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476      * Vertical distance or span between the two touch points at the start of a
550 /** Distance between the mFirstCell and the top of first fully visible hour. */
3301 // or right of me and compute the distance.
3311 // If we overlap the same column, then compute the distance.
3313 int distance = startTime - neighbor.endTime;
3314 if (distance < upDistanceMin) {
3315 upDistanceMin = distance;
3317 } else if (distance == upDistanceMin) {
3335 upDistanceMin = distance;
3342 // If we overlap the same column, then compute the distance.
3344 int distance = neighbor.startTime - endTime;
3345 if (distance < downDistanceMin) {
3346 downDistanceMin = distance;
3348 } else if (distance == downDistanceMin) {
3366 downDistanceMin = distance;
3377 int distance = 0;
3381 distance = center - neighborBottom;
3383 distance = neighborTop - center;
3385 if (distance < rightDistanceMin) {
3386 rightDistanceMin = distance;
3388 } else if (distance == rightDistanceMin) {
3393 rightDistanceMin = distance;
3401 int distance = 0;
3405 distance = center - neighborBottom;
3407 distance = neighborTop - center;
3409 if (distance < leftDistanceMin) {
3410 leftDistanceMin = distance;
3412 } else if (distance == leftDistanceMin) {
3417 leftDistanceMin = distance;
4711 float minDist = mViewWidth + mViewHeight; // some large distance
4982 * Here we compute a "distance" that will be used in the computation of
4983 * the overall snap duration. This is a function of the actual distance
4986 * of the distance the page needs to travel.
4991 float distance = halfScreenSize + halfScreenSize * distanceInfluenceForSnapDuration;
5002 long duration = 6 * Math.round(1000 * Math.abs(distance / velocity));
5005 + distanceRatio + " distance:" + distance + " velocity:" + velocity
5014 * distance that the screen has to travel, however, we don't want this
5016 * method to moderate the effect that the distance of travel has on the