My Project
Namespace List
Here is a list of all namespaces with brief descriptions:
[detail level
1
2
3
4
5
]
N
Neighboring8Direct
►
N
osl
►
N
book
C
BookInMemory
C
CompactBoard
SimpleStateよりcompactな局面の表現
C
MiniBoard
More compact board than
CompactBoard
C
MiniBoardChar50
50 byte の盤面
C
OBMove
C
OMove
C
OPiece
C
opiece_sort
C
oposition_sort
C
OPSquare
Square
, Owner, Promoted : 10 bits
C
OSquare
Square
, Owner: 9 bits
C
WeightedBook
StateとWMoveを保持する
C
WinCountBook
StateとOBMoveを保持する
C
WMove
C
WMoveMoveSort
WMoveのMoveによるsort
C
WMoveSort
WMoveのWeightによるsort
C
WMoveWeightMoveSort
WMoveのWeightとMoveによるsort
►
N
checkmate
►
C
CheckmateIfCapture
C
CallDefense
►
C
Dfpn
詰探索
C
CallAttack
C
CallDefense
C
CallProofOracleAttack
C
CallProofOracleDefense
C
DepthLimitReached
C
Node
C
NodeBase
C
ProofOracle
C
Tree
C
DfpnPathList
C
DfpnPathRecord
C
DfpnPathTable
C
DfpnRecord
C
DfpnRecordBase
►
C
DfpnShared
C
ThreadData
►
C
DfpnTable
詰探索局面表 – 並列でも共有する部分
C
List
C
Table
C
DfpnVisitLock
C
DisproofPieces
C
DualDfpn
一般用詰み探索: 先手後手の詰みを別々に管理
C
EdgeTable
C
FixedDepthSearcher
深さ固定で,その深さまで depth first searchで読む詰将棋
►
C
FixedDepthSolverExt
C
SetProofPieces
C
ImmediateCheckmate
C
ImmediateCheckmateTable
C
King8Info
敵玉の8近傍の状態を表す
C
LibertyEstimator
玉の動ける場所を基本としたHの推定
C
NoProofPieces
C
OracleAdjust
C
PawnCheckmateMoves
C
PieceCost
駒の損得に基づいたcostの推定
C
ProofDisproof
証明数(proof number)と反証数(disproof number)
►
C
ProofNumberTable
C
Liberty
C
ProofPieces
C
ProofPiecesUtil
ProofPieces
と
DisproofPieces
に共通の関数
►
C
ProofTreeDepthDfpn
詰までの手数を数える
C
Table
深さを記憶するテーブル
C
PureLibertyEstimator
C
SimpleTwinList
►
N
container
C
BitXmask
X座標のbitset
C
BoardMask
11 x 12
C
BoardMaskTable3x3
C
BoardMaskTable5x3Center
C
BoardMaskTable5x5
C
MoveLogProbVector
C
MoveStack
Move
のstack
C
PieceMask64
►
C
QuadInt
C
XMM
C
QuadIntPair
C
Square8
►
N
csa
CSA形式
C
CsaFileMinimal
C
CsaIOError
C
CsaString
►
N
detail
C
FixedCapacityVectorPushBack
►
N
effect
C
Byte8
C
EffectedNum
盤面上の駒が「黒から見た」方向に長い利きをつけられている時に, 利きをつけている駒の番号を得る たとえば,Uの時は下から上方向の長い利きがついているものとする. その方向の利きがついていない場合はEMPTY_NUM(0x80)を入れておく.
