Searched refs:threadState (Results 1 - 6 of 6) sorted by relevance

/haiku/src/bin/
H A Dps.c88 const char* threadState; local
99 threadState = "???";
101 threadState = sStates[threadInfo.state - 1];
104 B_PRId64 " ", threadInfo.name, threadInfo.thread, threadState,
/haiku/src/apps/debuganalyzer/model/
H A DModel.cpp530 ThreadSchedulingState* threadState local
532 if (threadState == NULL)
535 fThreadStates.Insert(threadState);
575 ThreadSchedulingState* threadState = it.Next();) {
576 Thread* thread = threadState->thread;
598 ThreadSchedulingState* threadState = it.Next();) {
599 Thread* thread = threadState->thread;
603 compactState->fThreadStates[threadIndex++] = *threadState;
/haiku/src/apps/debuganalyzer/gui/main_window/
H A DSchedulingPage.cpp780 ThreadState threadState = UNKNOWN;
801 threadState = events[lower].state;
846 text << "State: " << thread_state_name(threadState);
1066 const Model::CompactThreadSchedulingState* threadState local
1068 switch (threadState->state) {
1071 fSchedulingData.AddRun(threadState->thread,
1072 threadState->lastTime);
1075 fSchedulingData.AddPreemption(threadState->thread,
1076 threadState->lastTime);
1079 fSchedulingData.AddLatency(threadState
1510 uint32 threadState = event->previous_thread_state; local
[all...]
/haiku/src/system/kernel/scheduler/
H A Dscheduling_analysis.cpp733 uint32 threadState = entry->PreviousState(); local
734 if (threadState == B_THREAD_WAITING
735 || threadState == B_THREAD_SUSPENDED) {
738 } else if (threadState == B_THREAD_READY) {
/haiku/src/apps/debuganalyzer/model_loader/
H A DModelLoader.cpp1018 uint32 threadState = event->previous_thread_state; local
1019 if (threadState == B_THREAD_WAITING
1020 || threadState == B_THREAD_SUSPENDED) {
1023 } else if (threadState == B_THREAD_READY) {
/haiku/src/apps/debugger/user_interface/gui/team_window/
H A DTeamWindow.cpp1682 uint32 threadState = fActiveThread != NULL local
1685 switch (threadState) {

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