PriorityQueue.cs source code in C# .NET

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Code:

/ 4.0 / 4.0 / DEVDIV_TFS / Dev10 / Releases / RTMRel / wpf / src / Base / MS / Internal / PriorityQueue.cs / 1305600 / 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.

                        

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