C
EffectedNumTable
C
NumBitmapEffect
現在の定義 (2005/3/4以降)
C
NumSimpleEffectTable
局面全体の利きデータ
►
N
effect_action
C
AlwaysMove
全ての指手を生成
C
BetterToPromote
成った方が良い駒は成る手のみ生成
C
StorePiece
PieceVector
に格納
C
StorePtypeOSquare
PtypeOSquareVector
に格納
►
N
effect_util
C
AdditionalEffect
追加利きを求める
C
AdditionalOrShadow
►
C
Neighboring8Direct
8近傍への直接の利きを判定する
►
C
Table
C
Entry
C
Offset8
►
C
SendOffSquare
送り金のような玉で取ると利きがはずれる駒が発生するマスを調査
C
Table
C
ShadowEffect
影利きを求める
►
N
enter_king
C
EnterKing
►
N
eval
►
N
ml
N
ppair
C
AllGold
C
AllMajor
C
AnagumaEmpty
C
AttackMajorsInBase
C
BishopBishopPiece
C
BishopEffect
C
BishopEffectBase
C
BishopEffectPiece
C
BishopEffectPieceKingRelative
C
BishopExchangeSilverKing
C
BishopHead
C
BishopHeadKingRelative
C
BishopHeadX
C
BishopMobility
C
BishopMobilityAll
C
BishopMobilityEach
C
BishopRookFork
C
BishopSilverKnight
C
BishopStandFile5
C
BishopYEnding
C
BishopYOpening
C
CanCheckNonPawnPieceStandCombination
C
CheckShadowPtype
C
EnterKingDefense
C
GoldAndSilverNearKing
C
GoldAndSilverNearKingCombination
C
GoldFeatures
C
GoldKnightKingRelative
C
GoldRetreat
C
GoldSideMove
C
King25BothSide
C
King25BothSideX
C
King25BothSideY
C
King25Effect
C
King25Effect2
C
King25Effect3
C
King25Effect3Y
C
King25EffectAttack
C
King25EffectBoth
C
King25EffectCountCombination
C
King25EffectCountCombinationY
C
King25EffectDefense
C
King25EffectEach
C
King25EffectEachBoth
C
King25EffectEachBothEnding
C
King25EffectEachBothMidgame
C
King25EffectEachBothMidgame2
C
King25EffectEachBothOpening
C
King25EffectEachEnding
C
King25EffectEachKXY
C
King25EffectEachMidgame
C
King25EffectEachOpening
C
King25EffectEachXY
C
King25EffectSupported
C
King25EffectSupportedY
C
King25EffectY
C
King25EffectY2
C
King25EffectYAttack
C
King25EffectYDefense
C
King25EmptyAbs
C
King25EmptyAbsEnding
C
King25EmptyAbsOpening
C
King25EmptySquareNoEffect
C
King25EmptySquareNoEffectEnding
C
King25EmptySquareNoEffectOpening
C
King25Mobility
C
King25MobilityX
C
King25MobilityY
C
King3Pieces
C
King3PiecesXY
C
King8Effect
C
King8EffectAll
►
C
King8EffectBase
C
MakeEffectStateDefense
C
MakeEffectStateSimple
C
King8EffectDefenseSquare
C
King8EffectDefenseSquareBoth
C
King8EffectDefenseSquareEnding
C
King8EffectDefenseSquareOpening
C
King8EffectEmptySquare
C
King8EffectEmptySquareBoth
C
King8EffectEmptySquareEnding
C
King8EffectEmptySquareOpening
C
KingMobility
C
KingMobilitySum
C
KingMobilityWithBishop
C
KingMobilityWithRook
C
KingPieceRelative
C
KingPieceRelativeNoSupport
C
KingRookBishop
C
KingXBlocked
C
KingXBlocked3
C
KingXBlocked3Y
C
KingXBlockedBase
C
KingXBlockedBoth
C
KingXBlockedY
C
KingXBlockedYBase
C
KingXBothBlocked
C
KingXBothBlockedY
C
KnightAdvance
C
KnightCheck
C
KnightCheckY
C
KnightFork
C
KnightHead
C
KnightHeadOppPiecePawnOnStand
C
