OpenMetaverseTypes
Used for converting degrees to radians
Used for converting radians to degrees
Convert the first two bytes starting in the byte array in
little endian ordering to a signed short integer
An array two bytes or longer
A signed short integer, will be zero if a short can't be
read at the given position
Convert the first two bytes starting at the given position in
little endian ordering to a signed short integer
An array two bytes or longer
Position in the array to start reading
A signed short integer, will be zero if a short can't be
read at the given position
Convert the first four bytes starting at the given position in
little endian ordering to a signed integer
An array four bytes or longer
Position to start reading the int from
A signed integer, will be zero if an int can't be read
at the given position
Convert the first four bytes of the given array in little endian
ordering to a signed integer
An array four bytes or longer
A signed integer, will be zero if the array contains
less than four bytes
Convert the first eight bytes of the given array in little endian
ordering to a signed long integer
An array eight bytes or longer
A signed long integer, will be zero if the array contains
less than eight bytes
Convert the first eight bytes starting at the given position in
little endian ordering to a signed long integer
An array eight bytes or longer
Position to start reading the long from
A signed long integer, will be zero if a long can't be read
at the given position
Convert the first two bytes starting at the given position in
little endian ordering to an unsigned short
Byte array containing the ushort
Position to start reading the ushort from
An unsigned short, will be zero if a ushort can't be read
at the given position
Convert two bytes in little endian ordering to an unsigned short
Byte array containing the ushort
An unsigned short, will be zero if a ushort can't be
read
Convert the first four bytes starting at the given position in
little endian ordering to an unsigned integer
Byte array containing the uint
Position to start reading the uint from
An unsigned integer, will be zero if a uint can't be read
at the given position
Convert the first four bytes of the given array in little endian
ordering to an unsigned integer
An array four bytes or longer
An unsigned integer, will be zero if the array contains
less than four bytes
Convert the first eight bytes of the given array in little endian
ordering to an unsigned 64-bit integer
An array eight bytes or longer
An unsigned 64-bit integer, will be zero if the array
contains less than eight bytes
Convert four bytes in little endian ordering to a floating point
value
Byte array containing a little ending floating
point value
Starting position of the floating point value in
the byte array
Single precision value
Convert an integer to a byte array in little endian format
The integer to convert
A four byte little endian array
Convert an integer to a byte array in big endian format
The integer to convert
A four byte big endian array
Convert a 64-bit integer to a byte array in little endian format
The value to convert
An 8 byte little endian array
Convert a 64-bit unsigned integer to a byte array in little endian
format
The value to convert
An 8 byte little endian array
Convert a floating point value to four bytes in little endian
ordering
A floating point value
A four byte array containing the value in little endian
ordering
Converts an unsigned integer to a hexadecimal string
An unsigned integer to convert to a string
A hexadecimal string 10 characters long
0x7fffffff
Convert a variable length UTF8 byte array to a string
The UTF8 encoded byte array to convert
The decoded string
Converts a byte array to a string containing hexadecimal characters
The byte array to convert to a string
The name of the field to prepend to each
line of the string
A string containing hexadecimal characters on multiple
lines. Each line is prepended with the field name
Converts a byte array to a string containing hexadecimal characters
The byte array to convert to a string
Number of bytes in the array to parse
A string to prepend to each line of the hex
dump
A string containing hexadecimal characters on multiple
lines. Each line is prepended with the field name
Convert a string to a UTF8 encoded byte array
The string to convert
A null-terminated UTF8 byte array
Converts a string containing hexadecimal characters to a byte array
String containing hexadecimal characters
If true, gracefully handles null, empty and
uneven strings as well as stripping unconvertable characters
The converted byte array
Returns true is c is a hexadecimal digit (A-F, a-f, 0-9)
Character to test
true if hex digit, false if not
Converts 1 or 2 character string into equivalant byte value
1 or 2 character string
byte
Convert a float value to a byte given a minimum and maximum range
Value to convert to a byte
Minimum value range
Maximum value range
A single byte representing the original float value
Convert a byte to a float value given a minimum and maximum range
Byte array to get the byte from
Position in the byte array the desired byte is at
Minimum value range
Maximum value range
A float value inclusively between lower and upper
Convert a byte to a float value given a minimum and maximum range
Byte to convert to a float value
Minimum value range
Maximum value range
A float value inclusively between lower and upper
Attempts to parse a floating point value from a string, using an
EN-US number format
String to parse
Resulting floating point number
True if the parse was successful, otherwise false
Attempts to parse a floating point value from a string, using an
EN-US number format
String to parse
Resulting floating point number
True if the parse was successful, otherwise false
