/external/v8/test/mjsunit/ |
debug-stepout-scope-part4.js | 57 var bodies = [ "1", variable 74 for (var j = 0; j < bodies.length; ++j) { 75 var body = bodies[j];
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debug-stepout-scope-part6.js | 56 var bodies = [ "1", variable 73 for (var j = 0; j < bodies.length; ++j) { 74 var body = bodies[j];
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debug-stepout-scope-part7.js | 56 var bodies = [ "1", variable 73 for (var j = 0; j < bodies.length; ++j) { 74 var body = bodies[j];
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debug-stepout-scope-part2.js | 56 var bodies = [ "1", variable 74 for (var j = 0; j < bodies.length; ++j) { 75 var body = bodies[j];
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/external/libgdx/extensions/gdx-box2d/gdx-box2d-gwt/src/com/badlogic/gdx/physics/box2d/gwt/emu/org/jbox2d/dynamics/joints/ |
ConstantVolumeJointDef.java | 31 * Definition for a {@link ConstantVolumeJoint}, which connects a group a bodies together so they 38 ArrayList<Body> bodies; field in class:ConstantVolumeJointDef 43 bodies = new ArrayList<Body>(); 56 bodies.add(argBody); 57 if (bodies.size() == 1) { 60 if (bodies.size() == 2) {
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ConstantVolumeJoint.java | 37 private final Body[] bodies; field in class:ConstantVolumeJoint 49 return bodies; 63 if (def.bodies.size() <= 2) { 65 "You cannot create a constant volume joint with less than three bodies."); 67 bodies = def.bodies.toArray(new Body[0]); 69 targetLengths = new float[bodies.length]; 72 float dist = bodies[i].getWorldCenter().sub(bodies[next].getWorldCenter()).length(); 77 if (def.joints != null && def.joints.size() != def.bodies.size()) [all...] |
/external/javassist/src/main/javassist/ |
CtNewWrappedMethod.java | 139 Hashtable bodies = clazz.getHiddenMethods(); local 140 String bodyname = (String)bodies.get(src); 155 bodies.put(src, bodyname);
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/external/libgdx/extensions/gdx-box2d/gdx-box2d-gwt/src/com/badlogic/gdx/physics/box2d/gwt/emu/com/badlogic/gdx/physics/box2d/ |
World.java | 53 ObjectMap<org.jbox2d.dynamics.Body, Body> bodies = new ObjectMap<org.jbox2d.dynamics.Body, Body>(); field in class:World 59 * @param doSleep improve performance by not simulating inactive bodies. */ 145 bodies.put(b, body); 162 bodies.remove(body.body); 168 /** Create a joint to constrain bodies together. No reference to the definition is retained. This may cause the connected bodies 191 /** Destroy a joint. This may cause the connected bodies to begin colliding. 207 /** Manually clear the force buffer on all bodies. By default, forces are cleared automatically after each call to Step. The 231 /** Get the number of bodies. */ 310 /** @return all bodies currently in the simulation * [all...] |
Box2DDebugRenderer.java | 49 private final static Array<Body> bodies = new Array<Body>(); field in class:Box2DDebugRenderer 105 world.getBodies(bodies); 106 for (Iterator<Body> iter = bodies.iterator(); iter.hasNext();) {
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/frameworks/base/core/tests/coretests/src/android/widget/focus/ |
ListOfEditTexts.java | 72 List<String> bodies = Lists.newArrayList( local 78 mListView.setAdapter(new MyAdapter(this, bodies)); 107 public MyAdapter(Context context, List<String> bodies) { 108 super(context, 0, bodies);
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/prebuilts/go/darwin-x86/test/bench/shootout/ |
nbody.c | 52 void advance(int nbodies, struct planet * bodies, double dt) 57 struct planet * b = &(bodies[i]); 59 struct planet * b2 = &(bodies[j]); 74 struct planet * b = &(bodies[i]); 81 double energy(int nbodies, struct planet * bodies) 88 struct planet * b = &(bodies[i]); 91 struct planet * b2 = &(bodies[j]); 102 void offset_momentum(int nbodies, struct planet * bodies) 107 px += bodies[i].vx * bodies[i].mass 117 struct planet bodies[NBODIES] = { variable in typeref:struct:planet [all...] |
/prebuilts/go/linux-x86/test/bench/shootout/ |
nbody.c | 52 void advance(int nbodies, struct planet * bodies, double dt) 57 struct planet * b = &(bodies[i]); 59 struct planet * b2 = &(bodies[j]); 74 struct planet * b = &(bodies[i]); 81 double energy(int nbodies, struct planet * bodies) 88 struct planet * b = &(bodies[i]); 91 struct planet * b2 = &(bodies[j]); 102 void offset_momentum(int nbodies, struct planet * bodies) 107 px += bodies[i].vx * bodies[i].mass 117 struct planet bodies[NBODIES] = { variable in typeref:struct:planet [all...] |
