/external/valgrind/none/tests/s390x/ |
cu42.c | 23 0x0000, 0xd7ff, /* corner cases */ 24 0xdc00, 0xffff, /* corner cases */ 30 0x00010000, 0x0010ffff, /* corner cases */ 36 0x0000d800, 0x0000dbff, /* corner cases */ 37 0x00110000, 0xffffffff, /* corner cases */
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cu21.c | 25 0x0000, 0x007f, /* corner cases */ 31 0x0080, 0x07ff, /* corner cases */ 38 0x0800, 0xd7ff, /* corner cases */ 39 0xdc00, 0xffff, /* corner cases */ 45 0xd800, 0xdc00, /* left corner case */ 46 0xdbff, 0xdfff, /* right corner case */
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cu21_1.c | 25 0x0000, 0x007f, /* corner cases */ 31 0x0080, 0x07ff, /* corner cases */ 38 0x0800, 0xd7ff, /* corner cases */ 39 0xdc00, 0xffff, /* corner cases */ 45 0xd800, 0xdc00, /* left corner case */ 46 0xdbff, 0xdfff, /* right corner case */
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/external/skia/tests/ |
WritePixelsTest.cpp | 306 // touching top left corner 308 // overlapping top left corner 314 // overlapping top right corner 318 // outside top right corner 320 // touching top right corner 326 // overlapping bottom left corner 330 // outside bottom left corner 332 // touching bottom left corner 338 // overlapping bottom right corner
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RoundRectTest.cpp | 162 REPORTER_ASSERT(reporter, rquad[i] == rr.radii((SkRRect::Corner) i)); 183 REPORTER_ASSERT(reporter, zeroPt == empty.radii((SkRRect::Corner) i)); 196 REPORTER_ASSERT(reporter, zeroPt == rr1.radii((SkRRect::Corner) i)); 216 SkPointPriv::EqualsWithinTolerance(rr2.radii((SkRRect::Corner) i), 237 REPORTER_ASSERT(reporter, p == rr3.radii((SkRRect::Corner) i)); 270 REPORTER_ASSERT(reporter, radii2[i] == rr5.radii((SkRRect::Corner) i)); 415 // each corner and edge 482 // all in for NW (rect) corner (same as rect case) 589 orig.radii((SkRRect::Corner) i) == dst.radii((SkRRect::Corner) i)) [all...] |
/external/skqp/tests/ |
WritePixelsTest.cpp | 316 // touching top left corner 318 // overlapping top left corner 324 // overlapping top right corner 328 // outside top right corner 330 // touching top right corner 336 // overlapping bottom left corner 340 // outside bottom left corner 342 // touching bottom left corner 348 // overlapping bottom right corner
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/external/mesa3d/src/mesa/program/ |
prog_noise.c | 265 unsigned int i1, j1; /* Offsets for second (middle) corner of simplex in (i,j) coords */ 279 x1 = x0 - i1 + G2; /* Offsets for middle corner in (x,y) unskewed coords */ 281 x2 = x0 - 1.0f + 2.0f * G2; /* Offsets for last corner in (x,y) unskewed coords */ 313 /* Add contributions from each corner to get the final noise value. */ 352 unsigned int i1, j1, k1; /* Offsets for second corner of simplex in (i,j,k) coords */ 353 unsigned int i2, j2, k2; /* Offsets for third corner of simplex in (i,j,k) coords */ 415 x1 = x0 - i1 + G3; /* Offsets for second corner in (x,y,z) coords */ 418 x2 = x0 - i2 + 2.0f * G3; /* Offsets for third corner in (x,y,z) coords */ 421 x3 = x0 - 1.0f + 3.0f * G3;/* Offsets for last corner in (x,y,z) coords */ 469 /* Add contributions from each corner to get the final noise value [all...] |
/packages/apps/Dialer/java/com/android/incallui/ |
CallerInfoUtils.java | 144 * Handles certain "corner cases" for CNAP. When we receive weird phone numbers from the network 148 * @param number number we use to verify if we are in a corner case 149 * @param presentation presentation value used to verify if we are in a corner case 181 // Check for other special "corner cases" for CNAP and fix them similarly. Corner 185 // because it's a corner case and we're being called from a different entry point).
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/development/samples/ApiDemos/src/com/example/android/apis/view/ |
OverlayWindowActivity.java | 121 // Snap to the upper right corner of the screen. 123 // Set position relative to upper right corner.
