/prebuilts/go/darwin-x86/test/fixedbugs/issue5125.dir/ |
bug.go | 8 Eval(s *Scene) 15 type Scene struct {
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/prebuilts/go/linux-x86/test/fixedbugs/issue5125.dir/ |
bug.go | 8 Eval(s *Scene) 15 type Scene struct {
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/cts/tests/openglperf2/jni/reference/scene/ |
Scene.cpp | 14 #include "Scene.h" 21 Scene::Scene(int width, int height) : 25 bool Scene::setUpContext() { 45 bool Scene::tearDown() { 65 bool Scene::update(int frame) { 67 // Delete the old scene graphs. 75 void Scene::drawSceneGraph(int index) {
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Scene.h | 24 class Scene { 26 Scene(int width, int height); 27 virtual ~Scene() {};
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/external/skia/experimental/sksg/ |
SkSGScene.cpp | 34 std::unique_ptr<Scene> Scene::Make(sk_sp<RenderNode> root, AnimatorList&& anims) { 35 return root ? std::unique_ptr<Scene>(new Scene(std::move(root), std::move(anims))) : nullptr; 38 Scene::Scene(sk_sp<RenderNode> root, AnimatorList&& animators) 42 Scene::~Scene() = default; 44 void Scene::render(SkCanvas* canvas) const { 64 void Scene::animate(float t) [all...] |
/external/skqp/experimental/sksg/ |
SkSGScene.cpp | 34 std::unique_ptr<Scene> Scene::Make(sk_sp<RenderNode> root, AnimatorList&& anims) { 35 return root ? std::unique_ptr<Scene>(new Scene(std::move(root), std::move(anims))) : nullptr; 38 Scene::Scene(sk_sp<RenderNode> root, AnimatorList&& animators) 42 Scene::~Scene() = default; 44 void Scene::render(SkCanvas* canvas) const { 64 void Scene::animate(float t) [all...] |
/frameworks/base/core/java/android/transition/ |
Scene.java | 26 * A scene represents the collection of values that various properties in the 27 * View hierarchy will have when the scene is applied. A Scene can be 30 * scene change. 32 public final class Scene { 41 * Returns a Scene described by the resource file associated with the given 42 * <code>layoutId</code> parameter. If such a Scene has already been created for 43 * the given <code>sceneRoot</code>, that same Scene will be returned. 48 * @param sceneRoot The root of the hierarchy in which scene changes 53 * @return The scene for the given root and layout i 62 Scene scene = scenes.get(layoutId); local [all...] |
TransitionManager.java | 32 * change of {@link Scene}. To use the manager, add scenes along with 33 * transition objects with calls to {@link #setTransition(Scene, Transition)} 34 * or {@link #setTransition(Scene, Scene, Transition)}. Setting specific 35 * transitions for scene changes is not required; by default, a Scene change 37 * situations. Specifying other transitions for particular scene changes is 45 * that transition to the from/to scene information in that tag. 46 * For example, here is a resource file that declares several scene 53 * creating a scene from a layout in code by callin [all...] |
/frameworks/support/transition/src/main/java/androidx/transition/ |
Scene.java | 30 * A scene represents the collection of values that various properties in the 31 * View hierarchy will have when the scene is applied. A Scene can be 34 * scene change. 36 public class Scene { 45 * Returns a Scene described by the resource file associated with the given 46 * <code>layoutId</code> parameter. If such a Scene has already been created for 47 * the given <code>sceneRoot</code>, that same Scene will be returned. 52 * @param sceneRoot The root of the hierarchy in which scene changes 57 * @return The scene for the given root and layout i 69 Scene scene = scenes.get(layoutId); local [all...] |