/external/libgdx/extensions/gdx-box2d/gdx-box2d/src/com/badlogic/gdx/physics/box2d/ |
World.java | 190 /** pool for bodies **/ 209 /** all known bodies **/ 210 protected final LongMap<Body> bodies = new LongMap<Body>(100); field in class:World 226 * @param doSleep improve performance by not simulating inactive bodies. */ 278 * Bodies created by this method are pooled internally by the World object. 288 this.bodies.put(body.addr, body); 325 this.bodies.remove(body.addr); 388 /** Create a joint to constrain bodies together. No reference to the definition is retained. This may cause the connected bodies 662 /** Destroy a joint. This may cause the connected bodies to begin colliding [all...] |
Box2DDebugRenderer.java | 45 private final static Array<Body> bodies = new Array<Body>(); field in class:Box2DDebugRenderer 95 world.getBodies(bodies); 96 for (Iterator<Body> iter = bodies.iterator(); iter.hasNext();) {
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/external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/bullet/ |
BasicBulletTest.java | 71 Array<btRigidBody> bodies = new Array<btRigidBody>(); field in class:BasicBulletTest 150 bodies.add(groundBody); 164 bodies.add(sphereBody); 205 for (btRigidBody body : bodies) 207 bodies.clear();
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/frameworks/base/sax/tests/saxtests/src/android/sax/ |
SafeSaxTest.java | 69 String bodies = ""; field in class:SafeSaxTest.TextElementCounter 76 this.bodies += body; 110 assertEquals("ab", idCounter.bodies);
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/external/libgdx/extensions/gdx-bullet/jni/src/bullet/BulletDynamics/Featherstone/ |
btMultiBodyDynamicsWorld.cpp | 281 virtual void processIsland(btCollisionObject** bodies,int numBodies,btPersistentManifold** manifolds,int numManifolds, int islandId) 285 ///we don't split islands, so all constraints/contact manifolds/bodies are passed into the solver regardless the island id 286 m_solver->solveMultiBodyGroup( bodies,numBodies,manifolds, numManifolds,m_sortedConstraints, m_numConstraints, &m_multiBodySortedConstraints[0],m_numConstraints,*m_solverInfo,m_debugDrawer,m_dispatcher); 337 m_solver->solveGroup( bodies,numBodies,manifolds, numManifolds,startConstraint,numCurConstraints,*m_solverInfo,m_debugDrawer,m_dispatcher); 342 m_bodies.push_back(bodies[i]); 364 btCollisionObject** bodies = m_bodies.size()? &m_bodies[0]:0; local 371 m_solver->solveMultiBodyGroup( bodies,m_bodies.size(),manifold, m_manifolds.size(),constraints, m_constraints.size() ,multiBodyConstraints, m_multiBodyConstraints.size(), *m_solverInfo,m_debugDrawer,m_dispatcher);
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/external/libgdx/extensions/gdx-bullet/jni/src/bullet/BulletDynamics/Dynamics/ |
btDiscreteDynamicsWorld.cpp | 132 virtual void processIsland(btCollisionObject** bodies,int numBodies,btPersistentManifold** manifolds,int numManifolds, int islandId) 136 ///we don't split islands, so all constraints/contact manifolds/bodies are passed into the solver regardless the island id 137 m_solver->solveGroup( bodies,numBodies,manifolds, numManifolds,&m_sortedConstraints[0],m_numConstraints,*m_solverInfo,m_debugDrawer,m_dispatcher); 165 m_solver->solveGroup( bodies,numBodies,manifolds, numManifolds,startConstraint,numCurConstraints,*m_solverInfo,m_debugDrawer,m_dispatcher); 170 m_bodies.push_back(bodies[i]); 188 btCollisionObject** bodies = m_bodies.size()? &m_bodies[0]:0; local 192 m_solver->solveGroup( bodies,m_bodies.size(),manifold, m_manifolds.size(),constraints, m_constraints.size() ,*m_solverInfo,m_debugDrawer,m_dispatcher); 390 //iterate over all active rigid bodies 660 //Make sure the two bodies of a type constraint are different (possibly add this to the btTypedConstraint constructor?) [all...] |
/external/guice/extensions/persist/lib/ |
javassist.jar | |
/external/guice/extensions/struts2/lib/ |
javassist.jar | |
/external/robolectric/v1/lib/main/ |
javassist-3.14.0-GA.jar | |
/prebuilts/tools/common/m2/repository/xhtmlrenderer/xhtmlrenderer/R8rc1/ |
xhtmlrenderer-R8rc1.jar | |
/prebuilts/tools/common/m2/repository/net/sourceforge/htmlunit/htmlunit/2.14/ |
htmlunit-2.14.jar | |
/external/libgdx/backends/gdx-backends-gwt/libs/ |
gwt-dev.jar | |