Previous
const BMessage *Previous() const;
const BMessage* Previous() const;
TraceEntry* Previous();
inline Value* Previous()
if (AVLTreeNode* node = fTreeIterator.Previous())
AVLTreeNode* node = fTree.Previous(_GetAVLTreeNode(value));
Value* Previous(Value* value) const;
inline AVLTreeNode* Previous()
fCurrent = fParent->Previous(fCurrent);
fCurrent = fParent->Previous(fNext);
AVLTreeNode* Previous(AVLTreeNode* node) const;
inline Value Previous()
if (AVLTreeNode* node = fTreeIterator.Previous())
AVLTreeNode* treeNode = fTree.Previous(_GetAVLTreeNode(node));
Node* Previous(Node* node) const;
GpeBlock->Previous = NextGpeBlock;
if (!GpeBlock->Previous && !GpeBlock->Next)
if (GpeBlock->Previous)
GpeBlock->Previous->Next = GpeBlock->Next;
GpeBlock->Next->Previous = GpeBlock->Previous;
GpeXrupt->Previous = NextGpeXrupt;
if (GpeXrupt->Previous)
GpeXrupt->Previous->Next = GpeXrupt->Next;
GpeXrupt->Next->Previous = GpeXrupt->Previous;
ACPI_PCI_DEVICE *Previous;
Previous = Next;
Next = Previous->Next;
ACPI_FREE (Previous);
return (Element->Previous);
((ACPI_DEBUG_MEM_BLOCK *)(MemList->ListHead))->Previous =
Allocation->Previous = NULL;
Allocation->Previous = Element;
(Element->Next)->Previous = Allocation;
if (Allocation->Previous)
(Allocation->Previous)->Next = Allocation->Next;
(Allocation->Next)->Previous = Allocation->Previous;
struct acpi_debug_mem_block *Previous; \
struct acpi_gpe_block_info *Previous;
struct acpi_gpe_xrupt_info *Previous;
other = Previous(node);
fNextTreeNode = Policy::GetNodeTree(fIndex)->Previous(fNextTreeNode);
Node* Previous(Node* node) const;
inline Value* Previous()
fIterator.Previous();
return fTreeMap.Previous(node);
node = less ? Previous(node) : Next(node);
fIterator.Previous();
LogicalPartition* prev = partition->Previous();
LogicalPartition* Previous() const
LogicalPartition* prev = logical->Previous();
LogicalPartition* prev = logical->Previous();
LogicalPartition* previous = logical->Previous();
LogicalPartition* previous = logical->Previous();
WizardController::Previous(wizard);
virtual void Previous(WizardView* wizard);
fController.Previous(fWizardView);
virtual void Previous(WizardView* wizard);
Previous();
TraceEntry* entry = iterator.Previous();
iterator.Previous();
while (TraceEntry* _entry = iterator.Previous()) {
while (TraceEntry* _entry = iterator.Previous()) {
return Previous(node);
entry = iterator.Previous();
entry = iterator.Previous();
range = less ? fRangeTree.Previous(range) : fRangeTree.Next(range);
inline vm_page* Previous(vm_page* page) const;
area = less ? fAreas.Previous(area) : fAreas.Next(area);
? fAreas.Previous(next) : fAreas.FindClosest(start + size, true);