fJobs
JobList* fJobs;
JobTable fJobs;
BObjectList<Job> fJobs;
int32 CountJobs() const { return fJobs.CountItems(); }
Job* JobAt(int i) const { return fJobs.ItemAt(i); }
fJobs(NULL),
if (fJobs == NULL) {
fJobs = new(std::nothrow) JobList;
if (fJobs == NULL)
bool handledJobs = fJobs->Head() != NULL;
while (Job* job = fJobs->RemoveHead())
fJobs->Add(job);
error = fJobs.Init();
Job* job = fJobs.Clear(true);
fJobs.Insert(job);
Job* job = fJobs.Lookup(key);
return fJobs.Lookup(key);
return !fJobs.IsEmpty();
Job* job = fJobs.Lookup(key);
if (Job* job = fJobs.Lookup(key))
Job* job = fJobs.Lookup(key);
fJobs.Remove(job);
fJobs.Remove(job);
if (fJobs == NULL || fSolver == NULL)
int problemCount = solver_solve(fSolver, fJobs);
for (int i = 0; i < fJobs->count; i += 2)
fJobs->elements[i] |= solverMode;
fJobs(NULL),
return _GetFoundPackages(*fJobs, flags, _packages);
queue_push2(fJobs, SOLVER_SOLVABLE_ALL, 0);
for (int i = 0; i < fJobs->count; i += 2) {
if (pool_isemptyupdatejob(fPool, fJobs->elements[i],
fJobs->elements[i + 1])) {
fJobs->elements[i] &= ~SOLVER_JOBMASK;
fJobs->elements[i] |= SOLVER_INSTALL;
queue_push2(fJobs, SOLVER_SOLVABLE_ALL, 0);
queue_push2(fJobs, SOLVER_SOLVABLE_ALL, 0);
if (fSolver == NULL || fJobs == NULL)
solver_take_solution(fSolver, problem->Id(), solution->Id(), fJobs);
fJobs = new(std::nothrow) SolvQueue;
return fJobs != NULL ? B_OK : B_NO_MEMORY;;
delete fJobs;
fJobs = NULL;
queue_push2(fJobs, SOLVER_SOLVABLE, solvableId);
queue_push(fJobs, matchingPackages.elements[j]);
SolvQueue* fJobs;
fJobs.AddItem(job);
for (int i = 0; i < fJobs.CountItems(); i ++) {
Job* job = fJobs.ItemAt(i);
fJobs.SortItems(AscendingByTime);
fJobs.RemoveItem(job);
fJobs.SortItems(AscendingByTime);
for (int i = 0; i < fJobs.CountItems(); i ++) {
Job* job = fJobs.ItemAt(i);
for (int i = 0; i < fJobs.CountItems(); i ++) {
Job* job = fJobs.ItemAt(i);
: fJobs(20)
return fJobs.AddItem(job) ? B_OK : B_NO_MEMORY;
int32 count = fJobs.CountItems();
DiskDeviceJob* job = fJobs.ItemAt(i);
JobList fJobs;
for (JobMap::iterator iterator = fJobs.begin(); iterator != fJobs.end();
JobMap::const_iterator iterator = fJobs.begin();
for (; iterator != fJobs.end(); iterator++) {
for (JobMap::iterator iterator = fJobs.begin();
iterator != fJobs.end();) {
fJobs.erase(remove);
fJobs.insert(std::make_pair(job->Title(), job));
for (JobMap::iterator iterator = fJobs.begin(); iterator != fJobs.end();) {
fJobs.erase(remove);
for (JobMap::iterator iterator = fJobs.begin(); iterator != fJobs.end();
for (JobMap::reverse_iterator iterator = fJobs.rbegin();
iterator != fJobs.rend(); iterator++) {
for (JobMap::iterator iterator = fJobs.begin(); iterator != fJobs.end();
JobMap fJobs;
JobMap::const_iterator found = fJobs.find(BString(name).ToLower());
if (found != fJobs.end())
for (JobMap::iterator iterator = fJobs.begin();
iterator != fJobs.end();) {
fJobs.insert(std::make_pair(copy->Name(), copy));
for (JobList::Iterator it = fJobs.GetIterator(); Job* job = it.Next();) {
fJobs(),
while (Job* job = fJobs.RemoveHead())
fJobs.Add(job);
Job* job = fJobs.RemoveHead();
JobList fJobs;