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stgsharp/StgSharp.Script/bin/x64/Debug/net8.0/StgSharp.Common.xml
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<?xml version="1.0"?>
<doc>
<assembly>
<name>StgSharp.Common</name>
</assembly>
<members>
<member name="M:StgSharp.Commom.Collections.IBidirectionalDictionary`2.Contains(`1)">
<summary>
Determines whether the <see cref="T:StgSharp.Commom.Collections.IBidirectionalDictionary`2" />
contains the specified key.
</summary>
<param _label="key">
The value to locate in the <see cref="T:StgSharp.Commom.Collections.IBidirectionalDictionary`2" />.
</param>
<returns>
true if the <see cref="T:StgSharp.Commom.Collections.IBidirectionalDictionary`2" /> contains an
element with the specified key; otherwise, false.
</returns>
</member>
<member name="M:StgSharp.Commom.Collections.IBidirectionalDictionary`2.Contains(`0)">
<summary>
Determines whether the <see cref="T:StgSharp.Commom.Collections.IBidirectionalDictionary`2" />
contains the specified key.
</summary>
<param _label="key">
The value to locate in the <see cref="T:StgSharp.Commom.Collections.IBidirectionalDictionary`2" />.
</param>
<returns>
true if the <see cref="T:StgSharp.Commom.Collections.IBidirectionalDictionary`2" /> contains an
element with the specified key; otherwise, false.
</returns>
</member>
<member name="T:StgSharp.Collections.ListSegment`1">
<summary>
Part of a collection. This contains a direct reference to _origin collection, so all
change to _origin collection will be reflected in this object.
</summary>
<typeparam name="T">
</typeparam>
</member>
<member name="M:StgSharp.Collections.RandomAccessibleStack`1.#ctor">
<summary>
Initializes a new instance of the RandomAccessStack class that is empty and has the
default initial capacity.
</summary>
</member>
<member name="M:StgSharp.Collections.RandomAccessibleStack`1.#ctor(System.Int32)">
<summary>
Initializes a new instance of the RandomAccessStack class that is empty and has the
specified initial capacity.
</summary>
</member>
<member name="P:StgSharp.Collections.RandomAccessibleStack`1.Item(System.Int32)">
<summary>
Gets or sets the element at the specified index in the stack (0 = bottom, Count-1 =
top).
</summary>
</member>
<member name="P:StgSharp.Collections.RandomAccessibleStack`1.Count">
<summary>
Gets the number of elements contained in the stack.
</summary>
</member>
<member name="M:StgSharp.Collections.RandomAccessibleStack`1.Clear">
<summary>
Removes all objects from the stack.
</summary>
</member>
<member name="M:StgSharp.Collections.RandomAccessibleStack`1.GetEnumerator">
<summary>
Returns an enumerator that iterates through the stack from top to bottom. Throws if
the stack is modified during iteration.
</summary>
</member>
<member name="M:StgSharp.Collections.RandomAccessibleStack`1.Peek">
<summary>
Returns the object at the top of the stack without removing it.
</summary>
</member>
<member name="M:StgSharp.Collections.RandomAccessibleStack`1.Pop">
<summary>
Removes and returns the object at the top of the stack.
</summary>
</member>
<member name="M:StgSharp.Collections.RandomAccessibleStack`1.Push(`0)">
<summary>
Adds an item to the top of the stack.
</summary>
</member>
<member name="M:StgSharp.World.InitGL(System.Int32,System.Int32)">
<summary>
CustomizeInit an instance of OpenGL program, This method should be called before any
other World api.
</summary>
</member>
<member name="F:StgSharp.World.version">
<summary>
Version of current World platform. Main version represent in hundred's digit, and sub
version represent in ten's digit.
</summary>
</member>
<member name="M:StgSharp.World.WriteLog(System.String,StgSharp.LogType)">
<summary>
Write a log message to log file, and mark the _level of this message.
</summary>
<param _label="message">
A string contains information of how current evironment runs.
</param>
<param _label="logType">
The severity of current message.
</param>
</member>
<member name="T:StgSharp.Data.ValueBox`1">
<summary>
A class attempt to reduce cost of boxing, though still a bit slower than direct access to
_origin value type instance.
</summary>
<typeparam name="T">
Type of instance to be boxed.
</typeparam>
</member>
<member name="T:StgSharp.Internal.Serializer">
<summary>
A class contains a sets of methods to serialize several types
</summary>
</member>
<member name="T:StgSharp.Internal.Area">
<summary>
An independent storage area, used as the only folder type in root folder. Contains several
<see cref="T:StgSharp.Internal.SSD" /> files reference as virtual disc. Data is actually stored in <see
cref="T:StgSharp.Internal.SSD" />s in certain RAID mode.
