/frameworks/base/libs/hwui/utils/ |
VectorDrawableUtils.cpp | 253 case 'q': // Draws a quadratic Bézier (relative) 261 case 'Q': // Draws a quadratic Bézier 269 case 't': // Draws a quadratic Bézier curve(reflective control point)(relative) 284 case 'T': // Draws a quadratic Bézier curve (reflective control point)
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/frameworks/layoutlib/bridge/tests/res/testApp/MyApplication/src/main/res/drawable/ |
multi_path.xml | 75 Draw a few partial quadratic segments
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/libcore/ojluni/src/main/java/java/util/ |
RandomAccess.java | 36 * <tt>ArrayList</tt>) can produce quadratic behavior when applied to
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/prebuilts/go/darwin-x86/src/cmd/go/internal/str/ |
str.go | 35 // duplicates without making a quadratic number of calls
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/prebuilts/go/linux-x86/src/cmd/go/internal/str/ |
str.go | 35 // duplicates without making a quadratic number of calls
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/prebuilts/build-tools/common/bison/m4sugar/ |
foreach.m4 | 4 # Speeds up GNU M4 1.4.x by avoiding quadratic $@ recursion, but penalizes 41 # This file is designed to overcome the quadratic nature of $@ 44 # expansions, but avoids the need to rescan a quadratic number of 55 # quadratic behavior (ie. it lacks the macro __m4_version__). 68 # reparsing any user input, and is not quadratic. For an idea of how
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/packages/apps/LegacyCamera/jni/feature_stab/db_vlvm/ |
db_utilities_poly.h | 35 In debug mode closed form quadratic solving takes on the order of 15 microseconds 37 Speed-optimized code in release mode solves a quadratic in 0.3 microseconds on 450MHz 87 can be good if the quartic is sometimes in fact a quadratic, such as in absolute orientation
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/external/llvm/lib/Support/ |
StringMap.cpp | 120 // Use quadratic probing, it has fewer clumping artifacts than linear 164 // Use quadratic probing, it has fewer clumping artifacts than linear
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/external/python/cpython2/Modules/ |
imgfile.c | 280 else if ( strcmp( filter, "quadratic") == 0 ) 281 fmode = QUADRATIC;
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/external/swiftshader/third_party/LLVM/lib/Support/ |
StringMap.cpp | 103 // Use quadratic probing, it has fewer clumping artifacts than linear 147 // Use quadratic probing, it has fewer clumping artifacts than linear
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/external/swiftshader/third_party/llvm-subzero/lib/Support/ |
StringMap.cpp | 121 // Use quadratic probing, it has fewer clumping artifacts than linear 164 // Use quadratic probing, it has fewer clumping artifacts than linear
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/external/webrtc/webrtc/modules/audio_processing/intelligibility/ |
intelligibility_enhancer.cc | 334 bool quadratic = (kConfigRho < 1.0f); local 348 if (quadratic) {
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/external/apache-commons-math/src/main/java/org/apache/commons/math/analysis/interpolation/ |
SplineInterpolator.java | 100 // cubic spline coefficients -- b is linear, c quadratic, d is cubic (original y's are constants)
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/external/libmojo/mojo/edk/embedder/ |
platform_channel_pair_posix.cc | 159 // This has quadratic time complexity in the size of |*handle_passing_info|,
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/external/skia/include/c/ |
sk_types.h | 206 paths consisting of straight line segments, quadratic curves, and
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/external/skia/src/core/ |
SkCubicClipper.cpp | 29 #ifdef NEWTON_RAPHSON // Quadratic convergence, typically <= 3 iterations.
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/external/skia/src/pathops/ |
SkDQuadLineIntersection.cpp | 13 Find the interection of a line and quadratic by solving for valid t values. 17 "A Bezier curve is a parametric function. A quadratic Bezier curve (i.e. three 29 Similar to above, the quadratic is represented as 35 Using Mathematica, solve for the values of t where the quadratic intersects the
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/external/skia/tests/ |
PathCoverageTest.cpp | 27 // drawing a quadratic, we want to err on the high side.
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/external/skqp/include/c/ |
sk_types.h | 206 paths consisting of straight line segments, quadratic curves, and
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/external/skqp/src/core/ |
SkCubicClipper.cpp | 29 #ifdef NEWTON_RAPHSON // Quadratic convergence, typically <= 3 iterations.
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/external/skqp/src/pathops/ |
SkDQuadLineIntersection.cpp | 13 Find the interection of a line and quadratic by solving for valid t values. 17 "A Bezier curve is a parametric function. A quadratic Bezier curve (i.e. three 29 Similar to above, the quadratic is represented as 35 Using Mathematica, solve for the values of t where the quadratic intersects the
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/external/skqp/tests/ |
PathCoverageTest.cpp | 27 // drawing a quadratic, we want to err on the high side.
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/external/swiftshader/third_party/subzero/src/ |
IceSwitchLowering.cpp | 58 // finding the best set of jump table would be quadratic, too slow(?). If
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/external/tensorflow/tensorflow/compiler/tf2xla/kernels/ |
training_ops.cc | 419 // quadratic = (new_accum^(-lr_power) / lr) + 2 * l2 421 // var = (linear_clipped - linear) / quadratic 442 xla::ComputationDataHandle quadratic = local 444 var = b->Div(b->Sub(linear_clipped, linear), quadratic);
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/external/v8/src/ic/ |
stub-cache.h | 111 // in both caches. Unlike a probing strategy (quadratic or otherwise) the
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