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  /external/compiler-rt/test/sanitizer_common/TestCases/Posix/
decorate_proc_maps.cc 45 // CHECK-asan: rw-p {{.*}} [low shadow]
46 // CHECK-asan: ---p {{.*}} [shadow gap]
47 // CHECK-asan: rw-p {{.*}} [high shadow]
50 // CHECK-msan: rw-p {{.*}} [shadow{{.*}}]
53 // CHECK-tsan: rw-p {{.*}} [shadow]
54 // CHECK-tsan: rw-p {{.*}} [meta shadow]
  /external/robolectric/v1/src/test/java/com/xtremelabs/robolectric/shadows/
RatingBarTest.java 24 private ShadowRatingBar shadow; field in class:RatingBarTest
31 shadow = Robolectric.shadowOf(ratingBar);
39 assertThat(shadow.getOnRatingBarChangeListener(), sameInstance(listener));
41 assertThat(shadow.getOnRatingBarChangeListener(), nullValue());
61 ShadowRatingBar shadow = Robolectric.shadowOf(ratingBar); local
62 assertThat(shadow, instanceOf(ShadowAbsSeekBar.class));
PreferenceScreenTest.java 21 private ShadowPreferenceScreen shadow; field in class:PreferenceScreenTest
26 shadow = Robolectric.shadowOf(screen);
31 assertThat(shadow, instanceOf(ShadowPreferenceGroup.class));
39 shadow.setDialog(dialog);
SeekBarTest.java 22 private ShadowSeekBar shadow; field in class:SeekBarTest
29 shadow = Robolectric.shadowOf(seekBar);
37 assertThat(shadow.getOnSeekBarChangeListener(), sameInstance(listener));
39 assertThat(shadow.getOnSeekBarChangeListener(), nullValue());
StateListDrawableTest.java 27 ShadowStateListDrawable shadow = shadowOf(stateListDrawable); local
28 Drawable drawableForState = shadow.getDrawableForState(states);
40 ShadowStateListDrawable shadow = shadowOf(stateListDrawable); local
41 Drawable drawableForState = shadow.getDrawableForState(StateSet.WILD_CARD);
  /frameworks/support/design/res/values/
colors.xml 29 <!-- Shadow color for the first pixels of a shadow -->
31 <!-- Shadow color for the middle pixels of a shadow -->
33 <!-- Shadow color for the furthest pixels of a shadow -->
  /prebuilts/sdk/current/support/design/res/values/
colors.xml 29 <!-- Shadow color for the first pixels of a shadow -->
31 <!-- Shadow color for the middle pixels of a shadow -->
33 <!-- Shadow color for the furthest pixels of a shadow -->
  /external/chromium-trace/catapult/third_party/polymer/components/paper-button/
bower.json 10 "paper-shadow": "Polymer/paper-shadow#^0.5"
  /external/chromium-trace/catapult/third_party/polymer/components/paper-item/
bower.json 12 "paper-shadow": "Polymer/paper-shadow#^0.5"
demo.html 22 <link href="../paper-shadow/paper-shadow.html" rel="import">
45 html /deep/ paper-shadow {
60 <paper-shadow style="max-width: 10.5em;">
65 </paper-shadow>
73 <paper-shadow>
79 </paper-shadow>
87 <paper-shadow>
100 </paper-shadow>
  /frameworks/base/tools/layoutlib/bridge/src/android/view/
ShadowPainter.java 33 * Adds a drop shadow to a semi-transparent image (of an arbitrary shape) and returns it as a
35 * shadow painting methods in this class, {@link #createRectangularDropShadow(java.awt.image.BufferedImage)}
38 * If shadowSize is less or equals to 1, no shadow will be painted and the source image will be
42 * @param shadowSize the size of the shadow, normally {@link #SHADOW_SIZE or {@link
45 * @return an image with the shadow painted in or the source image if shadowSize <= 1
49 shadowSize /= 2; // make shadow size have the same meaning as in the other shadow paint methods in this class
55 * Creates a drop shadow of a given image and returns a new image which shows the input image on
56 * top of its drop shadow.
62 * @param shadowSize the size of the shadow in pixel
    [all...]