LanceEffectPieceKingRelative
C
LanceMobility
C
LanceMobilityAll
C
MajorCheckWithCapture
C
MajorGoldSilverAttacked
C
MajorGoldSilverAttackedEnding
C
MajorGoldSilverAttackedOpening
C
MajorY
C
MultiWeights
C
NonPawnAttacked
C
NonPawnAttackedKingRelative
C
NonPawnAttackedPtype
C
NonPawnAttackedPtypePair
C
NonPawnPieceStand
C
NonPawnPieceStandCombination
C
NonPawnPieceStandTurn
C
NoPawnOnStand
C
NumPiecesBetweenBishopAndKing
C
NumPiecesBetweenBishopAndKingAll
C
NumPiecesBetweenBishopAndKingOpp
C
NumPiecesBetweenBishopAndKingSelf
C
OpenMidEndingEval
C
OpenMidEndingEvalDebugInfo
C
OpenMidEndingPtypeTable
C
PawnAdvance
C
PawnAdvanceAll
C
PawnAdvanceUtil
C
PawnDrop
C
PawnDropBoth
C
PawnDropNonDrop
C
PawnDropPawnStand
C
PawnDropPawnStandX
C
PawnDropPawnStandY
C
PawnDropX
C
PawnDropY
C
PawnPtypeOPtypeO
C
PawnPtypeOPtypeOY
C
PawnStateKingRelative
C
PieceEval
►
C
PiecePair
C
IndexTable
C
PiecePairKing
C
PieceStand
C
PieceStandCombinationBoth
C
PieceStandY
C
Pin
C
PinPtype
C
PinPtypeAll
C
PinPtypeDistance
C
PinPtypePawnAttack
C
ProgressAttackDefense
C
ProgressAttackDefenseAll
C
ProgressBonus
C
PromotedMinorPieces
C
PromotedMinorPiecesY
C
Promotion37
C
PtypeCombination
C
PtypeCount
C
PtypeCountXY
C
PtypeCountXYAttack
C
PtypeX
C
PtypeY
C
PtypeYPawnY
C
PtypeYY
C
RookEffect
C
RookEffectBase
C
RookEffectPiece
C
RookEffectPieceKingRelative
C
RookMobility
C
RookMobilityAll
C
RookMobilitySum
C
RookMobilitySumKingX
C
RookMobilityX
C
RookMobilityXKingX
C
RookMobilityY
C
RookPawn
C
RookPawnEnding
C
RookPawnOpening
C
RookPawnY
C
RookPawnYX
C
RookPromoteDefense
C
RookPromoteDefenseRookH
C
RookRook
C
RookRookPiece
C
RookSilverKnight
C
RookYEnding
C
RookYOpening
C
SilverAdvance26
C
SilverFeatures
C
SilverFork
C
SilverHeadPawnKingRelative
C
SilverRetreat
C
SimplePin
C
Weights
C
EvalTraits
C
EvalTraits< BLACK >
C
EvalTraits< WHITE >
C
PtypeEvalTable
C
PtypeEvalTraits
C
PtypeEvalTraits< BISHOP >
C
PtypeEvalTraits< GOLD >
C
PtypeEvalTraits< KING >
C
PtypeEvalTraits< KNIGHT >
C
PtypeEvalTraits< LANCE >
C
PtypeEvalTraits< PAWN >
C
PtypeEvalTraits< PBISHOP >
C
PtypeEvalTraits< PKNIGHT >
C
PtypeEvalTraits< PLANCE >
C
PtypeEvalTraits< PPAWN >
C
PtypeEvalTraits< PROOK >
C
PtypeEvalTraits< PSILVER >
C
PtypeEvalTraits< ROOK >
C
PtypeEvalTraits< SILVER >
C
See
►
N
hash
C
BoardKey96
C
HashGenTable
C
HashKey
►
C
HashKey128
手番を含んだ盤面の状態のハッシュ値を保持するためのクラス
C
StandHash
C
HashKey128Layout
C
HashKeyStack
C
HashRandomPair
►
N
kakinoki
C
KakinokiFile
C
KakinokiIOError
►
N
ki2
C
Ki2File
「.ki2」という拡張子を持つ2ch形式ファイル
►
N
misc
►
N
detail
C
BitCopyTraits
Use raw memory copy instead of placement new not to test a given pointer is null
C
BitCopyTraits< Move >
C
BitCopyTraits< Piece >
C
BitCopyTraits< rating::RatedMove >
C
BitCopyTraits< Square >
C
Align16New
C
AtomicCounter