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/device/linaro/hikey/gralloc960/ |
gralloc_buffer_priv.h | 30 /* Rectangle to be cropped from the full frame (Origin in top-left corner!) */ 49 /* CROP RECT, defined as an int array of top, left, height, width. Origin in top-left corner */
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/external/eigen/doc/ |
A05_PortingFrom2To3.dox | 51 matrix.corner(TopLeft,r,c) 52 matrix.corner(TopRight,r,c) 53 matrix.corner(BottomLeft,r,c) 54 matrix.corner(BottomRight,r,c) 55 matrix.corner<r,c>(TopLeft) 56 matrix.corner<r,c>(TopRight) 57 matrix.corner<r,c>(BottomLeft) 58 matrix.corner<r,c>(BottomRight)
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/frameworks/base/graphics/java/android/graphics/drawable/ |
PaintDrawable.java | 56 * Specify radii for each of the 4 corners. For each corner, the array 82 // now check of they have any per-corner radii
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/frameworks/base/libs/hwui/ |
AmbientShadow.cpp | 18 * Extra vertices for the corner for smoother corner. 145 * as extra corner vertices to make the corner looks round and smoother. 192 // Corner: first figure out the extra vertices we need for the corner. 206 // Corner: fill the corner Vertex Buffer(VB) and Index Buffer(IB).
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/packages/inputmethods/LatinIME/java/src/com/android/inputmethod/keyboard/ |
KeyboardLayout.java | 74 * The x-coordinate for the top-left corner of the keys. 82 * The y-coordinate for the top-left corner of the keys.
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/toolchain/binutils/binutils-2.27/gas/testsuite/gas/ppc/ |
simpshft.s | 15 # These test the remaining corner cases for 64-bit operations. 60 # These test the remaining corner cases for 32-bit operations.
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/external/deqp/external/openglcts/modules/glesext/tessellation_shader/ |
esextcTessellationShaderVertexSpacing.cpp | 249 * Each iteration will start from identifying corner vertices: 251 * - top-left corner (x delta from (0.5, 0.5) should be negative, y delta from (0.5, 0.5) should be positive); 252 * - top-right corner (x delta from (0.5, 0.5) should be positive, y delta from (0.5, 0.5) should be positive); 253 * - bottom-left corner (x delta from (0.5, 0.5) should be negative, y delta from (0.5, 0.5) should be negative); 254 * - bottom-right corner (x delta from (0.5, 0.5) should be positive, y delta from (0.5, 0.5) should be negative); 256 * Once we know where the corner vertices are, we will remove them from the data set and iterate again over the 284 /* top-left corner (x delta from (0.5, 0.5) should be negative, y delta from (0.5, 0.5) should be positive); */ 294 /* top-right corner (x delta from (0.5, 0.5) should be positive, y delta from (0.5, 0.5) should be positive); */ 304 /* bottom-left corner (x delta from (0.5, 0.5) should be negative, y delta from (0.5, 0.5) should be negative); */ 314 /* bottom-right corner (x delta from (0.5, 0.5) should be positive, y delta from (0.5, 0.5) should be negative); * [all...] |
/external/autotest/client/site_tests/touch_MouseScroll/ |
README | 29 corner of the screen and then move the cursor back to center of
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/external/bsdiff/ |
suffix_array_index_unittest.cc | 51 // Test various corner cases while searching for prefixes.
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/external/clang/test/CodeGen/ |
parameter-passing.c | 6 // corner cases.
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/external/deqp/android/cts/master/src/ |
vk-test-issues.txt | 22 # Issue 340: Cube map corner texel selection
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/external/expat/doc/ |
style.css | 8 .corner {
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/external/icu/icu4c/source/test/intltest/ |
thcoll.h | 42 * Odd corner conditions taken from "How to Sort Thai Without Rewriting Sort",
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/external/llvm/test/Transforms/InstCombine/ |
ctpop.ll | 29 ;; folding. This is trying to hit a corner case where we have to avoid
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/external/opencv/cv/src/ |
cvcalibinit.cpp | 43 This is improved variant of chessboard corner detection algorithm that 97 /// Corner info structure 98 /** This structure stores information about the chessboard corner.*/ 101 CvPoint2D32f pt; // Coordinates of the corner 118 // neighbors and corners are synced, i.e., neighbor 0 shares corner 0 151 static void icvOrderQuad(CvCBQuad *quad, CvCBCorner *corner, int common); 488 // for each corner c lying between end points in the same row/column it checks that 535 // can add quads, so we need to have quad/corner arrays passed in 578 // 0,1,2,3) are in the at the same relative corner (e.g., lower right). 808 CvCBCorner* corner; local 1719 CvCBCorner* corner = &(*out_corners)[quad_count*4 + i]; local 1945 CvCBCorner* corner = &(*out_corners)[quad_count*4 + i]; local [all...] |
/external/skia/src/gpu/ |
GrSWMaskHelper.h | 33 * upper left hand corner of the texture.
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