</summary>
</member>
<member name="T:StgSharp.Internal.GLclampf">
<summary>
OpenGL numeric type. An IEEE-754 floating-point value, clamped to the range [0,1].
</summary>
</member>
<member name="T:StgSharp.Internal.GLclampd">
<summary>
OpenGL numeric type. An IEEE-754 double precision floating-point value, clamped to the
range [0,1].
</summary>
</member>
<member name="P:StgSharp.IEntity.X">
<summary>
X position of an enenmy entity
</summary>
</member>
<member name="P:StgSharp.IEntity.Y">
<summary>
Y position of an enemy entity
</summary>
</member>
<member name="P:StgSharp.IEntity.CollisionSensor">
<summary>
A sensor used for checking out if a bullet hit a player or something else
</summary>
</member>
<member name="P:StgSharp.IEntity.Location">
<summary>
A 2D vector presenting the position of an enemy entity, position can also be visited
by X, Y
</summary>
</member>
<member name="T:StgSharp.Geometries.UnusedVertexException">
<summary>
当几何体调用了过多的CalcVec方法时,产生UnusedVertexException异常
</summary>
</member>
<member name="F:StgSharp.Geometries.PartialPlainCoordinate.origin">
<summary>
The _origin of this coordinate.
</summary>
</member>
<member name="P:StgSharp.Geometries.PartialPlainCoordinate.axis_H">
<summary>
The horizontial axis of the coordinate. Point to the right direction.
</summary>
</member>
<member name="P:StgSharp.Geometries.PartialPlainCoordinate.axis_V">
<summary>
The vertical axis of the coordinate. Point to the top direction.
</summary>
</member>
<member name="T:StgSharp.Geometries.PlainGeometry">
<summary>
Plain geometry only contains straight sides.
</summary>
</member>
<member name="M:StgSharp.Geometries.Rectangle.MovCenter(System.UInt32)">
<summary>
Calculate movement to center
</summary>
<param _label="tick">
CurrentPipeline time tick
</param>
<returns>
</returns>
</member>
<member name="T:StgSharp.Geometries.Square">
<summary>
A square
</summary>
</member>
<member name="T:StgSharp.Mathematics.Vec2">
<summary>
A two dimension vector defined by two elements. Vec2 in World are default used as colum
vector.
</summary>
</member>
<member name="M:StgSharp.Mathematics.Linear.Orthogonalize(StgSharp.Mathematics.Vec3@,StgSharp.Mathematics.Vec3@)">
<summary>
Orthogonalize two <see cref="T:StgSharp.Mathematics.Vec3" />s, let their length be 1 and perpendicular to
each other.
</summary>
<param _label="source">
</param>
<param _label="target">
</param>
</member>
<member name="M:StgSharp.Mathematics.Scaler.ASin(System.Single)">
<summary>
Reurns the value of ArcSin(x)
</summary>
<param _label="x">
The sine value of the angle
</param>
<returns>
</returns>
<exception cref="T:System.ArgumentException">
</exception>
</member>
<member name="M:StgSharp.Mathematics.Scaler.ExpSlow(System.Single)">
<summary>
Get the value of E ^ x;
</summary>
<param _label="x">
</param>
<returns>
</returns>
</member>
<member name="M:StgSharp.Mathematics.Scaler.Log(System.Single)">
<summary>
</summary>
<param _label="x">
</param>
<returns>
Returns the value of ln(x).
</returns>
</member>
<member name="M:StgSharp.Mathematics.Scaler.PowSlow(System.Single,System.Single)">
<summary>
calculate the value of x^y
</summary>
<param _label="x">
</param>
<param _label="y">
</param>
<returns>
Returns the value of x^y
</returns>
</member>
<member name="M:StgSharp.Mathematics.Scaler.LowProceisionRandom">
<summary>
returns a random float number between 0 and 1.
</summary>
<returns>
</returns>
</member>
<member name="M:StgSharp.Mathematics.Scaler.Random``1">
<summary>
</summary>
<returns>
</returns>
</member>
<member name="M:StgSharp.Mathematics.Scaler.RandomSeed">
<summary>
Generates a random seed in int value.
</summary>
<returns>
</returns>
</member>
<member name="T:StgSharp.Graphics.BufferObjectBase">
<summary>
Interface of all kinds OpenGL BufferHandle objects
</summary>
</member>
<member name="P:StgSharp.Graphics.BufferObjectBase.Item(System.Int32)">
<summary>
Get the only handle to one of the Object instance
</summary>
<param _label="index">
</param>
<returns>
</returns>
</member>
<member name="M:StgSharp.Graphics.BufferObjectBase.Bind(System.Int32)">
<summary>
Bind a BufferHandle instance to OpenGL
</summary>
<param _label="index">
Index of handle of the object in this instance to be bind
</param>
</member>
<member name="M:StgSharp.Graphics.BufferObjectBase.ToString">
<inheritdoc />
</member>
<member name="T:StgSharp.Graphics.glLoader">
<summary>
Function handler to load an opengl function by searching its _label.