►
C
BinaryElementReader
C
State
►
C
BinaryReader
C
State
C
BinaryWriter
C
BitOp
C
Bsf
X86 bsf 命令
C
Bsf< unsigned int >
C
Bsf< unsigned long long >
C
Bsf< unsigned short >
C
Bsr
C
Bsr< unsigned int >
C
Bsr< unsigned long long >
C
EmptyType
C
GeneralMask
C
IconvConvert
C
IncrementLock
C
Int2Type
►
C
LightMutex
C
unlockable_lock
Requirement: thread local
C
LightMutexChar
C
LightScopedLock
C
NoMoreTime
C
Player2Type
C
Random
C
Random< unsigned int >
C
Random< unsigned long long >
C
Type2Type
►
N
mobility
C
BishopMobility
盤上の角および馬が動けるマスの数を数える
►
C
KingMobility
C
b128
C
LanceMobility
盤上の香車の動けるマス
C
MobilityContent
駒毎に指定の方向の利きを持つ最後のSquare
C
MobilityTable
駒番号からMobilityContentを得る
C
RookMobility
盤上の飛車および竜の動けるマス
C
V4
►
N
move_action
C
NoAddEffectFilter
指定したSquareに利きをつける手をフィルタ
C
NoEffectFilter
利きのないところへ動くためのフィルタ
C
NotKingOpenFilter
相手の間接利きを止めている駒を動かさない
C
Store
指手を
MoveVector
に保管
►
N
move_classifier
C
Check
C
ClassifierTraits
C
ClassifierTraits< KingOpenMove< P > >
C
ClassifierTraits< OpenCheck< P > >
C
ClassifierTraits< SafeMove< P > >
C
ConditionAdaptor
Drop の時は呼べないなどの条件を代わりにテスト
C
DirectCheck
C
KingOpenMove
Pの王をopen checkにする手でないことをチェック
C
MoveAdaptor
C
OpenCheck
C
PawnDropCheckmate
打歩詰の判定
C
PlayerMoveAdaptor
C
SafeMove
元々,手番の玉に王手がかかっていない状態で自殺手でないことをチェック
►
N
move_generator
C
AddEffectWithEffect
利きをつける手を生成 利きを持つstateでしか使えない
C
AllMoves
Move::ignoreUnpromote()
でないすべての手を生成
C
Capture
駒を取る手を生成
C
Drop
打つ手を生成
C
Escape
逃げる手を生成 生成される手はunique
C
GenerateAddEffectWithEffect
C
GenerateCapture
Capture
の Player で特殊化できないバージョン.
C
GenerateEscape
C
GenerateEscapeOfTurn
C
GenerateOpen
C
GeneratePieceOnBoard
C
GeneratePromote
Player で特殊化した Action でinstantiate すると無駄なので注意.
C
Open
長い利きを止めている駒を動かして, 利きを伸ばす
C
PieceOnBoard
特定のpieceを動かす手を生成
C
Promote
成る手を生成
►
N
move_probability
C
AddEffectLong
C
AttackFromOpposingSliders
C
AttackKing8Long
C
AttackToOpposingSliders
C
BishopAttack
C
BlockLong
C
BlockLongFrom
C
BookMove
C
BreakThreatmate
C
CapturePtype
C
CheckFeature
C
CheckmateIfCapture
C
ContinueCapture
C
CoverFork
C
CoverPawn
C
DropAfterOpposingPawn
C
DropCaptured
äȤ
C
EscapeThreatened
C
Feature
C
FeatureSet
C
FromEffect
C
FromEffectLong
C
King5x5Ptype
C
KingBlockade
C
KingRelativeX
C
KingRelativeY
C
LanceAttack
C
LongRecapture
C
LureDefender
C
MoveFromOpposingSliders
C
MoveInfo
C
OpposingPawn
C
PatternBase
C
PatternCommon
C
PawnAttack
C
PinnedGeneral
C
PromotionBySacrifice
C
RookAttack
C
SacrificeAttack
C
SeeFeature
C
SendOff
C
SquareX
C
SquareY
C
StandardFeatureSet
C
StateInfo
C
TakeBackFeature
C
ThreatmateByCapture
C
ToEffect
C
ToEffectLong
►
N
progress
►
N
ml
C
NewProgress
C
NewProgressData
C
NewProgressDebugInfo
C
Effect5x3
玉の周囲5x3の領域の利きの数と持駒から計算した進行度
C
Effect5x3d
玉の周囲5x3の領域の利きの数ら計算した自玉のまわりの利きの数。 5x3領域は盤面内になるように補正する. 黒と白の両方の進行度を持つ.