Tries to parse an unsigned 32-bit integer from a hexadecimal string
String to parse
Resulting integer
True if the parse was successful, otherwise false
Returns text specified in EnumInfo attribute of the enumerator
To add the text use [EnumInfo(Text = "Some nice text here")] before declaration
of enum values
Enum value
Text representation of the enum
Takes an AssetType and returns the string representation
The source
The string version of the AssetType
Translate a string name of an AssetType into the proper Type
A string containing the AssetType name
The AssetType which matches the string name, or AssetType.Unknown if no match was found
Convert an InventoryType to a string
The to convert
A string representation of the source
Convert a string into a valid InventoryType
A string representation of the InventoryType to convert
A InventoryType object which matched the type
Convert a SaleType to a string
The to convert
A string representation of the source
Convert a string into a valid SaleType
A string representation of the SaleType to convert
A SaleType object which matched the type
Converts a string used in LLSD to AttachmentPoint type
String representation of AttachmentPoint to convert
AttachmentPoint enum
Copy a byte array
Byte array to copy
A copy of the given byte array
Packs to 32-bit unsigned integers in to a 64-bit unsigned integer
The left-hand (or X) value
The right-hand (or Y) value
A 64-bit integer containing the two 32-bit input values
Unpacks two 32-bit unsigned integers from a 64-bit unsigned integer
The 64-bit input integer
The left-hand (or X) output value
The right-hand (or Y) output value
Convert an IP address object to an unsigned 32-bit integer
IP address to convert
32-bit unsigned integer holding the IP address bits
Gets a unix timestamp for the current time
An unsigned integer representing a unix timestamp for now
Convert a UNIX timestamp to a native DateTime object
An unsigned integer representing a UNIX
timestamp
A DateTime object containing the same time specified in
the given timestamp
Convert a UNIX timestamp to a native DateTime object
A signed integer representing a UNIX
timestamp
A DateTime object containing the same time specified in
the given timestamp
Convert a native DateTime object to a UNIX timestamp
A DateTime object you want to convert to a
timestamp
An unsigned integer representing a UNIX timestamp
Swap two values
Type of the values to swap
First value
Second value
Try to parse an enumeration value from a string
Enumeration type
String value to parse
Enumeration value on success
True if the parsing succeeded, otherwise false
Swaps the high and low words in a byte. Converts aaaabbbb to bbbbaaaa
Byte to swap the words in
Byte value with the words swapped
Attempts to convert a string representation of a hostname or IP
address to a
Hostname to convert to an IPAddress
Converted IP address object, or null if the conversion
failed
Provide a single instance of the CultureInfo class to
help parsing in situations where the grid assumes an en-us
culture
UNIX epoch in DateTime format
Provide a single instance of the MD5 class to avoid making
duplicate copies and handle thread safety
Provide a single instance of the SHA-1 class to avoid
making duplicate copies and handle thread safety
Provide a single instance of a random number generator
to avoid making duplicate copies and handle thread safety
Clamp a given value between a range
Value to clamp
Minimum allowable value
Maximum allowable value
A value inclusively between lower and upper
Clamp a given value between a range
Value to clamp
Minimum allowable value
Maximum allowable value
A value inclusively between lower and upper
Clamp a given value between a range
Value to clamp
Minimum allowable value
Maximum allowable value
A value inclusively between lower and upper
Round a floating-point value to the nearest integer
Floating point number to round
Integer
Test if a single precision float is a finite number
Test if a double precision float is a finite number
Get the distance between two floating-point values
First value
Second value
The distance between the two values
Compute the MD5 hash for a byte array
Byte array to compute the hash for
MD5 hash of the input data
Compute the SHA1 hash for a byte array
Byte array to compute the hash for
SHA1 hash of the input data
Calculate the SHA1 hash of a given string
The string to hash
The SHA1 hash as a string
Compute the SHA256 hash for a byte array
Byte array to compute the hash for
SHA256 hash of the input data
Calculate the SHA256 hash of a given string
The string to hash
The SHA256 hash as a string
Calculate the MD5 hash of a given string
The password to hash
An MD5 hash in string format, with $1$ prepended
Calculate the MD5 hash of a given string
The string to hash
The MD5 hash as a string
Generate a random double precision floating point value
Random value of type double
Get the current running platform
Enumeration of the current platform we are running on
Get the current running runtime
Enumeration of the current runtime we are running on
Operating system
Unknown
Microsoft Windows
Microsoft Windows CE
Linux
Apple OSX
Runtime platform
.NET runtime
Mono runtime: http://www.mono-project.com/
Convert this matrix to euler rotations
X euler angle
Y euler angle
Z euler angle
Convert this matrix to a quaternion rotation
A quaternion representation of this rotation matrix
Construct a matrix from euler rotation values in radians
X euler angle in radians
Y euler angle in radians
Z euler angle in radians
Get a formatted string representation of the vector
A string representation of the vector
A 4x4 matrix containing all zeroes
A 4x4 identity matrix
Same as Queue except Dequeue function blocks until there is an object to return.
