Searched refs:finish_ (Results 1 – 5 of 5) sorted by relevance
45 finish_ = new vector<StateId>; in InitVisit()57 void FinishState(StateId s, StateId p, const A *) { finish_->push_back(s); } in FinishState()62 for (StateId s = 0; s < (StateId)finish_->size(); ++s) in FinishVisit()64 for (StateId s = 0; s < (StateId)finish_->size(); ++s) in FinishVisit()65 (*order_)[(*finish_)[finish_->size() - s - 1]] = s; in FinishVisit()67 delete finish_; in FinishVisit() local73 vector<StateId> *finish_; // states in finishing-time order variable
142 this.finish_.bind(this, request),145 this.finish_.bind(this, currentRequest));156 Worker.prototype.finish_ = function(request) { method in Worker
28 this.finish = this.finish_.bind(this);75 FunctionSequence.prototype.finish_ = function() { method in FunctionSequence
164 double finish_; member in leveldb::__anon259400290111::Stats184 finish_ = start_; in Start()194 if (other.finish_ > finish_) finish_ = other.finish_; in Merge()201 finish_ = Env::Default()->NowMicros(); in Stop()202 seconds_ = (finish_ - start_) * 1e-6; in Stop()248 double elapsed = (finish_ - start_) * 1e-6; in Report()
241 task.closure(this.finish_.bind(this, task));252 AsyncUtil.Group.prototype.finish_ = function(task) { method in AsyncUtil.Group