Effect5x3
との違い持駒の重みなし
C
Effect5x3Table
Effect5x3の差分計算で使うテーブル
C
Effect5x3WithBonus
C
LongEffect
5x3領域への長い利きの始まりと終わり. offset - 利きの方向が0の時は利きが無いことを示す minIndex - 利きが領域に入るindex maxIndex - 利きが領域から出る手前のindex
C
ProgressN
C
PtypeProgress
C
PtypeProgressTable
ゲームの進行度を駒が自陣からどの程度前に進んでいるかの和で表現
C
PtypeProgressTraits
ゲームの進行度を測る駒の種類別の係数
C
PtypeProgressTraits< BISHOP >
C
PtypeProgressTraits< GOLD >
C
PtypeProgressTraits< KING >
C
PtypeProgressTraits< KNIGHT >
C
PtypeProgressTraits< LANCE >
C
PtypeProgressTraits< PAWN >
C
PtypeProgressTraits< PBISHOP >
C
PtypeProgressTraits< PKNIGHT >
C
PtypeProgressTraits< PLANCE >
C
PtypeProgressTraits< PPAWN >
C
PtypeProgressTraits< PROOK >
C
PtypeProgressTraits< PSILVER >
C
PtypeProgressTraits< ROOK >
C
PtypeProgressTraits< SILVER >
►
N
psn
Gnushogi で使われるフォーマット
C
ParseError
►
N
rating
C
AttackKing8
C
AttackKing8Group
C
BadLance
C
BadLanceGroup
C
BigramAttack
C
BigramAttackGroup
C
Block
C
BlockGroup
►
C
BradleyTerry
C
Thread
C
Capture
C
CaptureGroup
C
CaptureSet
駒得のみ
C
Chase
C
ChaseGroup
C
Check
C
CheckGroup
C
CheckmateIfCapture
C
CheckmateIfCaptureGroup
C
ContinueCapture
C
ContinueCaptureGroup
C
CountEffect2
C
CountOpen
C
DefenseKing8
C
DefenseKing8Group
C
DropCaptured
取った駒をすぐ使う
C
DropCapturedGroup
C
DropPtype
C
EscapePin
C
EscapePinGroup
C
Feature
►
C
FeatureSet
C
Statistics
C
FromEffect
移動元へのきき。attack defense は言葉の意味と逆で自分がattack
C
FromEffectGroup
C
Group
Mutually exclusive set of features
►
C
ImmediateAddSupport
C
Test
C
ImmediateAddSupportGroup
C
ImmediateEscape
C
ImmediateEscapeGroup
C
Karanari
C
KaranariGroup
C
KingEscape
C
KingEscapeGroup
C
LongTarget
C
LongTarget2
C
Open
C
OpenGroup
C
Pattern
C
PatternBlock
C
PatternBlockGroup
C
PatternGroup
C
PatternLong
C
PatternLong2
C
PatternLongGroup
C
PatternLongGroup2
C
PawnAttack
C
PawnAttackGroup
C
PinAttack
C
PinGroup
C
PtypeAttacked
C
PtypeAttackedGroup
C
RatedMove
C
RatedMoveVector
C
RatingEnv
C
RelativeKingX
C
RelativeKingXGroup
C
RelativeKingY
C
RelativeKingYGroup
C
RookDefense
C
SendOff
C
SendOffGroup
C
ShadowEffect1
C
ShadowEffect2
C
ShadowEffectGroup
C
SquareX
C
SquareXGroup
C
SquareY
C
SquareYGroup
C
StandardFeatureSet
C
TacticalSet
駒得のみ
C
TakeBack
C
TakeBack2
C
TakeBackGroup
►
C
Threatmate
C
Helper
C
ThreatmateGroup
C
ToSupported
C
ToSupportedGroup
►
N
record
棋譜関係
►
N
ki2
C
Ki2IOError
N
myshogi
C
ChangeShellColor
Shellの文字出力にて、色を変える。
C
Characters
駒の文字を管理するAbstract class。
C
CheckDuplicate
Container of moves to check duplicated games
C
Color
カラーコードを保持するクラス。
C
CsaFile
C
KanjiMove
Parse kanji records such as "7六歩", the style of which is generally used to write Shogi records in Japanese
C
KanjiPrint
局面を漢字でカラーで表示する
C
KIFCharacters
柿木形式(KIF)。頭にv
C
KisenFile
「.kif」という拡張子を持つ棋泉形式ファイル
C
KisenIpxFile
