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<?xml version="1.0"?>
<doc>
<assembly>
<name>PaintDotNet.Base</name>
</assembly>
<members>
<member name="M:PaintDotNet.Clipboard.IClipboardReader.IsDataMaybeAvailable">
<summary>
Gets a flag indicating whether data might be available on the clipboard, or if it definitely isn't.
</summary>
<returns>
true if data might be available, or false if it definitely isn't
</returns>
</member>
<member name="M:PaintDotNet.Clipboard.IClipboardReader.MaybeGetData">
<summary>
Attempts to get data from the clipboard.
</summary>
<returns>
The data if it can be retrieved. Otherwise, either null is returned or an exception is thrown.
</returns>
</member>
<member name="M:PaintDotNet.Collections.ConcurrentQueueExtensions.EnqueueRange``2(System.Collections.Concurrent.ConcurrentQueue{``0},``1)">
<summary>
Enqueues a list of items to the queue.
</summary>
<returns>The number of items that were enqueued.</returns>
<remarks>
The items will be enqueued in-order, but they may be interspersed with items being
enqueued from other threads.
</remarks>
</member>
<member name="M:PaintDotNet.Collections.EnumerableExtensions.TryToArrayEfficiently``1(System.Collections.Generic.IEnumerable{``0})">
<summary>
Converts the list to an array. Returns null if this cannot be done efficiently (e.g. if it would fallback on Enumerable.ToArray()).
</summary>
</member>
<member name="T:PaintDotNet.Collections.ISegmentedCollection`1">
<summary>
Denotes a collection whose data is allocated in segments.
</summary>
<remarks>
Segments sizes are always a power of 2. This makes computing offsets very
efficient, as they can be implemented using shifts and logical masks instead
of division and modulus.
</remarks>
</member>
<member name="P:PaintDotNet.Collections.ISegmentedCollection`1.SegmentLengthLog2">
<summary>
The log2 of the segment length.
</summary>
</member>
<member name="P:PaintDotNet.Collections.ISegmentedCollection`1.Capacity">
<summary>
Gets the capacity of the collection. This will always be a multiple of SegmentLength.
</summary>
</member>
<member name="M:PaintDotNet.Collections.ISegmentedCollection`1.EnsureCapacity(System.Int32)">
<summary>
Ensures that enough capacity is allocated to hold the requested number of elements.
</summary>
<remarks>
The capacity value will be rounded up to a segment length boundary.
</remarks>
</member>
<member name="M:PaintDotNet.Collections.ISegmentedCollection`1.TrimExcess">
<summary>
Trims any extra allocated memory that is not currently needed.
</summary>
<remarks>
If Capacity is much larger than Count, this can reduce memory usage.
Usually segments are not released immediately, in case the size of
the collection is fluctuating across segment length boundaries.
</remarks>
</member>
<member name="T:PaintDotNet.Collections.RefCountingSet`1">
<summary>
Similar to Set<T>, but with the added ability to increment/decrement an items reference count.
</summary>
</member>
<member name="M:PaintDotNet.Collections.RefCountingSet`1.Add(`0)">
<summary>
Adds the item to the set, or increments its reference count if it is already present.
</summary>
<param name="item"></param>
<returns>
true if the item was added to the set, or false if the item was already
in the set and therefore its reference count was incremented.
</returns>
</member>
<member name="M:PaintDotNet.Collections.RefCountingSet`1.Release(`0)">
<summary>
Decrements an item's reference count, and removes it from the set if it reaches 0.
</summary>
<param name="item"></param>
<returns>
true if the item was in the set and removed. false if item was not in the set,
or if its reference count is not yet zero.
</returns>
</member>
<member name="M:PaintDotNet.Collections.SegmentedList`1.GetSegmentEndListIndex(System.Int32)">
<summary>
Returns an exclusive endpoint index for the requested segment index,
clamped to the count of this list.
