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  /external/valgrind/perf/
many-loss-records.c 2 // Nb: it must be run with --leak-resolution=high to show the quadratic
  /external/webrtc/webrtc/modules/audio_processing/intelligibility/
intelligibility_enhancer.h 130 // Analytically solves quadratic for optimal gains given |lambda|.
  /frameworks/av/services/camera/libcameraservice/device3/
DistortionMapper.h 126 // [E12(u)-E43(u)] x [E12(u)-P] = 0 gives a quadratic equation in u; the solution in the range
  /frameworks/support/compat/src/main/java/androidx/core/graphics/
PathParser.java 524 case 'q': // Draws a quadratic Bézier (relative)
531 case 'Q': // Draws a quadratic Bézier
538 case 't': // Draws a quadratic Bézier curve(reflective control point)(relative)
553 case 'T': // Draws a quadratic Bézier curve (reflective control point)
  /packages/apps/Gallery2/src/com/android/gallery3d/ui/
Paper.java 156 /* Use linear interpolation for absorb, quadratic for others */
  /prebuilts/go/darwin-x86/src/cmd/compile/internal/ssa/
fuse.go 11 // Fuse from end to beginning, to avoid quadratic behavior in fuseBlockPlain. See issue 13554.
  /prebuilts/go/darwin-x86/test/
maplinear.go 8 // Test that maps don't go quadratic for NaNs and other values.
  /prebuilts/go/linux-x86/src/cmd/compile/internal/ssa/
fuse.go 11 // Fuse from end to beginning, to avoid quadratic behavior in fuseBlockPlain. See issue 13554.
  /prebuilts/go/linux-x86/test/
maplinear.go 8 // Test that maps don't go quadratic for NaNs and other values.
  /external/ImageMagick/www/Magick++/
Drawable.html     [all...]
  /external/skia/src/gpu/
GrDistanceFieldGenFromVector.cpp 442 // It is used to calculate segment side of a quadratic bezier.
452 // The direction of the quadratic segment/scanline in the canonical space.
453 // 1: The quadratic segment/scanline going from negative x-axis to positive x-axis.
455 // -1: The quadratic segment/scanline going from positive x-axis to negative x-axis.
569 // The scanline is the tangent line of current quadratic segment.
GrPathUtils.cpp 355 // p is the candidate quadratic control point.
422 // control points are very close to the baseline vector. If so then we just pick quadratic
675 // For the case when a cubic bezier is actually a quadratic. We duplicate k in l so that the
680 // In the quadratic case we can simply assign fixed values at each control point:
739 // This could technically also happen if the curve were quadratic, but SkClassifyCubic
  /external/skqp/src/gpu/
GrDistanceFieldGenFromVector.cpp 442 // It is used to calculate segment side of a quadratic bezier.
452 // The direction of the quadratic segment/scanline in the canonical space.
453 // 1: The quadratic segment/scanline going from negative x-axis to positive x-axis.
455 // -1: The quadratic segment/scanline going from positive x-axis to negative x-axis.
569 // The scanline is the tangent line of current quadratic segment.
GrPathUtils.cpp 355 // p is the candidate quadratic control point.
422 // control points are very close to the baseline vector. If so then we just pick quadratic
675 // For the case when a cubic bezier is actually a quadratic. We duplicate k in l so that the
680 // In the quadratic case we can simply assign fixed values at each control point:
739 // This could technically also happen if the curve were quadratic, but SkClassifyCubic
  /external/wpa_supplicant_8/src/common/
sae.c 213 * whether it is a quadratic residue modulo p to avoid leaking
233 * LGR(num, p) = 1 ==> quadratic residue
241 * LGR(num, p) = -1 ==> quadratic residue
448 * Create a random quadratic residue (qr) and quadratic non-residue
    [all...]
  /external/tensorflow/tensorflow/python/ops/losses/
losses_impl.py 393 changes from a quadratic to linear.
418 quadratic = math_ops.minimum(abs_error, delta)
423 # nonzero contribution to the gradient from the quadratic term.
424 linear = (abs_error - quadratic)
425 losses = 0.5 * quadratic * quadratic + delta * linear
    [all...]
  /external/adhd/cras/src/dsp/
biquad.c 105 * gives a quadratic divided by the same quadratic, with poles
  /external/apache-commons-math/src/main/java/org/apache/commons/math/analysis/solvers/
BrentSolver.java 354 // Inverse quadratic interpolation.
367 // Inverse quadratic interpolation gives a value
MullerSolver.java 223 // Muller's method employs quadratic interpolation through
362 // quadratic interpolation through x0, x1, x2
  /external/apache-commons-math/src/main/java/org/apache/commons/math/ode/
ContinuousOutputModel.java 306 // estimate the index using a reverse quadratic polynom
308 // compute index = P(time) rather than solving a quadratic equation)
  /external/boringssl/src/include/openssl/
ec.h 85 // where the octet z specifies which solution of the quadratic equation y
94 // where z specifies which solution of the quadratic equation y is. This is
  /external/llvm/lib/Target/SystemZ/
SystemZLongBranch.cpp 17 // quadratic in the number of blocks; relaxing branch N can make branch N-1
27 // shortening is also quadratic in the worst case; shortening branch N
  /external/skia/src/pathops/
SkDCubicLineIntersection.cpp 15 Analogous to line-quadratic intersection, solve line-cubic intersection by
120 // see parallel routine in line quadratic intersections
  /external/skia/src/shaders/gradients/
SkTwoPointConicalGradient_gpu.cpp 80 // to solve for t bruteforcely using a quadratic equation, this case implies that the quadratic
  /external/skia/src/utils/
SkPatchUtils.cpp 56 * For the cubic case the first difference gives as a result a quadratic polynomial to which we can
59 * position keeps the sampled value while the next ones keep the quadratic, linear and constant

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