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  /external/testng/src/main/java/org/testng/internal/annotations/
AnnotationHelper.java 23 * Helper methods to find @Test and @Configuration tags. They minimize
  /frameworks/base/core/java/android/nfc/tech/
MifareUltralight.java 171 * minimize EEPROM write cycles.
  /frameworks/base/docs/html/training/scheduling/
wakelock.jd 34 is that you should use the most lightweight approach possible for your app, to minimize your
  /frameworks/base/docs/html/training/wearables/data-layer/
messages.jd 155 minimize message routing through multiple nodes. A nearby node is defined as one that is directly
  /frameworks/base/media/java/android/media/
MediaActionSound.java 144 * Preload a predefined platform sound to minimize latency when the sound is
  /frameworks/base/tools/layoutlib/bridge/src/android/util/
LruCache.java 212 // This is not efficient, the goal here is to minimize the changes
  /libcore/ojluni/src/main/java/java/util/
AbstractSequentialList.java 30 * interface to minimize the effort required to implement this interface
  /packages/apps/Gallery2/src/com/android/gallery3d/data/
LocationClustering.java 221 // The score we want to minimize is:
  /packages/apps/Launcher3/src/com/android/launcher3/logging/
UserEventDispatcher.java 52 * and the method name to fillInLogContainerData. Not changed to minimize CL diff
  /packages/inputmethods/LatinIME/tools/make-keyboard-text/src/com/android/inputmethod/keyboard/tools/
MoreKeysResources.java 98 // minimize footprints of string resources arrays.
  /prebuilts/go/darwin-x86/src/math/
expm1.go 60 // specific way which minimize the accumulation rounding error:
  /prebuilts/go/linux-x86/src/math/
expm1.go 60 // specific way which minimize the accumulation rounding error:
  /prebuilts/misc/darwin-x86_64/sdl2/include/SDL2/
SDL_atomic.h 78 * minimize the code executed inside an atomic lock and never do
  /prebuilts/misc/windows/sdl2/i686-w64-mingw32/include/SDL2/
SDL_atomic.h 78 * minimize the code executed inside an atomic lock and never do
  /prebuilts/misc/windows/sdl2/include/
SDL_atomic.h 78 * minimize the code executed inside an atomic lock and never do
  /prebuilts/misc/windows/sdl2/x86_64-w64-mingw32/include/SDL2/
SDL_atomic.h 78 * minimize the code executed inside an atomic lock and never do
  /external/ceres-solver/internal/ceres/
trust_region_minimizer.cc 124 void TrustRegionMinimizer::Minimize(const Minimizer::Options& options,
419 options.inner_iteration_minimizer->Minimize(options,
  /external/icu/android_icu4j/src/main/java/android/icu/impl/
LocaleDisplayNamesImpl.java 520 result.add(newRow(ULocale.minimizeSubtags(locale, ULocale.Minimize.FAVOR_SCRIPT), capContext));
551 ULocale minimized = ULocale.minimizeSubtags(modified, ULocale.Minimize.FAVOR_SCRIPT);
  /external/icu/icu4j/main/classes/core/src/com/ibm/icu/impl/
LocaleDisplayNamesImpl.java 516 result.add(newRow(ULocale.minimizeSubtags(locale, ULocale.Minimize.FAVOR_SCRIPT), capContext));
547 ULocale minimized = ULocale.minimizeSubtags(modified, ULocale.Minimize.FAVOR_SCRIPT);
  /external/llvm/include/llvm/Analysis/
LazyCallGraph.h 69 /// Within this constraint, the desire is to minimize the merge points of the
342 /// made to minimize the overhead of common cases such as self-edges and
  /external/llvm/lib/CodeGen/
SplitKit.h 236 /// SM_Size - Overlap intervals to minimize the number of inserted COPY
243 /// SM_Speed - Overlap intervals to minimize the expected execution
  /external/llvm/lib/Target/WebAssembly/
WebAssemblyCFGStackify.cpp 143 // Minimize perturbation by preferring the block which is the immediate
274 // predecessors so that we minimize the time that the BLOCK is on the stack,
  /frameworks/base/docs/html/distribute/essentials/
optimizing-your-app.jd 331 A great way to improve UI performance is to minimize the complexity of your
379 certain behaviors. Minimize these cases by rethinking some of the
  /frameworks/base/docs/html/topic/performance/
reduce-apk-size.jd 184 <h3 id="minimize">
185 Minimize Resource Use from Libraries
  /frameworks/base/services/core/java/com/android/server/
AssetAtlasService.java 210 * number of packed assets and minimize texture size)
395 // Maximize the number of packed bitmaps, minimize the texture size

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