</summary>
</member>
<member name="M:PaintDotNet.Collections.SegmentedList`1.EnsureCapacity(System.Int32)">
<summary>
Ensures that adding items up to the requested capacity will not require memory allocations.
</summary>
</member>
<member name="M:PaintDotNet.Collections.SegmentedList`1.SetRange(System.Int32,`0[],System.Int32,System.Int32)">
<summary>
Starting at dstIndex, writes items into the list. The list will be expanded if necessary.
</summary>
</member>
<member name="T:PaintDotNet.Collections.SortedKeyValueList`3">
<summary>
Maintains a sorted list of key-value pairs. There are no restrictions on key or value uniqueness.
</summary>
</member>
<member name="T:PaintDotNet.Collections.SortedList`1">
<summary>
Maintains a sorted list of items. A given item may be in the collection more than once.
</summary>
</member>
<member name="P:PaintDotNet.Collections.SparseList`1.Capacity">
<summary>
Gets the number of segment slots that are allocated, multiplied times SegmentLength.
</summary>
</member>
<member name="P:PaintDotNet.Collections.SparseQueue`1.Capacity">
<summary>
Gets the capacity of the queue. This will always be a multiple of SegmentLength.
</summary>
</member>
<member name="T:PaintDotNet.Collections.WorkStealingQueue`1">
<summary>A work-stealing queue.</summary>
<typeparam name="T">Specifies the type of data stored in the queue.</typeparam>
</member>
<member name="M:PaintDotNet.ComparableUtil.CompareTo``1(``0,System.Object)">
<summary>
This is a utility method you can call from your implementation of IComparable.CompareTo(object) when you
have already implemented IComparable<TThis>.Equals(TThis other).
</summary>
</member>
<member name="M:PaintDotNet.Concurrency.IAsyncSource.SetResult(PaintDotNet.Functional.Result)">
<summary>
Sets the result of this async, which is then delivered to any registered handlers.
</summary>
<returns>true if the result was accepted. false if the result has already been set.</returns>
</member>
<member name="M:PaintDotNet.Concurrency.IAsyncSource`1.SetResult(PaintDotNet.Functional.Result{`0})">
<summary>
Sets the result of this async, which is then delivered to any registered handlers.
</summary>
<returns>true if the result was accepted. false if the result has already been set.</returns>
</member>
<member name="M:PaintDotNet.Concurrency.IAsyncWorkDeque.Enqueue(PaintDotNet.Collections.QueueSide,System.Action)">
<summary>
Queues a work item to the front or end of the queue.
</summary>
</member>
<member name="M:PaintDotNet.Concurrency.IAsyncWorkQueue.BeginTry(System.Action)">
<summary>
Queues a work item to the end of the work queue.
</summary>
</member>
<member name="T:PaintDotNet.Diagnostics.FinalizerBomb">
<summary>
Instances of this class must be disposed, otherwise they will throw an exception
when they are finalized. Useful for implementing "scope" structs.
</summary>
</member>
<member name="M:PaintDotNet.Drawing.GdipBitmapUtil.CreateAlias(System.Drawing.Bitmap)">
<summary>
Creates an alias for the given bitmap. This helps to avoid "already in use" types of errors. The input
and output bitmaps share the same memory. Changes in one will be reflected in the other, and vice versa.
</summary>
</member>
<member name="M:PaintDotNet.Drawing.RectangleExtensions.PixelsIntersectWith(System.Drawing.Rectangle,System.Drawing.Rectangle)">
<summary>
Determines if the two rectangles intersect, and if that intersection has a positive
pixel coverage area.
</summary>
<param name="rect1"></param>
<param name="rect2"></param>
<returns></returns>
</member>
<member name="M:PaintDotNet.Drawing.RectangleFExtensions.RoundBound(System.Drawing.RectangleF)">
<summary>
Converts a RectangleF to RectangleF by rounding down the Location and rounding
up the Size.
</summary>
</member>
<member name="M:PaintDotNet.Dynamic.DynamicInvokeUtil.TryGetOrWrap(System.Object)">
<summary>
Returns an object that implements IDynamicInvoke which can be used for dynamic method invocation on the given target.