Note: This class does not need to be synchronized
Create new BlockingQueue.
The System.Collections.ICollection to copy elements from
Create new BlockingQueue.
The initial number of elements that the queue can contain
Create new BlockingQueue.
BlockingQueue Destructor (Close queue, resume any waiting thread).
Remove all objects from the Queue.
Remove all objects from the Queue, resume all dequeue threads.
Removes and returns the object at the beginning of the Queue.
Object in queue.
Removes and returns the object at the beginning of the Queue.
time to wait before returning
Object in queue.
Removes and returns the object at the beginning of the Queue.
time to wait before returning (in milliseconds)
Object in queue.
Adds an object to the end of the Queue
Object to put in queue
Open Queue.
Gets flag indicating if queue has been closed.
X value
Y value
Z value
W value
Constructor, builds a vector from a byte array
Byte array containing four four-byte floats
Beginning position in the byte array
Test if this vector is equal to another vector, within a given
tolerance range
Vector to test against
The acceptable magnitude of difference
between the two vectors
True if the magnitude of difference between the two vectors
is less than the given tolerance, otherwise false
IComparable.CompareTo implementation
Test if this vector is composed of all finite numbers
Builds a vector from a byte array
Byte array containing a 16 byte vector
Beginning position in the byte array
Returns the raw bytes for this vector
A 16 byte array containing X, Y, Z, and W
Writes the raw bytes for this vector to a byte array
Destination byte array
Position in the destination array to start
writing. Must be at least 16 bytes before the end of the array
Get a string representation of the vector elements with up to three
decimal digits and separated by spaces only
Raw string representation of the vector
A vector with a value of 0,0,0,0
A vector with a value of 1,1,1,1
A vector with a value of 1,0,0,0
A vector with a value of 0,1,0,0
A vector with a value of 0,0,1,0
A vector with a value of 0,0,0,1
A three-dimensional vector with doubleing-point values
X value
Y value
Z value
Constructor, builds a vector from a byte array
Byte array containing three eight-byte doubles
Beginning position in the byte array
Test if this vector is equal to another vector, within a given
tolerance range
Vector to test against
The acceptable magnitude of difference
between the two vectors
True if the magnitude of difference between the two vectors
is less than the given tolerance, otherwise false
IComparable.CompareTo implementation
Test if this vector is composed of all finite numbers
Builds a vector from a byte array
Byte array containing a 24 byte vector
Beginning position in the byte array
Returns the raw bytes for this vector
A 24 byte array containing X, Y, and Z
Writes the raw bytes for this vector to a byte array
Destination byte array
Position in the destination array to start
writing. Must be at least 24 bytes before the end of the array
Parse a vector from a string
A string representation of a 3D vector, enclosed
in arrow brackets and separated by commas
Interpolates between two vectors using a cubic equation
Get a formatted string representation of the vector
A string representation of the vector
Get a string representation of the vector elements with up to three
decimal digits and separated by spaces only
Raw string representation of the vector
Cross product between two vectors
Implicit casting for Vector3 > Vector3d
A vector with a value of 0,0,0
A vector with a value of 1,1,1
A unit vector facing forward (X axis), value of 1,0,0
A unit vector facing left (Y axis), value of 0,1,0
A unit vector facing up (Z axis), value of 0,0,1
A three-dimensional vector with floating-point values
X value
Y value
Z value
Constructor, builds a vector from a byte array
Byte array containing three four-byte floats
Beginning position in the byte array
Test if this vector is equal to another vector, within a given
tolerance range
Vector to test against
The acceptable magnitude of difference
between the two vectors
True if the magnitude of difference between the two vectors
is less than the given tolerance, otherwise false
IComparable.CompareTo implementation
Test if this vector is composed of all finite numbers
Builds a vector from a byte array
Byte array containing a 12 byte vector
Beginning position in the byte array
Returns the raw bytes for this vector
A 12 byte array containing X, Y, and Z
Writes the raw bytes for this vector to a byte array