</summary>
<param _label="name">
the _label of the Opengl function
</param>
<returns>
An Intptr value representing the pointer to the function
</returns>
</member>
<member name="P:StgSharp.Graphics.Image.PixelUpdateCount">
<summary>
Hash code of time pixels updated last time.
</summary>
</member>
<member name="T:StgSharp.Graphics.OpenGL.AutoTextureGL">
<summary>
A collection of a sets of OpenGL textures. The collection can automatically select one of
the texture with minimum costs to upgrade pixels to BufferHandle. Usually <see
cref="T:StgSharp.Graphics.OpenGL.AutoTextureGL" /> is used for <see cref="T:StgSharp.Graphics.IImageProvider" /> loading, but not for
target of <see cref="M:StgSharp.Graphics.OpenGL.OpenGLFunction.FrameBufferTexture2d(StgSharp.Graphics.OpenGL.FrameBufferTarget,System.UInt32,StgSharp.Graphics.OpenGL.Texture2DTarget,StgSharp.Graphics.OpenGL.GlHandle,System.Int32)" />.
</summary>
</member>
<member name="T:StgSharp.Graphics.OpenGL.ElementBuffer">
<summary>
A collection of handle to Element BufferHandle Object in OpenglFunc. Each <see
langword="uint" /> value indexed from instance of this class this is the only handle to
one Element BufferHandle Object.
</summary>
</member>
<member name="M:StgSharp.Graphics.OpenGL.FrameBuffer.Bind(System.Int32)">
<summary>
Bind the frame BufferHandle object with _label frame BufferHandle to the frame
BufferHandle target specified by target. <see langword="FrameBufferTarget.All" /> will
be set as default target.
</summary>
<param _label="index">
Index of object to be binded in handle set
</param>
</member>
<member name="M:StgSharp.Graphics.OpenGL.FrameBuffer.Bind(StgSharp.Graphics.OpenGL.FrameBufferTarget,System.Int32)">
<summary>
Bind the frame BufferHandle object with _label frame BufferHandle to the frame
BufferHandle target specified by target. Target of this frame BufferHandle should be
set manually.
</summary>
<param _label="target">
The frame BufferHandle target of the binding operation.
</param>
<param _label="index">
Index of object to be binded in handle set
</param>
</member>
<member name="M:StgSharp.Graphics.OpenGL.TextureGL.LoadTexture(System.Int32,StgSharp.Graphics.Image)">
<summary>
Load an <see cref="T:StgSharp.Graphics.Image" /> to certain texture.
</summary>
<param _label="index">
</param>
<param _label="i">
</param>
</member>
<member name="M:StgSharp.Graphics.OpenGL.VertexBuffer.Unbind">
<summary>
</summary>
</member>
<member name="M:StgSharp.Graphics.OpenGL.VertexBuffer.WriteMatrixData``1(System.Int32,``0,StgSharp.Graphics.OpenGL.BufferUsage)">
<summary>
Set _data to current vertex BufferHandle object
</summary>
<typeparam _label="TItem">
Type of bufferData
</typeparam>
<param _label="index">
Index to find certain VBO in this instance
</param>
<param _label="bufferData">
Data to write in
</param>
<param _label="usage">
How OpenGL use these _data, defined by <see cref="T:StgSharp.Graphics.OpenGL.BufferUsage" />
</param>
</member>
<member name="M:StgSharp.Graphics.OpenGL.VertexBuffer.WriteScalerData``1(System.Int32,``0[],StgSharp.Graphics.OpenGL.BufferUsage)">
<summary>
Set _data to current vertex BufferHandle object
</summary>
<typeparam _label="TItem">
Type of bufferData
</typeparam>
<param _label="index">
Index to find certain VBO in this instance
</param>
<param _label="bufferArray">
Data to write in
</param>
<param _label="usage">
How OpenGL use these _data, defined by <see cref="T:StgSharp.Graphics.OpenGL.BufferUsage" />
</param>
</member>
<member name="M:StgSharp.Graphics.OpenGL.VertexBuffer.WriteScalerData``1(System.Int32,System.ReadOnlySpan{``0},StgSharp.Graphics.OpenGL.BufferUsage)">
<summary>
Set _data to current vertex BufferHandle object
</summary>
<typeparam _label="TItem">
Type of bufferData
</typeparam>
<param _label="index">
Index to find certain VBO in this instance
</param>
<param _label="scalerSpan">
A <see cref="T:System.Span`1" /> of _data to write in
</param>
<param _label="usage">