  /libcore/ojluni/src/main/java/sun/nio/ch/
IOUtil.java 128 // allocate shadow buffer to ensure I/O is done with direct buffer
130 ByteBuffer shadow = Util.getTemporaryDirectBuffer(rem); local
131 shadow.put(buf);
132 shadow.flip();
133 vec.setShadow(iov_len, shadow);
135 buf = shadow;
136 pos = shadow.position();
161 // return shadow buffers to buffer pool
162 ByteBuffer shadow = vec.getShadow(j); local
163 if (shadow != null
176 ByteBuffer shadow = vec.getShadow(j); local
263 ByteBuffer shadow = Util.getTemporaryDirectBuffer(rem); local
283 ByteBuffer shadow = vec.getShadow(j); local
310 ByteBuffer shadow = vec.getShadow(j); local
    [all...]
  /external/compiler-rt/lib/msan/
msan.h 37 INVALID, APP, SHADOW, ORIGIN
48 {0x00a000000000ULL, 0x00c000000000ULL, MappingDesc::SHADOW, "shadow"},
53 #define SHADOW_TO_ORIGIN(shadow) (((uptr)(shadow)) + 0x002000000000)
68 {0x01000000000ULL, 0x02000000000ULL, MappingDesc::SHADOW, "shadow-2"},
70 {0x03000000000ULL, 0x04000000000ULL, MappingDesc::SHADOW, "shadow-1"},
77 {0x09000000000ULL, 0x0A000000000ULL, MappingDesc::SHADOW, "shadow-3"}
    [all...]
  /art/runtime/interpreter/mterp/mips/
op_const_class.S 5 addu a2, rFP, OFF_FP_SHADOWFRAME # a2 <- shadow frame
op_const_string.S 5 addu a2, rFP, OFF_FP_SHADOWFRAME # a2 <- shadow frame
  /external/compiler-rt/test/tsan/
large_malloc_meta.cc 7 // and forces allocation of meta shadow for the block. Then freed the block.
8 // But meta shadow was not unmapped. Then code occupies the virtual memory
9 // range of the block with something else (that does not need meta shadow).
10 // And repeats. As the result meta shadow growed infinitely.
  /external/llvm/test/CodeGen/X86/GC/
lower_gcroot.ll 6 define void @.main(%Env) gc "shadow-stack" {
  /external/llvm/test/CodeGen/X86/
stackmap-shadow-optimization.ll 3 ; Check that the X86 stackmap shadow optimization is only outputting a 3-byte
6 ; stackmap shadow as the call return counts as a branch target so must flush
7 ; the shadow.
9 ; the call must be at the end of the shadow, so the required nop must be
  /external/selinux/policycoreutils/sestatus/
sestatus.conf 3 /etc/shadow
  /external/chromium-trace/catapult/third_party/flot/
jquery.flot.symbol.min.js 7 (function($){function processRawData(plot,series,datapoints){var handlers={square:function(ctx,x,y,radius,shadow){var size=radius*Math.sqrt(Math.PI)/2;ctx.rect(x-size,y-size,size+size,size+size)},diamond:function(ctx,x,y,radius,shadow){var size=radius*Math.sqrt(Math.PI/2);ctx.moveTo(x-size,y);ctx.lineTo(x,y-size);ctx.lineTo(x+size,y);ctx.lineTo(x,y+size);ctx.lineTo(x-size,y)},triangle:function(ctx,x,y,radius,shadow){var size=radius*Math.sqrt(2*Math.PI/Math.sin(Math.PI/3));var height=size*Math.sin(Math.PI/3);ctx.moveTo(x-size/2,y+height/2);ctx.lineTo(x+size/2,y+height/2);if(!shadow){ctx.lineTo(x,y-height/2);ctx.lineTo(x-size/2,y+height/2)}},cross:function(ctx,x,y,radius,shadow){var size=radius*Math.sqrt(Math.PI)/2;ctx.moveTo(x-size,y-size);ctx.lineTo(x+size,y+size);ctx.move (…)
  /external/compiler-rt/lib/asan/
asan_poisoning.h 12 // Shadow memory poisoning by ASan RTL and by user application.
26 // Poisons the shadow memory for "size" bytes starting from "addr".