Destination byte array
Position in the destination array to start
writing. Must be at least 12 bytes before the end of the array
Parse a vector from a string
A string representation of a 3D vector, enclosed
in arrow brackets and separated by commas
Calculate the rotation between two vectors
Normalized directional vector (such as 1,0,0 for forward facing)
Normalized target vector
Interpolates between two vectors using a cubic equation
Get a formatted string representation of the vector
A string representation of the vector
Get a string representation of the vector elements with up to three
decimal digits and separated by spaces only
Raw string representation of the vector
Cross product between two vectors
Explicit casting for Vector3d > Vector3
A vector with a value of 0,0,0
A vector with a value of 1,1,1
A unit vector facing forward (X axis), value 1,0,0
A unit vector facing left (Y axis), value 0,1,0
A unit vector facing up (Z axis), value 0,0,1
Identifier code for primitive types
None
A Primitive
A Avatar
Linden grass
Linden tree
A primitive that acts as the source for a particle stream
A Linden tree
Primary parameters for primitives such as Physics Enabled or Phantom
Deprecated
Whether physics are enabled for this object
Whether this object contains an active touch script
Whether this object can receive payments
Whether this object is phantom (no collisions)
Deprecated
Deprecated
Server flag, will not be sent to clients. Specifies that
the object is destroyed when it touches a simulator edge
Server flag, will not be sent to clients. Specifies that
the object will be returned to the owner's inventory when it
touches a simulator edge
Server flag, will not be sent to clients.
Server flag, will not be sent to client. Specifies that
the object is hovering/flying
Sound flags for sounds attached to primitives
Material type for a primitive
Used in a helper function to roughly determine prim shape
Extra parameters for primitives, these flags are for features that have
been added after the original ObjectFlags that has all eight bits
reserved already
Whether this object has flexible parameters
Whether this object has light parameters
Whether this object is a sculpted prim
Whether this object is a light image map
Whether this object is a mesh
Attachment points for objects on avatar bodies
Both InventoryObject and InventoryAttachment types can be attached
Right hand if object was not previously attached
Chest
Skull
Left shoulder
Right shoulder
Left hand
Right hand
Left foot
Right foot
Spine
Pelvis
Mouth
Chin
Left ear
Right ear
Left eyeball
Right eyeball
Nose
Right upper arm
Right forearm
Left upper arm
Left forearm
Right hip
Right upper leg
Right lower leg
Left hip
Left upper leg
Left lower leg
Stomach
Left pectoral
Right pectoral
HUD Center position 2
HUD Top-right
HUD Top
HUD Top-left
HUD Center
HUD Bottom-left
HUD Bottom
HUD Bottom-right
Neck
Avatar Center
Tree foliage types
Pine1 tree
Oak tree
Tropical Bush1
Palm1 tree
Dogwood tree
Tropical Bush2
Palm2 tree
Cypress1 tree
Cypress2 tree
Pine2 tree
Plumeria
Winter pinetree1
Winter Aspen tree
Winter pinetree2
Eucalyptus tree
Fern
Eelgrass
Sea Sword
Kelp1 plant
Beach grass
Kelp2 plant
Grass foliage types
Action associated with clicking on an object
Touch object
Sit on object
Purchase object or contents
Pay the object
Open task inventory
Play parcel media
Open parcel media
Type of physics representation used for this prim in the simulator
Use prim physics form this object
No physics, prim doesn't collide
Use convex hull represantion of this prim
An 8-bit color structure including an alpha channel
Red
Green
Blue
Alpha
Builds a color from a byte array
Byte array containing a 16 byte color
Beginning position in the byte array
True if the byte array stores inverted values,
otherwise false. For example the color black (fully opaque) inverted
would be 0xFF 0xFF 0xFF 0x00
Returns the raw bytes for this vector
Byte array containing a 16 byte color
Beginning position in the byte array
True if the byte array stores inverted values,
otherwise false. For example the color black (fully opaque) inverted
would be 0xFF 0xFF 0xFF 0x00
True if the alpha value is inverted in
addition to whatever the inverted parameter is. Setting inverted true
and alphaInverted true will flip the alpha value back to non-inverted,
but keep the other color bytes inverted
A 16 byte array containing R, G, B, and A
Copy constructor
Color to copy
IComparable.CompareTo implementation
Sorting ends up like this: |--Grayscale--||--Color--|.