How OpenGL use these _data, defined by <see cref="T:StgSharp.Graphics.OpenGL.BufferUsage" />
</param>
</member>
<member name="M:StgSharp.Graphics.OpenGL.VertexBuffer.WriteVectorData``1(System.Int32,System.ReadOnlySpan{``0},StgSharp.Graphics.OpenGL.BufferUsage)">
<summary>
Set data to current vertex BufferHandle object
</summary>
<typeparam _label="TItem">
Type of bufferData
</typeparam>
<param _label="index">
Index to find certain VBO in this instance
</param>
<param _label="vectorSpan">
A <see cref="T:System.Span`1" /> of data to write in
</param>
<param _label="usage">
How OpenGL use these data, defined by <see cref="T:StgSharp.Graphics.OpenGL.BufferUsage" />
</param>
</member>
<member name="M:StgSharp.Graphics.OpenGL.VertexBuffer.WriteVectorData``1(System.Int32,``0[],StgSharp.Graphics.OpenGL.BufferUsage)">
<summary>
Set _data to current vertex BufferHandle object
</summary>
<typeparam _label="TItem">
Type of bufferData
</typeparam>
<param _label="index">
Index to find certain VBO in this instance
</param>
<param _label="vectorArray">
A array of _data to write in
</param>
<param _label="usage">
How OpenGL use these _data, defined by <see cref="T:StgSharp.Graphics.OpenGL.BufferUsage" />
</param>
</member>
<member name="M:StgSharp.Graphics.OpenGL.glManager.LoadGLfunc(System.String)">
<summary>
Get the function pointer of given OpenGL api _label
</summary>
<param _label="name">
ContextName of the OpenGL api
</param>
<returns>
The funtion pointer of the api in stream of <see cref="T:System.IntPtr" />
</returns>
</member>
<member name="M:StgSharp.Graphics.OpenGL.glManager.LoadOpenGLApiTo(System.IntPtr)">
<summary>
Load all supported OpenGL APIs and bind them to given <see cref="T:StgSharp.MVVM.ViewPort" />.
</summary>
<param _label="contextHandle">
The handle to current OpenGL viewPortDisplay
</param>
</member>
<member name="M:StgSharp.Graphics.OpenGL.OpenGLFunction.BindFrameBuffer(StgSharp.Graphics.OpenGL.FrameBufferTarget,StgSharp.Graphics.OpenGL.GlHandle)">
<summary>
Bind a frame BufferHandle to a frame BufferHandle target Same function as <see
href="https://docs._gl/gl3/glBindFramebuffer"> glBindFramebuffer </see>.
</summary>
<param _label="target">
The frame BufferHandle target of the binding operation.
</param>
<param _label="handle">
The handle of the frame BufferHandle object to bind.
</param>
</member>
<member name="M:StgSharp.Graphics.OpenGL.OpenGLFunction.DeleteRenderBuffer(StgSharp.Graphics.OpenGL.GlHandle)">
<summary>
Delete a render BufferHandle object Very simlilar function as <see
href="https://docs.gl/gl3/glDeleteRenderbuffers"> glDeleteRenderbuffers </see>. The
only deifference is that this mehtod can only delete one renderbuffer at the same
time.
</summary>
<param _label="bufferHandle">
Handle to BufferHandle to delete.
</param>
</member>
<member name="M:StgSharp.Graphics.OpenGL.glRender.CreateElementBuffer(System.Int32)">
<summary>
Create a set of <see cref="T:StgSharp.Graphics.OpenGL.ElementBuffer" />.
</summary>
<param _label="count">
Amount of EBO to be created.
</param>
<returns>
</returns>
</member>
<member name="M:StgSharp.Graphics.OpenGL.glRender.CreateTexture(System.Int32)">
<summary>
Create a sets of <see cref="T:StgSharp.Graphics.OpenGL.TextureGL" />
</summary>
<param _label="count">
Amount of textures to be created.
</param>
<returns>
</returns>
</member>
<member name="M:StgSharp.Graphics.OpenGL.glRender.CreateVertexArray(System.Int32)">
<summary>
Create a set of <see cref="T:StgSharp.Graphics.OpenGL.VertexArray" />.
</summary>
<param _label="count">
Amount of VAO to be created.
</param>
<returns>
</returns>
</member>
<member name="M:StgSharp.Graphics.OpenGL.glRender.CreateVertexBuffer(System.Int32)">
<summary>
Create a set of <see cref="T:StgSharp.Graphics.OpenGL.VertexBuffer" />.
</summary>
<param _label="count">
Amount of Object to be created.
</param>
<returns>
</returns>
</member>
<member name="M:StgSharp.Graphics.OpenGL.glRender.InitializeContext">
<summary>
Initialize an opengl context and load all opengl functions.