29 // Poisons the shadow memory for "redzone_size" bytes starting from
46 // for mapping shadow and zeroing out pages doesn't "just work", so we should
76 u8 *shadow = (u8*)MEM_TO_SHADOW(aligned_addr); local
77 for (uptr i = 0; i < redzone_size; i += SHADOW_GRANULARITY, shadow++) {
79 *shadow = 0; // fully addressable
81 *shadow = (SHADOW_GRANULARITY == 128) ? 0xff : value; // unaddressable
84 *shadow = poison_partial ? static_cast<u8>(size - i) : 0;
  /external/proguard/src/proguard/gui/splash/
ShadowedSprite.java 26 * This Sprite adds a drop shadow to another Sprite.
44 * @param xOffset the variable x-offset of the shadow, relative to the sprite itself.
45 * @param yOffset the variable y-offset of the shadow, relative to the sprite itself.
46 * @param alpha the variable darkness of the shadow (between 0 and 1).
47 * @param blur the variable blur of the shadow (0 for sharp shadows, 1 or
49 * @param sprite the Sprite to be painted with its shadow.
79 // Set up the shadow graphics.
83 // Set the shadow color.
90 // Draw the sprite's shadow.
  /external/deqp/scripts/
caselist_diff.py 91 ("dEQP-GLES2.usecases.shadow.shadowmap.1sample.1_vertex_lights_no_texture", "dEQP-GLES2.usecases.shadow.shadowmaps.basic_1sample.1_vertex_lights_no_texture"),
92 ("dEQP-GLES2.usecases.shadow.shadowmap.1sample.2_vertex_lights_no_texture", "dEQP-GLES2.usecases.shadow.shadowmaps.basic_1sample.2_vertex_lights_no_texture"),
93 ("dEQP-GLES2.usecases.shadow.shadowmap.1sample.4_vertex_lights_no_texture", "dEQP-GLES2.usecases.shadow.shadowmaps.basic_1sample.4_vertex_lights_no_texture"),
94 ("dEQP-GLES2.usecases.shadow.shadowmap.1sample.1_vertex_lights", "dEQP-GLES2.usecases.shadow.shadowmaps.basic_1sample.1_vertex_lights"),
95 ("dEQP-GLES2.usecases.shadow.shadowmap.1sample.2_vertex_lights", "dEQP-GLES2.usecases.shadow.shadowmaps.basic_1sample.2_vertex_lights")
    [all...]
  /frameworks/base/libs/hwui/
TextDropShadowCache.cpp 132 ALOGD("Shadow texture deleted, size = %d", texture->bitmapSize);
156 FontRenderer::DropShadow shadow = mRenderer->renderDropShadow(&paintCopy, glyphs, numGlyphs, local
159 if (!shadow.image) {
166 texture->left = shadow.penX;
167 texture->top = shadow.penY;
171 const uint32_t size = shadow.width * shadow.height;
183 texture->upload(GL_ALPHA, shadow.width, shadow.height,
184 GL_ALPHA, GL_UNSIGNED_BYTE, shadow.image)
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  /external/chromium-trace/catapult/third_party/polymer/components/core-icon-button/
core-icon-button.css 31 box-shadow: 0 0 0 1px rgba(0, 0, 0, 0.1);
35 box-shadow: 0 1px 0 0 rgba(0, 0, 0, 0.12), 0 0 0 1px rgba(0, 0, 0, 0.1);
40 box-shadow: inset 0 1px 0 0 rgba(0, 0, 0, 0.05), 0 0 0 1px rgba(0, 0, 0, 0.12);
45 box-shadow: inset 0 1px 0 0 rgba(0, 0, 0, 0.1), 0 0 0 1px rgba(0, 0, 0, 0.12);
50 box-shadow: 0 0 0 1px rgba(200, 200, 200, 0.1);
55 box-shadow: 0 1px 0 0 rgba(200, 200, 200, 0.12), 0 0 0 1px rgba(200, 200, 200, 0.1);
60 box-shadow: inset 0 1px 0 0 rgba(200, 200, 200, 0.05), 0 0 0 1px rgba(200, 200, 200, 0.12);
65 box-shadow: inset 0 1px 0 0 rgba(200, 200, 200, 0.1), 0 0 0 1px rgba(200, 200, 200, 0.12);

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