fSignal
int Signal() const { return fSignal; }
int fSignal;
int32 Signal() const { return fSignal; }
int32 fSignal;
EventSignal* fSignal;
fSignal(0),
fSignal(other.fSignal),
fSignal(signal),
fSignal = signal;
fSignal(signal),
fSignal->AcquireReference();
status_t error = send_signal_to_team_locked(fTeam, fSignal->Number(),
fSignal, B_DO_NOT_RESCHEDULE);
if (error != B_OK || !fSignal->IsPending())
fSignal->SetUnused();
fSignal->AcquireReference();
status_t error = send_signal_to_thread_locked(fThread, fSignal->Number(),
fSignal, B_DO_NOT_RESCHEDULE);
if (error != B_OK || !fSignal->IsPending())
fSignal->SetUnused();
fSignal(signal),
fSignal->ReleaseReference();
fSignal->SetUserValue(userValue);
if (fSignal->MarkUsed()) {
fSignal(signal)
if (fSignal != NULL) {
fSignal->Handled();
fSignal = NULL;
Signal* fSignal;
fSignal(signal)
out.Print("signal handle: %" B_PRIu32 " (%s)" , fSignal,
signal_name(fSignal));
uint32 fSignal;
fSignal(signal),
"handler: %p", fSignal, signal_name(fSignal), fHandler);
uint32 fSignal;
fSignal(signal),
" (%s), flags: %#" B_PRIx32, fTarget, fSignal,
signal_name(fSignal), fFlags);
uint32 fSignal;
fSignal(signal),
fSignal, signal_name(fSignal), fAction.sa_handler,
uint32 fSignal;
fTeam, job_control_state_name(fNewState), fSignal);
int fSignal;
fSignal);
uint16 fSignal;