「.ipx」という拡張子を持つ棋泉形式ファイル
C
KisenIpxWriter
「.ipx」という拡張子を持つ棋泉形式ファイル
C
KisenPlusFile
「.kpf」という拡張子を持つ棋泉プラス形式ファイル
C
KisenUtils
C
KisenWriter
C
Record
C
RecordFile
C
RussianCharacters
ロシア文字(激指フォント用)
C
SearchInfo
C
StandardCharacters
持ち駒用(標準文字)
►
N
stat
C
Average
Incrementaly maintain average of data sequence
C
Histogram
ヒストグラム
C
Probability
C
Ratio
►
C
TwoDimensionalStatistics
C
Data
C
Variance
Incrementaly maintain average and variance of data sequence
►
N
usi
C
ParseError
C
UsiFile
C
BoardTable
C
CArray
►
C
Centering3x3
3x3が盤上におさまるように中心を調整
C
Table
►
C
Centering5x3
5x3が盤上におさまるように中心を調整
C
Table
C
CheckMoveVector
C
DirectionPlayerTraits
C
DirectionPlayerTraits< Dir, BLACK >
C
DirectionPlayerTraits< Dir, WHITE >
C
DirectionTraits
C
DirectionTraitsGen
C
DirectionTraitsGen< D >
C
DirectionTraitsGen< DL >
C
DirectionTraitsGen< DR >
C
DirectionTraitsGen< L >
C
DirectionTraitsGen< LONG_D >
C
DirectionTraitsGen< LONG_DL >
C
DirectionTraitsGen< LONG_DR >
C
DirectionTraitsGen< LONG_L >
C
DirectionTraitsGen< LONG_R >
C
DirectionTraitsGen< LONG_U >
C
DirectionTraitsGen< LONG_UL >
C
DirectionTraitsGen< LONG_UR >
C
DirectionTraitsGen< R >
C
DirectionTraitsGen< U >
C
DirectionTraitsGen< UL >
C
DirectionTraitsGen< UR >
C
DirectionTraitsGen< UUL >
C
DirectionTraitsGen< UUR >
C
EffectContent
►
C
FixedCapacityVector
C
Array
C
GenerateAllMoves
C
GenerateEscapeKing
C
IntArrayReader
C
KingTraits
C
LogProbCompare
C
Move
圧縮していない moveの表現
C
MoveLogProb
C
MoveVector
C
NoMoreMemory
C
NumEffectState
利きを持つ局面
C
Offset
座標の差分
C
Offset32Base
差が uniqになるような座標の差分
C
OslConfig
Osl の実行環境に関する指定
C
PathEncoding
C
PathEncodingTable
C
Piece
駒
C
PieceBasicLessThan
C
PieceMask
駒番号のビットセット
C
PiecePtypeMoreThan
C
PieceStand
片方の手番の持駒の枚数を記録するクラス
C
PieceStandIO
C
PieceTable
C
PieceVector
C
PtypeDirectionTraits
C
PtypeFuns
C
PtypeFunsSub
C
PtypeFunsSub< T, false >
C
PtypeFunsSub< T, true >
►
C
PtypeOSquareVector
C
PtypeOSquareLessThan
C
PtypePlayerTraits
C
PtypeTable
C
PtypeTraits
C
PtypeTraits< BISHOP >
C
PtypeTraits< GOLD >
C
PtypeTraits< KING >
C
PtypeTraits< KNIGHT >
C
PtypeTraits< LANCE >
C
PtypeTraits< PAWN >
C
PtypeTraits< PBISHOP >
C
PtypeTraits< PKNIGHT >
C
PtypeTraits< PLANCE >
C
PtypeTraits< PPAWN >
C
PtypeTraits< PROOK >
C
PtypeTraits< PSILVER >
C
PtypeTraits< PTYPE_EDGE >
C
PtypeTraits< PTYPE_EMPTY >
C
PtypeTraits< ROOK >
C
PtypeTraits< SILVER >
C
RecordMinimal
►
C
RepetitionCounter
千日手の検出
C
Table
►
C
Sennichite
C
Result
C
SetUpRegister
C
ShouldPromoteCut
探索で前向き枝刈して良い条件を一時的に書いておく
C
SimpleState
C
Square
►
C
SquareCompressor
Square
を [0..81] に圧縮する 0: 駒台,1..81 盤上
C
Initializer
N
PathEncoding
N
ProofNumberTable
►
N
std
C
hash
C
hash< osl::BoardKey >
C
hash< osl::HashKey >
C
hash< osl::Move >
Generated by
1.9.8