</summary>
</member>
<member name="M:StgSharp.Graphics.OpenGL.glRender.MakeAsCurrentContext">
<summary>
Initialize an OpenGl viewPortDisplay if current form has not been binded to any
viewPortDisplay. and set the viewPortDisplay binded to current form as current OpenGL
viewPortDisplay.
</summary>
<exception cref="T:System.Exception">
Something goes wrong and World fails in creating a new OpenGL viewPortDisplay.
</exception>
</member>
<member name="M:StgSharp.Graphics.OpenGL.glRender.RenderEnd">
<inheritdoc />
</member>
<member name="M:StgSharp.Graphics.OpenGL.glRender.RenderStart">
<inheritdoc />
</member>
<member name="M:StgSharp.Graphics.OpenGL.glRender.CreateShaderProgram">
<summary>
Create an instance of <see cref="T:StgSharp.Graphics.OpenGL.Shader" /> program
</summary>
<returns>
New instance of <see cref="T:StgSharp.Graphics.OpenGL.Shader" /> instance.
</returns>
</member>
<member name="M:StgSharp.Graphics.OpenGL.Shader.AttachTo(System.Int32,StgSharp.Graphics.OpenGL.ShaderProgram)">
<summary>
Attach one shader code to a shader program.
</summary>
<param _label="target">
Shader program to attach
</param>
<param _label="index">
Index of shader code in current shader code set.
</param>
</member>
<member name="M:StgSharp.Graphics.OpenGL.ShaderProgram.#ctor(StgSharp.Graphics.OpenGL.glRender)">
<summary>
CustomizeInit a program with no shader attached.
</summary>
</member>
<member name="M:StgSharp.Graphics.OpenGL.ShaderProgram.GetUniform``1(System.String)">
<summary>
Get a uniform form current shader, the value type of the uniform should be provided.
</summary>
<param _label="name">
ContextName of the Uniform in shader code
</param>
<returns>
</returns>
</member>
<member name="M:StgSharp.Graphics.OpenGL.ShaderProgram.GetUniform``2(System.String)">
<summary>
Get a uniform form current shader, the value type of the uniform should be provided.
</summary>
<param _label="name">
ContextName of the Uniform in shader code
</param>
<returns>
</returns>
</member>
<member name="M:StgSharp.Graphics.OpenGL.ShaderProgram.GetUniform``3(System.String)">
<summary>
Get a uniform form current shader, the value type of the uniform should be provided.
</summary>
<param _label="name">
ContextName of the Uniform in shader code
</param>
<returns>
</returns>
</member>
<member name="M:StgSharp.Graphics.OpenGL.ShaderProgram.GetUniform``4(System.String)">
<summary>
Get a uniform form current shader, the value type of the uniform should be provided.
</summary>
<param _label="name">
ContextName of the Uniform in shader code
</param>
<returns>
</returns>
</member>
<member name="M:StgSharp.Graphics.OpenGL.ShaderProgram.Link">
<summary>
Link the shader to current viewPortDisplay.
</summary>
</member>
<member name="M:StgSharp.Graphics.OpenGL.ShaderProgram.Use">
<summary>
Let the current viewPortDisplay use this shader.
</summary>
</member>
<member name="M:StgSharp.Graphics.ShaderEdit.IglConvertable.DisplayGLtypeDefinition">
<summary>
</summary>
</member>
<member name="M:StgSharp.Graphics.ShaderEdit.IglConvertable.GainAllUniforms(StgSharp.Graphics.OpenGL.ShaderProgram,System.String[])">
<summary>
</summary>
</member>
<member name="M:StgSharp.Graphics.ShaderEdit.IglConvertable.GetConvertedGLtype">
<summary>
</summary>
<returns>
</returns>
</member>
<member name="M:StgSharp.Graphics.ShaderEdit.IglConvertable.SetAllUniforms">
<summary>
</summary>
</member>
<member name="M:StgSharp.Graphics.RenderStream.SetSizeLimit(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
Set the Size limit of current form
</summary>
<param _label="minWidth">
Minimum width of current form
</param>
<param _label="minHeight">
Minimum height of current form
</param>
<param _label="maxWidth">
Maximum width of current form
</param>
<param _label="maxHeight">
Maximum height of current form
</param>
</member>
<member name="M:StgSharp.Graphics.RenderStream.NativeCameraUniform(StgSharp.Graphics.OpenGL.ShaderProgram,System.String)">
<summary>
Get <see cref="T:StgSharp.Graphics.OpenGL.Uniform`1" />(TView is <see cref="T:StgSharp.Mathematics.Matrix44" />) uniform from a shader.
This uniform will be used as projection matrix of this camera. Additionally, for
multi- shader rendering, each shader requires a uniform, so do not ignore return
value of this method.