Alpha is only used when the colors are otherwise equivalent
Builds a color from a byte array
Byte array containing a 16 byte color
Beginning position in the byte array
True if the byte array stores inverted values,
otherwise false. For example the color black (fully opaque) inverted
would be 0xFF 0xFF 0xFF 0x00
True if the alpha value is inverted in
addition to whatever the inverted parameter is. Setting inverted true
and alphaInverted true will flip the alpha value back to non-inverted,
but keep the other color bytes inverted
Writes the raw bytes for this color to a byte array
Destination byte array
Position in the destination array to start
writing. Must be at least 16 bytes before the end of the array
Serializes this color into four bytes in a byte array
Destination byte array
Position in the destination array to start
writing. Must be at least 4 bytes before the end of the array
True to invert the output (1.0 becomes 0
instead of 255)
Writes the raw bytes for this color to a byte array
Destination byte array
Position in the destination array to start
writing. Must be at least 16 bytes before the end of the array
Ensures that values are in range 0-1
Create an RGB color from a hue, saturation, value combination
Hue
Saturation
Value
An fully opaque RGB color (alpha is 1.0)
Performs linear interpolation between two colors
Color to start at
Color to end at
Amount to interpolate
The interpolated color
A Color4 with zero RGB values and fully opaque (alpha 1.0)
A Color4 with full RGB values (1.0) and fully opaque (alpha 1.0)
A two-dimensional vector with floating-point values
X value
Y value
Test if this vector is equal to another vector, within a given
tolerance range
Vector to test against
The acceptable magnitude of difference
between the two vectors
True if the magnitude of difference between the two vectors
is less than the given tolerance, otherwise false
Test if this vector is composed of all finite numbers
IComparable.CompareTo implementation
Builds a vector from a byte array
Byte array containing two four-byte floats
Beginning position in the byte array
Returns the raw bytes for this vector
An eight-byte array containing X and Y
Writes the raw bytes for this vector to a byte array
Destination byte array
Position in the destination array to start
writing. Must be at least 8 bytes before the end of the array
Parse a vector from a string
A string representation of a 2D vector, enclosed
in arrow brackets and separated by commas
Interpolates between two vectors using a cubic equation
Get a formatted string representation of the vector
A string representation of the vector
Get a string representation of the vector elements with up to three
decimal digits and separated by spaces only
Raw string representation of the vector
A vector with a value of 0,0
A vector with a value of 1,1
A vector with a value of 1,0
A vector with a value of 0,1
A hierarchical token bucket for bandwidth throttling. See
http://en.wikipedia.org/wiki/Token_bucket for more information
Parent bucket to this bucket, or null if this is a root
bucket
Size of the bucket in bytes. If zero, the bucket has
infinite capacity
Rate that the bucket fills, in bytes per millisecond. If
zero, the bucket always remains full
Number of tokens currently in the bucket
Time of the last drip, in system ticks
Default constructor
Parent bucket if this is a child bucket, or
null if this is a root bucket
Maximum size of the bucket in bytes, or
zero if this bucket has no maximum capacity
Rate that the bucket fills, in bytes per
second. If zero, the bucket always remains full
Remove a given number of tokens from the bucket
Number of tokens to remove from the bucket
True if the requested number of tokens were removed from
the bucket, otherwise false
Remove a given number of tokens from the bucket
Number of tokens to remove from the bucket
True if tokens were added to the bucket
during this call, otherwise false
True if the requested number of tokens were removed from
the bucket, otherwise false
Add tokens to the bucket over time. The number of tokens added each
call depends on the length of time that has passed since the last
call to Drip
True if tokens were added to the bucket, otherwise false
The parent bucket of this bucket, or null if this bucket has no
parent. The parent bucket will limit the aggregate bandwidth of all
of its children buckets
Maximum burst rate in bytes per second. This is the maximum number
of tokens that can accumulate in the bucket at any one time
The speed limit of this bucket in bytes per second. This is the
number of tokens that are added to the bucket per second
Tokens are added to the bucket any time
is called, at the granularity of
the system tick interval (typically around 15-22ms)
The number of bytes that can be sent at this moment. This is the
current number of tokens in the bucket
If this bucket has a parent bucket that does not have
enough tokens for a request, will
return false regardless of the content of this bucket
X value
Y value
Z value
W value
Build a quaternion from normalized float values
X value from -1.0 to 1.0
Y value from -1.0 to 1.0
Z value from -1.0 to 1.0
Constructor, builds a quaternion object from a byte array
Byte array containing four four-byte floats
Offset in the byte array to start reading at
Whether the source data is normalized or
not. If this is true 12 bytes will be read, otherwise 16 bytes will
be read.
