Terraria v1.4.4.9
Terraria source code documentation
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System.Collections.Concurrent.ConcurrentStack< T > Member List

This is the complete list of members for System.Collections.Concurrent.ConcurrentStack< T >, including all inherited members.

_headSystem.Collections.Concurrent.ConcurrentStack< T >private
Clear()System.Collections.Concurrent.ConcurrentStack< T >inline
ConcurrentStack()System.Collections.Concurrent.ConcurrentStack< T >inline
ConcurrentStack(IEnumerable< T > collection)System.Collections.Concurrent.ConcurrentStack< T >inline
CopyRemovedItems(Node head, T[] collection, int startIndex, int nodesCount)System.Collections.Concurrent.ConcurrentStack< T >inlineprivatestatic
CopyTo(Array array, int index)System.Collections.Concurrent.ConcurrentStack< T >inlineprivate
CopyTo(T[] array, int index)System.Collections.Concurrent.ConcurrentStack< T >inline
CountSystem.Collections.Concurrent.ConcurrentStack< T >
GetEnumerator()System.Collections.Concurrent.ConcurrentStack< T >inline
GetEnumerator(Node head)System.Collections.Concurrent.ConcurrentStack< T >inlineprivate
GetEnumerator()System.Collections.Concurrent.ConcurrentStack< T >inlineprivate
InitializeFromCollection(IEnumerable< T > collection)System.Collections.Concurrent.ConcurrentStack< T >inlineprivate
IsEmptySystem.Collections.Concurrent.ConcurrentStack< T >
IsSynchronizedSystem.Collections.Concurrent.ConcurrentStack< T >private
Push(T item)System.Collections.Concurrent.ConcurrentStack< T >inline
PushCore(Node head, Node tail)System.Collections.Concurrent.ConcurrentStack< T >inlineprivate
PushRange(T[] items)System.Collections.Concurrent.ConcurrentStack< T >inline
PushRange(T[] items, int startIndex, int count)System.Collections.Concurrent.ConcurrentStack< T >inline
SyncRootSystem.Collections.Concurrent.ConcurrentStack< T >private
ToArray()System.Collections.Concurrent.ConcurrentStack< T >inline
ToList()System.Collections.Concurrent.ConcurrentStack< T >inlineprivate
ToList(Node curr)System.Collections.Concurrent.ConcurrentStack< T >inlineprivate
TryAdd(T item)System.Collections.Concurrent.ConcurrentStack< T >inlineprivate
TryPeek([MaybeNullWhen(false)] out T result)System.Collections.Concurrent.ConcurrentStack< T >inline
TryPop([MaybeNullWhen(false)] out T result)System.Collections.Concurrent.ConcurrentStack< T >inline
TryPopCore([MaybeNullWhen(false)] out T result)System.Collections.Concurrent.ConcurrentStack< T >inlineprivate
TryPopCore(int count, out Node poppedHead)System.Collections.Concurrent.ConcurrentStack< T >inlineprivate
TryPopRange(T[] items)System.Collections.Concurrent.ConcurrentStack< T >inline
TryPopRange(T[] items, int startIndex, int count)System.Collections.Concurrent.ConcurrentStack< T >inline
TryTake([MaybeNullWhen(false)] out T item)System.Collections.Concurrent.ConcurrentStack< T >inlineprivate
ValidatePushPopRangeInput(T[] items, int startIndex, int count)System.Collections.Concurrent.ConcurrentStack< T >inlineprivatestatic