</summary>
<param _label="source">
Shader using this camera
</param>
<param _label="name">
ContextName of projection camera named in shader
</param>
<returns>
<see cref="T:StgSharp.Graphics.OpenGL.Uniform`1" />(TView is <see cref="T:StgSharp.Mathematics.Matrix44" />) representing projection
matrix in shader program.
</returns>
</member>
<member name="M:StgSharp.Graphics.RenderStream.RenderStart">
<summary>
Marking the start of current render operations, and set this renser context as
current.
</summary>
</member>
<member name="M:StgSharp.Graphics.RenderStream.RenderEnd">
<summary>
Marking the end of current render operations, and release the binding of this renser
context to current, making it available for another thread as current.
</summary>
</member>
<member name="M:StgSharp.Graphics.Camera.GainAllUniforms(StgSharp.Graphics.OpenGL.ShaderProgram,System.String[])">
<summary>
Get all uniform related to this <see cref="T:StgSharp.Graphics.Camera" />.
</summary>
<param _label="source">
Shader program requires this camera.
</param>
<param _label="uniformName">
ContextName of all related uniforms. If you fallow form from <see
cref="M:StgSharp.Graphics.ShaderEdit.IglConvertable.DisplayGLtypeDefinition" />
</param>
<exception cref="T:System.ArgumentException">
</exception>
</member>
<member name="T:StgSharp.Threading.BufferExpansionLock">
<summary>
Provide a lock for managing concurrent access to a buffer that can be expanded and use a
common two-pase-copy expanding mechanism.
</summary>
</member>
<member name="P:StgSharp.Threading.ThreadHelper.EmptyThread">
<summary>
An individual thread doing nothing, and its <see cref="P:System.Threading.Thread.IsAlive" /> <see
langword="property" /> always returns false.
</summary>
</member>
<member name="M:StgSharp.HighPerformance.Memory.HybridLayerSegregatedFitAllocator.TryAllocateNew16MBBlock(StgSharp.HighPerformance.Memory.HybridLayerSegregatedFitAllocator.Entry*@)">
<summary>
Try to allocate a new 16MB block when all buckets are empty
</summary>
<param name="handle">
Output handle to the allocated Entry
</param>
<returns>
True if allocation succeeded
</returns>
</member>
<member name="M:StgSharp.HighPerformance.Memory.HybridLayerSegregatedFitAllocator.TryPopLevelForAllocation(System.Int32,System.Int32,StgSharp.HighPerformance.Memory.HybridLayerSegregatedFitAllocator.Entry*@)">
<summary>
Helper method for allocation - converts BucketNode to Entry
</summary>
</member>
<member name="M:StgSharp.HighPerformance.Memory.HybridLayerSegregatedFitAllocator.InitializeBucketSystem">
<summary>
Initialize bucket system (called in constructor)
</summary>
</member>
<member name="M:StgSharp.HighPerformance.Memory.HybridLayerSegregatedFitAllocator.ReleaseBucketNodeLockByType(StgSharp.HighPerformance.Memory.HybridLayerSegregatedFitAllocator.BucketNode*,System.Byte)">
<summary>
根据锁类型释放BucketNode锁
</summary>
</member>
<member name="M:StgSharp.HighPerformance.Memory.HybridLayerSegregatedFitAllocator.ReleaseOrderedBucketLocks(StgSharp.HighPerformance.Memory.HybridLayerSegregatedFitAllocator.BucketNode*,StgSharp.HighPerformance.Memory.HybridLayerSegregatedFitAllocator.BucketNode*,StgSharp.HighPerformance.Memory.HybridLayerSegregatedFitAllocator.BucketNode*)">
<summary>
按地址顺序释放BucketNode锁
</summary>
</member>
<member name="T:StgSharp.HighPerformance.Memory.HybridLayerSegregatedFitAllocator.BucketNode">
<summary>
BucketNode structure - specialized node for bucket linked lists Stored in main
allocation area (user-overwritable region)
</summary>
</member>
<member name="M:StgSharp.HighPerformance.Memory.HybridLayerSegregatedFitAllocator.Free(StgSharp.HighPerformance.Memory.HybridLayerSegregatedFitAllocationHandle)">
<summary>
Free allocated memory block and perform adjacent block merging
</summary>
<param name="handle">
Handle to the allocated memory block
</param>
</member>
<member name="M:StgSharp.HighPerformance.Memory.HybridLayerSegregatedFitAllocator.DetermineSegmentIndex(System.UInt32,System.Int32)">
<summary>
Determine segment index based on size and originLevel
</summary>
</member>
<member name="M:StgSharp.HighPerformance.Memory.HybridLayerSegregatedFitAllocator.IsAdjacentTo(StgSharp.HighPerformance.Memory.HybridLayerSegregatedFitAllocator.Entry*,StgSharp.HighPerformance.Memory.HybridLayerSegregatedFitAllocator.Entry*)">
<summary>
Check if two Entries are adjacent in memory
</summary>
</member>
<member name="M:StgSharp.HighPerformance.Memory.HybridLayerSegregatedFitAllocator.MergeAndRemoveFromBuckets(StgSharp.HighPerformance.Memory.HybridLayerSegregatedFitAllocator.Entry*)">
<summary>
Used in Free operations, efficiently remove from buckets and merge adjacent blocks.
