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  /external/openssh/contrib/aix/
inventory.sh 3 # inventory.sh
4 # $Id: inventory.sh,v 1.6 2003/11/21 12:48:56 djm Exp $
9 # This will produce an AIX package inventory file, which looks like:
12 # class=apply,inventory,openssh
18 # class=apply,inventory,openssh
25 # class=apply,inventory,openssh
41 # Start to display inventory information
45 print "\tclass=apply,inventory,openssh\n";
buildbff.sh 28 # Path to inventory.sh: same place as buildbff.sh
31 inventory=`dirname $0`/inventory.sh # absolute path
33 inventory=`pwd`/`dirname $0`/inventory.sh # relative path
167 $inventory >../openssh.inventory
306 for i in openssh.al openssh.copyright openssh.inventory openssh.post_i openssh.size LICENCE README*
README 22 buildpkg.sh. Ben also supplied inventory.sh.
  /frameworks/base/docs/html/design/building-blocks/
index.jd 21 Your inventory of ready-to-use elements for creating outstanding apps.
  /frameworks/base/docs/html/training/in-app-billing/
list-iab-products.jd 69 <p>If the query is successful, the query results are stored in an {@code Inventory} object that is passed back to the listener.</p>
75 public void onQueryInventoryFinished(IabResult result, Inventory inventory)
83 inventory.getSkuDetails(SKU_APPLE).getPrice();
85 inventory.getSkuDetails(SKU_BANANA).getPrice();
purchase-iab-products.jd 86 <p>If the query is successful, the query results are stored in an {@code Inventory} object that is passed back to the listener. The In-app Billing service returns only the purchases made by the user account that is currently logged in to the device.</p>
92 Inventory inventory) {
99 mIsPremium = inventory.hasPurchase(SKU_PREMIUM);
108 <p>It's your responsibility to control and track how the in-app product is provisioned to the user. For example, if the user purchased in-game currency, you should update the player's inventory with the amount of currency purchased.</p>
114 mHelper.consumeAsync(inventory.getPurchase(SKU_GAS),
136 <p>It?s important to check for consumable items when the user starts up your application. Typically, you would first query the In-app Billing service for the items purchased by the user (via {@code queryInventoryAsync}), then get the consumable {@code Purchase} objects from the Inventory. If your application detects that are any consumable items that are owned by the user, you should send a consumption request to Google Play immediately and provision the item to the user. See the {@code TrivialDrive} sample for an example of how to implement this checking at startup.</p>
  /external/replicaisland/src/com/replica/replicaisland/
PlayerComponent.java 229 InventoryComponent.UpdateRecord inventory = mInventory.getRecord(); local
230 if (inventory.coinCount >= mDifficultyConstants.getCoinsPerPowerup()) {
231 inventory.coinCount = 0;
253 if (inventory.rubyCount >= MAX_GEMS_PER_LEVEL) {
351 InventoryComponent.UpdateRecord inventory = mInventory.getRecord(); local
352 if (inventory.rubyCount == 1) {
354 } else if (inventory.rubyCount == 2) {
544 public final void setInventory(InventoryComponent inventory) {
545 mInventory = inventory;
AnimationComponent.java 175 InventoryComponent.UpdateRecord inventory = mInventory.getRecord(); local
176 final int rubyCount = inventory.rubyCount;
379 public void setInventory(InventoryComponent inventory) {
380 mInventory = inventory;
  /external/libnfc-nci/src/nfc/include/
tags_defs.h 404 /* Request flags 5 to 6 definition when inventory flag is not set */
415 /* Request flags 5 to 6 definition when inventory flag is set */
424 /* Request flags 6 to 8 definition when inventory flag is set or not set */
453 #define I93_CMD_INVENTORY 0x01 /* Inventory */
490 #define I93_ICODE_CC_IPREAD_MASK 0x02 /* inventory page read supported in CC[3] */
rw_api.h 116 RW_I93_INVENTORY_EVT, /* Response of Inventory */
201 tNFC_STATUS status; /* status of Inventory command */
248 tRW_I93_INVENTORY i93_inventory; /* ISO 15693 Inventory response */
    [all...]
  /external/libnfc-nxp/src/
phFriNfc_ISO15693Format.c 68 /* Inventory command support mask for the CC byte 4 */
408 /* For SLI tags : Inventory Page read not supported */
phFriNfc_ISO15693Map.c 161 /* CC indicating tag is capable of inventory page read */
179 /* INVENTORY pageread command identifier */
584 // Inventory page reads return an extra security byte per page
    [all...]
phHciNfc_ISO15693.c 396 HCI_PRINT_BUFFER("\tISO 15693 inventory", reg_value, reg_length);
phHciNfc_RFReader.c     [all...]
  /external/quake/quake/src/WinQuake/
client.h 159 int items; // inventory bit flags
gl_screen.cpp 292 sb_lines = 24; // no inventory
screen.cpp 257 sb_lines = 24; // no inventory
  /external/kernel-headers/original/asm-mips/
sgiarcs.h 48 * device inventory queries.
  /external/libnfc-nci/src/nfa/include/
nfa_rw_api.h 463 ** Send Inventory command to the activated ISO 15693 tag with/without AFI..
nfa_api.h 399 tNFA_I93_INVENTORY inventory; /* inventory response */ member in union:__anon10260::__anon10261
    [all...]
  /frameworks/base/docs/html/google/play/billing/
api.jd 113 <dd>In contrast, you can implement consumption for items that can be made available for purchase multiple times. Typically, these items provide certain temporary effects. For example, the user's in-game character might gain life points or gain extra gold coins in their inventory. Dispensing the benefits or effects of the purchased item in your application is called <em>provisioning</em> the in-app product. You are responsible for controlling and tracking how in-app products are provisioned to the users.
  /external/wpa_supplicant_8/src/eap_peer/
tncc.c 1279 /* MS-Machine-Inventory */
1306 /* MS-Machine-Inventory-Ex */
  /external/libnfc-nci/src/nfa/rw/
nfa_rw_act.c     [all...]
nfa_rw_api.c 810 ** Send Inventory command to the activated ISO 15693 tag with/without AFI
    [all...]
  /external/quake/quake/src/WinQuake/data/
MANUAL.TXT 497 monsters and architecture. Immediately below is the Inventory, beneath
499 so much that it engulfs first the Inventory Bar and then the Status Bar.
502 Inventory Bar
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