TransitionManager.java | 35 * change of {@link Scene}. To use the manager, add scenes along with 36 * transition objects with calls to {@link #setTransition(Scene, Transition)} 37 * or {@link #setTransition(Scene, Scene, Transition)}. Setting specific 38 * transitions for scene changes is not required; by default, a Scene change 40 * situations. Specifying other transitions for particular scene changes is 48 * that transition to the from/to scene information in that tag. 49 * For example, here is a resource file that declares several scene 73 * creating a scene from a layout in code by callin [all...] |
/device/generic/goldfish/camera/fake-pipeline2/ |
Scene.cpp | 22 #include "Scene.h" 29 // Define single-letter shortcuts for scene definition, for directly indexing 31 #define G (Scene::GRASS * Scene::NUM_CHANNELS) 32 #define S (Scene::GRASS_SHADOW * Scene::NUM_CHANNELS) 33 #define H (Scene::HILL * Scene::NUM_CHANNELS) 34 #define W (Scene::WALL * Scene::NUM_CHANNELS [all...] |
Scene.h | 18 * The Scene class implements a simple physical simulation of a scene, using the 21 * It's fairly approximate, but does provide a scene with realistic widely 33 class Scene { 35 Scene(int sensorWidthPx, 38 ~Scene(); 52 // in the scene. Must be called before calculateScene 61 // Calculate scene information for current hour and the time offset since 131 * Constants for scene definition. These are various degrees of approximate. 135 // as a fraction of a scene tile, and relative magnitudes for the frequencie [all...] |
/device/google/cuttlefish_common/guest/hals/camera/fake-pipeline2/ |
Scene.cpp | 19 #include "Scene.h" 29 // Define single-letter shortcuts for scene definition, for directly indexing 31 #define G (Scene::GRASS * Scene::NUM_CHANNELS) 32 #define S (Scene::GRASS_SHADOW * Scene::NUM_CHANNELS) 33 #define H (Scene::HILL * Scene::NUM_CHANNELS) 34 #define W (Scene::WALL * Scene::NUM_CHANNELS [all...] |
Scene.h | 18 * The Scene class implements a simple physical simulation of a scene, using the 21 * It's fairly approximate, but does provide a scene with realistic widely 33 class Scene { 35 Scene(int sensorWidthPx, int sensorHeightPx, float sensorSensitivity); 36 ~Scene(); 48 // in the scene. Must be called before calculateScene 57 // Calculate scene information for current hour and the time offset since 118 * Constants for scene definition. These are various degrees of approximate. 122 // as a fraction of a scene tile, and relative magnitudes for the frequencie [all...] |
/external/v8/benchmarks/spinning-balls/ |
v.js | 55 var scene = void 0; variable 57 var scene = void 0; variable 295 function Scene(width, height) { 316 Scene.prototype.drawPoint = function (x, y, z, color) { 335 Scene.prototype.drawDyingPoints = function () { 338 // Rotate the scene around y-axis. 339 scene.drawPoint(point.x, point.y, point.z, point.color()); 352 Scene.prototype.draw = function () { 403 scene.draw(); 482 scene = new Scene(640, 480) [all...] |
/external/v8/benchmarks/ |
raytrace.js | 17 // the scene was ray traced correctly. 60 // flog/scene.js 298 Flog.RayTracer.Scene = Class.create(); 300 Flog.RayTracer.Scene.prototype = { 642 renderScene: function(scene, canvas){ 659 var ray = scene.camera.getRay(xp, yp); 661 var color = this.getPixelColor(ray, scene); 667 throw new Error("Scene rendered incorrectly"); 671 getPixelColor: function(ray, scene){ 672 var info = this.testIntersection(ray, scene, null) [all...] |
/prebuilts/tools/common/netbeans-visual/ |
org-netbeans-api-visual.jar | |
/prebuilts/sdk/19/ |
android.jar | |
/prebuilts/sdk/20/ |
android.jar | |
/prebuilts/sdk/21/ |
android.jar | |
/prebuilts/sdk/22/ |
android.jar | |
/prebuilts/sdk/26/ |
android.jar | |