Current Entry will serve as the final merged block. The Merge will be in lazy
strategy, any fail in acquiring spin lock will end a merging process.
</summary>
</member>
<member name="M:StgSharp.HighPerformance.Memory.HybridLayerSegregatedFitAllocator.RemoveFromPositionChain(StgSharp.HighPerformance.Memory.HybridLayerSegregatedFitAllocator.Entry*)">
<summary>
Remove node from position linked list
</summary>
</member>
<member name="T:StgSharp.HighPerformance.Memory.HybridLayerSegregatedFitAllocator.Entry">
<summary>
Entry structure - streamlined version (only position and state information) Stored in
external SLAB
</summary>
</member>
<member name="M:StgSharp.MVVM.ViewModel.ViewModelBase.UseViewModel(System.String)">
<summary>
CustomizeInit this form and render it on screen, and respond with operation
</summary>
</member>
<member name="P:StgSharp.MVVM.ViewModel.ViewModelBase.Height">
<summary>
Height of this form, represent in <see cref="T:System.Int32" />
</summary>
</member>
<member name="P:StgSharp.MVVM.ViewModel.ViewModelBase.Width">
<summary>
Width of this form, represent in <see cref="T:System.Int32" />
</summary>
</member>
<member name="P:StgSharp.MVVM.ViewModel.ViewModelBase.Size">
<summary>
Width of this form, represent in <see cref="T:System.Int32" />
</summary>
</member>
<member name="M:StgSharp.MVVM.ViewModel.ViewModelBase.SetSizeLimit(StgSharp.Mathematics.Vec2,StgSharp.Mathematics.Vec2)">
<summary>
Set the Size limit of current form
</summary>
<param _label="minSize">
Minimum Size of current form. In form of a <see cref="T:StgSharp.Mathematics.Vec2" /> of (width,height)
</param>
<param _label="maxSize">
Maximum Size of current form. In form of a <see cref="T:StgSharp.Mathematics.Vec2" /> of (width,height)
</param>
</member>
<member name="M:StgSharp.MVVM.ViewModel.ViewModelBase.SetSizeLimit(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
Set the Size limit of current form
</summary>
<param _label="minWidth">
Minimum width of current form
</param>
<param _label="minHeight">
Minimum height of current form
</param>
<param _label="maxWidth">
Maximum width of current form
</param>
<param _label="maxHeight">
Maximum height of current form
</param>
</member>
<member name="T:StgSharp.MVVM.ViewBase">
<summary>
ViewBase is the base type for all view types, providing context binding and control
element binding. A complete view should contain one complete <see cref="T:StgSharp.MVVM.ViewBase.ViewDesigner`1"
/>, <see cref="T:StgSharp.MVVM.ViewBase.ViewRender`1" />, and <see cref="!:ViewResponder" />, which provide
layout descriptions of control elements, user responses, and rendering implementations in
the view. Data between instances of <see cref="T:StgSharp.MVVM.ViewBase.ViewDesigner`1" />, <see
cref="T:StgSharp.MVVM.ViewBase.ViewRender`1" />, and <see cref="T:StgSharp.MVVM.ViewBase.ViewResponder`1" /> is shared through <see
cref="T:StgSharp.MVVM.ViewBase" />.
</summary>
</member>
<member name="M:StgSharp.MVVM.ViewBase.GetKeyStatus(StgSharp.KeyboardKey)">
<summary>
Get the status of a certain key on the keyboard.
</summary>
<param _label="key">
</param>
<returns>
<see cref="T:StgSharp.KeyStatus" /> representing if a key is pressed or released.
</returns>
</member>
<member name="T:StgSharp.MVVM.ViewBase.ViewDesigner`1">
<summary>
ViewDesigner provides descriptions of various controls in the view, binds the
controls to specific user actions and behaviors, and describes the layout and
interactions of each control.
</summary>
</member>
<member name="T:StgSharp.PipeLine.PipelineNode">
<summary>
</summary>
<risk>
Reset pipeline has risk, this operation is a direct operation to port in current node, the
port on the other node cannot get the change.