Normalizes the quaternion
Builds a quaternion object from a byte array
The source byte array
Offset in the byte array to start reading at
Whether the source data is normalized or
not. If this is true 12 bytes will be read, otherwise 16 bytes will
be read.
Normalize this quaternion and serialize it to a byte array
A 12 byte array containing normalized X, Y, and Z floating
point values in order using little endian byte ordering
Writes the raw bytes for this quaternion to a byte array
Destination byte array
Position in the destination array to start
writing. Must be at least 12 bytes before the end of the array
Convert this quaternion to euler angles
X euler angle
Y euler angle
Z euler angle
Convert this quaternion to an angle around an axis
Unit vector describing the axis
Angle around the axis, in radians
Returns the conjugate (spatial inverse) of a quaternion
Build a quaternion from an axis and an angle of rotation around
that axis
Build a quaternion from an axis and an angle of rotation around
that axis
Axis of rotation
Angle of rotation
Creates a quaternion from a vector containing roll, pitch, and yaw
in radians
Vector representation of the euler angles in
radians
Quaternion representation of the euler angles
Creates a quaternion from roll, pitch, and yaw euler angles in
radians
X angle in radians
Y angle in radians
Z angle in radians
Quaternion representation of the euler angles
Conjugates and renormalizes a vector
Spherical linear interpolation between two quaternions
Get a string representation of the quaternion elements with up to three
decimal digits and separated by spaces only
Raw string representation of the quaternion
A quaternion with a value of 0,0,0,1
For thread safety
For thread safety
Purges expired objects from the cache. Called automatically by the purge timer.
Attribute class that allows extra attributes to be attached to ENUMs
Text used when presenting ENUM to user
Default initializer
Text used when presenting ENUM to user
The different types of grid assets
Unknown asset type
Texture asset, stores in JPEG2000 J2C stream format
Sound asset
Calling card for another avatar
Link to a location in world
Collection of textures and parameters that can be
worn by an avatar
Primitive that can contain textures, sounds,
scripts and more
Notecard asset
Holds a collection of inventory items
Root inventory folder
Linden scripting language script
LSO bytecode for a script
Uncompressed TGA texture
Collection of textures and shape parameters that can
be worn
Trash folder
Snapshot folder
Lost and found folder
Uncompressed sound
Uncompressed TGA non-square image, not to be used as a
texture
Compressed JPEG non-square image, not to be used as a
texture
Animation
Sequence of animations, sounds, chat, and pauses
Simstate file
Contains landmarks for favorites
Asset is a link to another inventory item
Asset is a link to another inventory folder
Beginning of the range reserved for ensembles
End of the range reserved for ensembles
Folder containing inventory links to wearables and attachments
that are part of the current outfit
Folder containing inventory items or links to
inventory items of wearables and attachments
together make a full outfit
Root folder for the folders of type OutfitFolder
Linden mesh format
Marketplace direct delivery inbox ("Received Items")
Marketplace direct delivery outbox
Inventory Item Types, eg Script, Notecard, Folder, etc
Unknown
Texture
Sound
Calling Card
Landmark
Notecard
Folder
an LSL Script
Item Sale Status
Not for sale
The original is for sale
Copies are for sale
The contents of the object are for sale
Types of wearable assets
Body shape
Skin textures and attributes
Hair
Eyes
Shirt
Pants
Shoes
Socks
Jacket
Gloves
Undershirt
Underpants
Skirt
Alpha mask to hide parts of the avatar
Tattoo
Physics
Invalid wearable asset
A thread-safe lockless queue that supports multiple readers and
multiple writers
Queue head
Queue tail
Queue item count
Constructor
Enqueue an item
Item to enqeue
Try to dequeue an item
Dequeued item if the dequeue was successful
True if an item was successfully deqeued, otherwise false
Gets the current number of items in the queue. Since this
is a lockless collection this value should be treated as a close
estimate
Provides a node container for data in a singly linked list
Pointer to the next node in list
The data contained by the node
Constructor
Constructor
A 128-bit Universally Unique Identifier, used throughout the Second
Life networking protocol
The System.Guid object this struct wraps around
Constructor that takes a string UUID representation
