/** * Construct an empty XNodeSet object. This is used to create a mutable * nodeset to which random nodes may be added. */ private NodeSequence(DTMManager dtmMgr) { super(new NodeVector()); m_last = 0; m_dtmMgr = dtmMgr; }
/** * Construct an empty XNodeSet object. This is used to create a mutable * nodeset to which random nodes may be added. */ private NodeSequence(DTMManager dtmMgr) { super(new NodeVector()); m_last = 0; m_dtmMgr = dtmMgr; }
/** * @see DTMIterator#setShouldCacheNodes(boolean) */ public void setShouldCacheNodes(boolean b) { if (b) { if(!hasCache()) { SetVector(new NodeVector()); } // else // getVector().RemoveAllNoClear(); // Is this good? } else SetVector(null); }
/** * @see DTMIterator#setShouldCacheNodes(boolean) */ public void setShouldCacheNodes(boolean b) { if (b) { if(!hasCache()) { SetVector(new NodeVector()); } // else // getVector().RemoveAllNoClear(); // Is this good? } else SetVector(null); }
NodeVector m_currentMatchedNodes = new NodeVector();
NodeVector m_currentMatchedNodes = new NodeVector();
/** * Construct an empty XNodeSet object. This is used to create a mutable * nodeset to which random nodes may be added. */ private NodeSequence(DTMManager dtmMgr) { super(new NodeVector()); m_last = 0; m_dtmMgr = dtmMgr; }
/** * Construct an empty XNodeSet object. This is used to create a mutable * nodeset to which random nodes may be added. */ private NodeSequence(DTMManager dtmMgr) { super(new NodeVector()); m_last = 0; m_dtmMgr = dtmMgr; }
/** * Construct an empty XNodeSet object. This is used to create a mutable * nodeset to which random nodes may be added. */ private NodeSequence(DTMManager dtmMgr) { super(new NodeVector()); m_last = 0; m_dtmMgr = dtmMgr; }
/** * Construct an empty XNodeSet object. This is used to create a mutable * nodeset to which random nodes may be added. */ private NodeSequence(DTMManager dtmMgr) { super(new NodeVector()); m_last = 0; m_dtmMgr = dtmMgr; }
/** * Construct an empty XNodeSet object. This is used to create a mutable * nodeset to which random nodes may be added. */ private NodeSequence(DTMManager dtmMgr) { super(new NodeVector()); m_last = 0; m_dtmMgr = dtmMgr; }
/** * Construct an empty XNodeSet object. This is used to create a mutable * nodeset to which random nodes may be added. */ private NodeSequence(DTMManager dtmMgr) { super(new NodeVector()); m_last = 0; m_dtmMgr = dtmMgr; }
/** * Construct an empty XNodeSet object. This is used to create a mutable * nodeset to which random nodes may be added. */ private NodeSequence(DTMManager dtmMgr) { super(new NodeVector()); m_last = 0; m_dtmMgr = dtmMgr; }
/** * Construct an empty XNodeSet object. This is used to create a mutable * nodeset to which random nodes may be added. */ private NodeSequence(DTMManager dtmMgr) { super(new NodeVector()); m_last = 0; m_dtmMgr = dtmMgr; }
/** * Construct an empty XNodeSet object. This is used to create a mutable * nodeset to which random nodes may be added. */ private NodeSequence(DTMManager dtmMgr) { super(new NodeVector()); m_last = 0; m_dtmMgr = dtmMgr; }
/** * @see DTMIterator#setShouldCacheNodes(boolean) */ public void setShouldCacheNodes(boolean b) { if (b) { if(!hasCache()) { SetVector(new NodeVector()); } // else // getVector().RemoveAllNoClear(); // Is this good? } else SetVector(null); }
/** * @see DTMIterator#setShouldCacheNodes(boolean) */ public void setShouldCacheNodes(boolean b) { if (b) { if(!hasCache()) { SetVector(new NodeVector()); } // else // getVector().RemoveAllNoClear(); // Is this good? } else SetVector(null); }
/** * @see DTMIterator#setShouldCacheNodes(boolean) */ public void setShouldCacheNodes(boolean b) { if (b) { if(!hasCache()) { SetVector(new NodeVector()); } // else // getVector().RemoveAllNoClear(); // Is this good? } else SetVector(null); }
/** * @see DTMIterator#setShouldCacheNodes(boolean) */ public void setShouldCacheNodes(boolean b) { if (b) { if(!hasCache()) { SetVector(new NodeVector()); } // else // getVector().RemoveAllNoClear(); // Is this good? } else SetVector(null); }
/** * @see DTMIterator#setShouldCacheNodes(boolean) */ public void setShouldCacheNodes(boolean b) { if (b) { if(!hasCache()) { SetVector(new NodeVector()); } // else // getVector().RemoveAllNoClear(); // Is this good? } else SetVector(null); }