</risk>
</member>
<member name="M:StgSharp.PipeLine.PipeLineRunner.IsValidCalling">
<summary>
<para> Only the following occasions of calling are valid: </para> <para>1. no bp is
running or the only bp is quitting.</para><para>2. calling from the main thread or a
thread the current bp is running on. </para>
</summary>
</member>
<member name="T:StgSharp.PipeLine.PipelineScheduler">
<summary>
A sets of complex logic designed for running in multi threads environment. Warning: do not
run a <see cref="T:StgSharp.PipeLine.PipelineScheduler" /> instance in multi threads more than once.
</summary>
</member>
<member name="T:StgSharp.Timing.TimeSpanProvider">
<summary>
A microsecond-accuracy timer. It will refresh every a certain time span.
</summary>
</member>
<member name="M:StgSharp.Timing.TimeSpanProvider.#ctor(System.Int64,StgSharp.Timing.TimeSourceProviderBase)">
<summary>
Create a new <see cref="T:StgSharp.Timing.TimeSpanProvider" /> and define the length of time span.
Length of a single time span is defined in microseconds.
</summary>
<param _label="spanMicroSeconds">
</param>
<param _label="provider">
</param>
</member>
<member name="M:StgSharp.Timing.TimeSpanProvider.#ctor(System.Double,StgSharp.Timing.TimeSourceProviderBase)">
<summary>
Create a new <see cref="T:StgSharp.Timing.TimeSpanProvider" /> and define the length of time span.
Length of a single time span is defined in seconds.
</summary>
<param _label="spanSeconds">
</param>
<param _label="provider">
</param>
</member>
<member name="M:StgSharp.Timing.TimeSpanProvider.#ctor(System.Int64,System.Int64,StgSharp.Timing.TimeSourceProviderBase)">
<summary>
Create a new <see cref="T:StgSharp.Timing.TimeSpanProvider" /> and define the length of time span.
Length of a single time span is defined in microseconds.
</summary>
<param _label="spanLength">
</param>
<param _label="maxSpan">
</param>
<param _label="provider">
</param>
</member>
<member name="P:StgSharp.Timing.TimeSpanProvider.DefaultProvider">
<summary>
Time source provider provided in <see cref="T:StgSharp.World" /> internal framework.
</summary>
</member>
<member name="T:SamplingAdaptiveBackoff">
<summary>
Optimized sampling-based adaptive backoff strategy that re-samples and evaluates the current
contention situation and adjusts the strategy after a certain number of fallbacks
</summary>
</member>
<member name="P:SamplingAdaptiveBackoff.CurrentMethod">
<summary>
Gets the current method
</summary>
</member>
<member name="M:SamplingAdaptiveBackoff.Create">
<summary>
Creates a new optimized sampling adaptive backoff strategy instance
</summary>
</member>
<member name="M:SamplingAdaptiveBackoff.GetCurrentSampleStats">
<summary>
Gets the current sampling status (for debugging)
</summary>
</member>
<member name="M:SamplingAdaptiveBackoff.GetMethodPerformance(SamplingAdaptiveBackoff.BackoffMethod)">
<summary>
Gets the historical performance of the specified method (for monitoring)
</summary>
</member>
<member name="M:SamplingAdaptiveBackoff.OnCASAttempt(System.Boolean)">
<summary>
Called when attempting CAS (must be called regardless of success or failure)
</summary>
<param name="success">
Whether this CAS attempt was successful
</param>
</member>
<member name="M:SamplingAdaptiveBackoff.OnFallbackAndBackoff">
<summary>
Called when CAS fails and fallback needs to be executed, performs backoff and may trigger
re-sampling
</summary>
</member>
<member name="M:SamplingAdaptiveBackoff.DetermineInitialMethod">
<summary>
Determines initial method based on system characteristics
</summary>
</member>
<member name="M:SamplingAdaptiveBackoff.DetermineNextTestMethod">
<summary>
Determines the method to test in the next sampling window using optimized random selection
</summary>
</member>
<member name="M:SamplingAdaptiveBackoff.EvaluateCurrentSample">
<summary>
Evaluates the current sampling window and may adjust the strategy
</summary>
</member>
<member name="M:SamplingAdaptiveBackoff.GenerateInitialSeed">
<summary>
Generates initial seed for RNG
</summary>
</member>
<member name="M:SamplingAdaptiveBackoff.NextRandom">
<summary>
Fast pseudo-random number generator using XorShift32
</summary>
</member>
<member name="M:SamplingAdaptiveBackoff.PerformBackoffOptimized">
<summary>
Optimized backoff operation using jump table approach
</summary>
</member>
<member name="M:SamplingAdaptiveBackoff.PerformSpinWaitBackoff">
<summary>
Specialized SpinWait backoff with optimized logic
</summary>
</member>
<member name="M:SamplingAdaptiveBackoff.SwitchToMethod(SamplingAdaptiveBackoff.BackoffMethod)">
<summary>
Switches to a new method with optimized state reset
</summary>
</member>
</members>
</doc>