheDisplayDatas.Dequeue(); if (Time.time - data.CacheStartTime <= CenterDisplayEffectCacheLT) { //是否超过缓存最大时间 success = true; break; } } if (success) { m_isDoingDisplayEffect = true; Engine.Utility.EventEngine.Instance().DispatchEvent((int)Client.GameEventID.UIEVENTPlayDISPLAYEFFECT, data); } }
public void ClearEvents() { events.Clear(); }
public void Clear() { using (locker.Using()) { queue.Clear(); } }
public void Clear() { Lock(false); queue.Clear(); UnLock(); }
public void StopListeningForResponses() { _ReceivedMessageQueue.Clear(); _MessageAvailableSignal.Dispose(); _MessageAvailableSignal = new System.Threading.ManualResetEvent(false); }
public void StopListeningForBroadcasts() { _ReceivedBroadcastsQueue.Clear(); _BroadcastAvailableSignal.Dispose(); _BroadcastAvailableSignal = new System.Threading.ManualResetEvent(false); }
public void Clear() { times.Clear(); }
/// <summary> /// Stop /// </summary> public void Stop() { m_Timer.Stop(); m_Buffer.Clear(); }
public void Clear() { _queue.Clear(); }
public void Clear() { lock (listLock) { queue.Clear(); } }
public void Reset() { timer.Reset(); VelocityX = VelocityY = 0.0f; history.Clear(); }
internal void reset() { hand.Clear(); }