Searched refs:matrix (Results 1 – 4 of 4) sorted by relevance
100 struct bhdr *matrix[REAL_FLI][MAX_SLI]; member185 b = p->matrix[*fl][*sl]; in FIND_SUITABLE_BLOCK()193 b = p->matrix[*fl][*sl]; in FIND_SUITABLE_BLOCK()206 p->matrix[fl][sl] = b->ptr.free_ptr.next; in EXTRACT_BLOCK_HDR()207 if ( p->matrix[fl][sl] ) in EXTRACT_BLOCK_HDR()232 if ( p->matrix[fl][sl] == b ) in EXTRACT_BLOCK()234 p->matrix[fl][sl] = b->ptr.free_ptr.next; in EXTRACT_BLOCK()235 if ( !p->matrix[fl][sl] ) in EXTRACT_BLOCK()251 if ( p->matrix[fl][sl] ) in INSERT_BLOCK()252 p->matrix[fl][sl]->ptr.free_ptr.prev = b; in INSERT_BLOCK()[all …]
11 matrix:
110 - Some people like to tile their 24" screens with a 6x4 matrix of 80x24
226 - Some people like to tile their 24" screens with a 6x4 matrix of 80x24
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