</summary>
<param name="target">The object to return or wrap.</param>
<returns>
If the target implements IDynamicInvoke, then it is returned directly. Otherwise, a wrapper is returned:
If the target has a private method, OnInvokeDynamicMethod(string name, object[] args), then the wrapper will delegate to that method.
Otherwise, null will be returned. This latter mechanism is provided so that classes compiled for an older version of this assembly,
which lacks IDynamicInvoke, may still essentially implement IDynamicInvoke.
</returns>
</member>
<member name="M:PaintDotNet.Dynamic.IDynamicInvoke.InvokeDynamicMethod(System.String,System.Object[])">
<summary>
Invokes a method with the given name and arguments.
</summary>
<param name="name">The name of the method to invoke.</param>
<param name="args">The arguments to pass to the method. If there are no arguments, this should be null or 0-length.</param>
<returns>The return value of the method. If the method's return type is void, then this will be null.</returns>
<remarks>If elements of the args array correspond to ref or out parameters, then they may have been modified upon return.</remarks>
<exception cref="T:System.Reflection.TargetInvocationException">The invoked method threw an exception.</exception>
<exception cref="T:System.MissingMethodException">A method with the given name doesn't exist.</exception>
</member>
<member name="T:PaintDotNet.Functional.Maybe`1">
<summary>
Mostly the same as Nullable, except without special CLR support which means it allows nesting/recursion.
e.g., Maybe<Maybe<T>> works fine, as does Maybe<Nullable<T>> and
Nullable<Maybe<T>>. You also don't get some of the sometimes-confusing-but-sometimes-not
semantics around boxing and unboxing of Nullable types.
Reference types are also supported, although you don't get extra semantics: 'null' will always result in
HasValue being false. So for that case it serves the same purpose as Java's Maybe<T> class, that
of allowing you to be more verbose about whether something can be null or not.
Nullable<*> is also supported, and works similarly to reference types in that HasValue will be
false when a null value is used.
</summary>
</member>
<member name="T:PaintDotNet.IO.GuardedStream">
<summary>
This class exists so that we can record exceptions thrown during any call into the source Stream.
This is needed because if you use Bitmap.Save() on Win7, GDI+ uses WIC but it doesn't pay attention
to things like IOExceptions and you otherwise cannot detect the error state.
</summary>
</member>
<member name="F:PaintDotNet.IO.IOEventArgs.ioOperationType">
<summary>
Whether we are reporting a Read or Write operation.
</summary>
</member>
<member name="F:PaintDotNet.IO.IOEventArgs.position">
<summary>
The offset within the file that the operation is to begin, or has finished, at.
</summary>
</member>
<member name="F:PaintDotNet.IO.IOEventArgs.count">
<summary>
The number of bytes that were read or written.
</summary>
</member>
<member name="T:PaintDotNet.IO.SiphonStream">
<summary>
This was written as a workaround for a bug in SharpZipLib that prevents it
from working right with huge Write() commands. So we split the incoming
requests into smaller requests, like 4KB each or so.
However, this didn't work around the bug. But now I use this class so that
I can keep tabs on a serialization or deserialization operation and have a
dialog box with a progress bar.
</summary>
</member>
<member name="M:PaintDotNet.IO.SiphonStream.Abort(System.Exception)">
<summary>
Causes the next call to Read() or Write() to throw an IOException instead. The
exception passed to this method will be used as the InnerException.
</summary>
<param name="newThrowMe"></param>
</member>
<member name="P:PaintDotNet.MemoryManagement.IBuffer.Access">
<summary>
Gets the maximum access that this buffer allows for a lock.
</summary>
</member>
<member name="M:PaintDotNet.MemoryManagement.IBuffer.Lock(System.Int64,System.Int64,PaintDotNet.MemoryManagement.BufferAccess)">
<summary>
Pins the buffer in memory and provides access to the requested region.
