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/external/freetype/src/base/ |
ftoutln.c | 1059 /* cubic or quadratic curves, this test deals with the polygon */
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/external/libvpx/libvpx/vp9/encoder/ |
vp9_aq_cyclicrefresh.c | 525 // Distortion threshold, quadratic in Q, scale factor to be adjusted.
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/external/llvm/lib/CodeGen/ |
PostRASchedulerList.cpp | 485 // this causes depth computation to be quadratic in the size of the DAG.
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/external/llvm/lib/Transforms/Scalar/ |
ConstantHoisting.cpp | 326 // immediates are out of range. It has quadratic complexity, so we call this
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/external/ppp/pppd/plugins/radius/etc/ |
dictionary.ascend | 203 VALUE Ascend-History-Weigh-Type History-Quadratic 2
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/external/python/cpython2/Lib/ |
telnetlib.py | 574 # The buffer size should be fairly small so as to avoid quadratic
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/external/python/cpython2/Lib/test/ |
test_random.py | 385 # in the seed. Unfortunately, that's a quadratic-time algorithm,
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/external/python/cpython2/Modules/ |
_randommodule.c | 248 * quadratic-time algorithm; we'd really like to use
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/external/python/cpython3/Lib/ |
telnetlib.py | 522 # The buffer size should be fairly small so as to avoid quadratic
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/external/skia/src/core/ |
SkEdgeClipper.cpp | 68 * We solve for t, using quadratic equation, hence we have to rearrange
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SkPathMeasure.cpp | 191 /* from http://www.malczak.linuxpl.com/blog/quadratic-bezier-curve-length/ */
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/external/skia/src/effects/ |
SkBlurMask.cpp | 157 quadratic function:
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/external/skia/src/gpu/ccpr/ |
GrCCGeometry.cpp | 340 // quadratic(s), and when passing through an inflection point we use a plain old flat line.
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/external/skqp/src/core/ |
SkEdgeClipper.cpp | 68 * We solve for t, using quadratic equation, hence we have to rearrange
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SkPathMeasure.cpp | 191 /* from http://www.malczak.linuxpl.com/blog/quadratic-bezier-curve-length/ */
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/external/skqp/src/effects/ |
SkBlurMask.cpp | 156 quadratic function:
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/external/skqp/src/gpu/ccpr/ |
GrCCGeometry.cpp | 340 // quadratic(s), and when passing through an inflection point we use a plain old flat line.
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/external/swiftshader/src/OpenGL/libGLES_CM/ |
Context.cpp | 682 void Context::setLightAttenuationQuadratic(int index, float quadratic) 684 light[index].attenuation.quadratic = quadratic; [all...] |
/external/swiftshader/third_party/LLVM/include/llvm/Analysis/ |
ScalarEvolutionExpressions.h | 324 /// isQuadratic - Return true if this is an quadratic AddRec (i.e., it
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/external/swiftshader/third_party/LLVM/lib/CodeGen/ |
PostRASchedulerList.cpp | 558 // this causes depth computation to be quadratic in the size of the DAG.
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/external/swiftshader/third_party/PowerVR_SDK/Tools/ |
PVRTModelPOD.h | 154 PVRTfloat32 fQuadraticAttenuation; /*!< Quadratic attenuation */ [all...] |
/external/tensorflow/tensorflow/contrib/factorization/python/ops/ |
wals.py | 389 an unconstrained quadratic minimization problem and can be solved exactly (it
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/external/tensorflow/tensorflow/contrib/lookup/ |
lookup_ops.py | 490 It uses "open addressing" with quadratic reprobing to resolve collisions.
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/external/tensorflow/tensorflow/contrib/tensor_forest/kernels/ |
tree_utils.cc | 468 // which can be solved using the quadratic formula.
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/external/tensorflow/tensorflow/python/ops/linalg/ |
linear_operator_low_rank_update.py | 177 Note that we say an operator is positive definite when the quadratic
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