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		|   /external/mesa3d/src/mesa/swrast/ | 
| s_span.h  | 163     * We store the arrays of fragment values in a separate struct so
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|   /external/messageformat/java/com/ibm/icu/simple/ | 
| PluralRulesLoader.java  | 117         boolean hasRules;  // Separate boolean because stored rules can be null.
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|   /external/mockftpserver/MockFtpServer/src/main/java/org/mockftpserver/core/util/ | 
| PortParser.java  | 76      *                   as a separate parameter whose value is a decimal number (in character string
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|   /external/mockito/cglib-and-asm/src/org/mockito/cglib/transform/impl/ | 
| FieldProviderTransformer.java  | 92         // use separate methods here because each process switch inner class needs a final CodeEmitter
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|   /external/nist-sip/java/gov/nist/javax/sip/parser/ | 
| AuthorizationParser.java  | 120  * Move out the test code to a separate test/unit class.
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| CallIDParser.java  | 131  * Move out the test code to a separate test/unit class.
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| ContentLengthParser.java  | 117  * Move out the test code to a separate test/unit class.
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|   /external/noto-fonts/ | 
| Android.mk  | 51 # Now "build" the rest of the fonts, which live in a separate subdirectory.
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|   /external/opencv/cvaux/src/ | 
| extendededges.cpp  | 153     //second pass - create separate edges
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|   /external/opencv3/3rdparty/libjpeg/ | 
| change.log  | 124 Separate spatial resampling for those kind of files is now only necessary 126 Furthermore, separate scaled DCT functions are provided for direct resolving 130 cjpeg -quality option has been extended for support of separate quality 366     pixel format, rather than as a separate array for each color channel.
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| jcapistd.c  | 13  * We thus must separate this file from jcapimin.c to avoid linking the
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|   /external/opencv3/3rdparty/openexr/ | 
| ChangeLog.ilmbase  | 103 	* Initial release of this code as a separate library.
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|   /external/opencv3/doc/ | 
| CMakeLists.txt  | 119   # TODO: remove paths_doc from EXAMPLE_PATH after face module tutorials/samples moved to separate folders
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|   /external/opencv3/doc/py_tutorials/py_photo/py_inpainting/ | 
| py_inpainting.markdown  | 88     GIMP with different name, "Resynthesizer" (You need to install separate plugin). I am sure you
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|   /external/opencv3/platforms/android/service/ | 
| readme.txt  | 6 Manager uses built-in version of OpenCV. Separate package with OpenCV binaries is currently used in
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|   /external/opencv3/samples/cpp/ | 
| image.cpp  | 60     split(img_yuv, planes); // split the image into separate color planes
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|   /external/opencv3/samples/cpp/tutorial_code/core/interoperability_with_OpenCV_1/ | 
| interoperability_with_OpenCV_1.cpp  | 63     split(I_YUV, planes);  // split the image into separate color planes (Y U V)
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|   /external/owasp/sanitizer/src/main/org/owasp/html/ | 
| CssGrammar.java  | 177         // used to separate an escape sequence from a following literal hex
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| Trie.java  | 38  * A trie used to separate punctuation tokens in a run of non-whitespace
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|   /external/parameter-framework/asio-1.10.6/include/asio/detail/impl/ | 
| service_registry.ipp  | 27   // Shutdown all services. This must be done in a separate loop before the
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|   /external/pcre/dist/doc/ | 
| pcrebuild.3  | 71 characters, or interpreted as UTF-8 strings. You can also build a separate 78 to the \fBconfigure\fP command. You can also build yet another separate 130 separate options for enabling UTF-8, UTF-16 and UTF-32 independently because 304 Separate functions are provided rather than using \fBpcre_malloc\fP and
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|   /external/pdfium/third_party/libjpeg/ | 
| fpdfapi_jcapistd.c  | 13  * We thus must separate this file from jcapimin.c to avoid linking the
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| transupp.h  | 10  * NOT part of the core JPEG library.  But we keep these routines separate
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|   /external/protobuf/java/src/test/java/com/google/protobuf/ | 
| RopeByteStringTest.java  | 42  * separate class {@link RopeByteStringSubstringTest}.
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|   /external/replicaisland/ | 
| README.TXT  | 26 The last step in the GameThread is the rendering step.  Rendering does not occur in the game thread.  Instead, render commands are queued up by the game thread and then handed to a separate render thread at a synchronization point.  The render thread is mostly implemented in GameRenderer.java, which is run by GLSurfaceView.java.
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