Locks are not exclusive and are used solely to pin the buffer in memory,
and ensure that the buffer will not be freed for the duration of the
operation.
The access granted to the buffer will be at least the requested access
level. If multiple locks are active then the least restrictive access level
will be in effect.
</summary>
</member>
<member name="P:PaintDotNet.MemoryManagement.IVirtualMemory.Protection">
<summary>
Gets or sets the protection applied to this virtual memory allocation.
</summary>
<remarks>
The value of this property limits the access level that a lock will be
granted for. However, it is also possible to set this property to a
more restrictive protection mode while a lock is active (e.g. a ReadWrite
lock is active and you set Protection to ReadOnly), which will
effectively break the lock.
To use a buffer which automatically manages the Protection property to
the lowest level required by any active locks, see the ProtectedBuffer
class.
</remarks>
</member>
<member name="M:PaintDotNet.MemoryManagement.IVirtualMemory.DisregardContents">
<summary>
Indicates that the current contents of the buffer are no longer of interest, and are
not required to be maintained if pages must be read from or written to the pagefile.
</summary>
<remarks>
This is useful for implementing object pools that require large allocations, e.g.
bitmaps. When a bitmap is returned to the pool, calling Disregard() means that the
contents will not be written to disk if memory pressure requires that it be evicted
from physical memory.
This is also useful for heap managers. Any heap section that is completely free may
have its contents disregarded, while still maintaining the committed state.
See also: MEM_RESET as used by the VirtualAlloc API, http://msdn.microsoft.com/en-us/library/windows/desktop/aa366887(v=vs.85).aspx
This method is not required to do anything; it may be implemented as a no-op, as a real
VirtualAlloc(MEM_RESET) call, or as a ZeroMemory() call.
This method has no effect if there are any active locks, or if the object is already
disposed or finalized.
</remarks>
</member>
<member name="T:PaintDotNet.MemoryManagement.MemoryProtection">
<summary>
Indicates the level of protection that is applied to a block of memory.
</summary>
</member>
<member name="T:PaintDotNet.Serialization.SerializationFallbackBinder">
<summary>
This is an implementation of SerializationBinder that tries to find a match
for a type even if a direct match doesn't exist. This gets around versioning
mismatches, and allows you to move data types between assemblies.
</summary>
<remarks>
This class is in SystemLayer because there is code in this assembly that must
make use of it. This class does not otherwise need to be here, and can be
ignored by implementors.
</remarks>
</member>
<member name="P:PaintDotNet.SizingEventArgs.ScreenWindowRectangle">
<summary>
Gets or sets the screen coordinates of the window, including the non-client region.
</summary>
</member>
<member name="T:PaintDotNet.Threading.IDispatcher">
<summary>
An interface for a thread-affinitized queue of work.
</summary>
</member>
<member name="T:PaintDotNet.Threading.IDispatcherObject">
<summary>
Represents an object that is associated with a dispatcher, and that
does its work on the thread that the dispatcher is affinitized to.
All calls into this object must be on the dispatcher's thread.
</summary>
</member>
<member name="T:PaintDotNet.Threading.ThreadAffinitizedObjectBase">
<summary>
Helper base class for IThreadAffinitizedObject imlementations. At instantiation,
the current thread is recognized into being the RequiredManagedThreadID for this
object.
</summary>
</member>
<member name="T:PaintDotNet.Threading.ThreadDispatcher">
<summary>
One thread for queueing work items into. The work items will always be executed in the
order they are queued, and there will never be more than 1 of them executing at any
given time.
</summary>
</member>
<member name="M:PaintDotNet.VersionUtil.GetVersionNumberString(System.Version,System.Int32)">
<summary>
Returns a string for just the version number, i.e. "3.01"
</summary>
<remarks>2 and 4 are special cases. If you specify 4, then the version is returned as-is. If you specify 2, then
it is actually "prettied" up to 3 fields, e.g. 3.51 -> 3.5.1</remarks>
</member>
</members>
</doc>