A string representation of a UUID, case
insensitive and can either be hyphenated or non-hyphenated
UUID("11f8aa9c-b071-4242-836b-13b7abe0d489")
Constructor that takes a System.Guid object
A Guid object that contains the unique identifier
to be represented by this UUID
Constructor that takes a byte array containing a UUID
Byte array containing a 16 byte UUID
Beginning offset in the array
Constructor that takes an unsigned 64-bit unsigned integer to
convert to a UUID
64-bit unsigned integer to convert to a UUID
Copy constructor
UUID to copy
IComparable.CompareTo implementation
Assigns this UUID from 16 bytes out of a byte array
Byte array containing the UUID to assign this UUID to
Starting position of the UUID in the byte array
Returns a copy of the raw bytes for this UUID
A 16 byte array containing this UUID
Writes the raw bytes for this UUID to a byte array
Destination byte array
Position in the destination array to start
writing. Must be at least 16 bytes before the end of the array
Calculate an LLCRC (cyclic redundancy check) for this UUID
The CRC checksum for this UUID
Create a 64-bit integer representation from the second half of this UUID
An integer created from the last eight bytes of this UUID
Generate a UUID from a string
A string representation of a UUID, case
insensitive and can either be hyphenated or non-hyphenated
UUID.Parse("11f8aa9c-b071-4242-836b-13b7abe0d489")
Generate a UUID from a string
A string representation of a UUID, case
insensitive and can either be hyphenated or non-hyphenated
Will contain the parsed UUID if successful,
otherwise null
True if the string was successfully parse, otherwise false
UUID.TryParse("11f8aa9c-b071-4242-836b-13b7abe0d489", result)
Combine two UUIDs together by taking the MD5 hash of a byte array
containing both UUIDs
First UUID to combine
Second UUID to combine
The UUID product of the combination
Return a hash code for this UUID, used by .NET for hash tables
An integer composed of all the UUID bytes XORed together
Comparison function
An object to compare to this UUID
True if the object is a UUID and both UUIDs are equal
Comparison function
UUID to compare to
True if the UUIDs are equal, otherwise false
Get a hyphenated string representation of this UUID
A string representation of this UUID, lowercase and
with hyphens
11f8aa9c-b071-4242-836b-13b7abe0d489
Equals operator
First UUID for comparison
Second UUID for comparison
True if the UUIDs are byte for byte equal, otherwise false
Not equals operator
First UUID for comparison
Second UUID for comparison
True if the UUIDs are not equal, otherwise true
XOR operator
First UUID
Second UUID
A UUID that is a XOR combination of the two input UUIDs
String typecasting operator
A UUID in string form. Case insensitive,
hyphenated or non-hyphenated
A UUID built from the string representation
An UUID with a value of all zeroes
A cache of UUID.Zero as a string to optimize a common path
Provides helper methods for parallelizing loops
Executes a for loop in which iterations may run in parallel
The loop will be started at this index
The loop will be terminated before this index is reached
Method body to run for each iteration of the loop
Executes a for loop in which iterations may run in parallel
The number of concurrent execution threads to run
The loop will be started at this index
The loop will be terminated before this index is reached
Method body to run for each iteration of the loop
Executes a foreach loop in which iterations may run in parallel
Object type that the collection wraps
An enumerable collection to iterate over
Method body to run for each object in the collection
Executes a foreach loop in which iterations may run in parallel
Object type that the collection wraps
The number of concurrent execution threads to run
An enumerable collection to iterate over
Method body to run for each object in the collection
Executes a series of tasks in parallel
A series of method bodies to execute
Executes a series of tasks in parallel
The number of concurrent execution threads to run
A series of method bodies to execute
Copy constructor
Circular queue to copy
Determines the appropriate events to set, leaves the locks, and sets the events.
A routine for lazily creating a event outside the lock (so if errors
happen they are outside the lock and that we don't do much work
while holding a spin lock). If all goes well, reenter the lock and
set 'waitEvent'
Waits on 'waitEvent' with a timeout of 'millisceondsTimeout.
Before the wait 'numWaiters' is incremented and is restored before leaving this routine.