/external/skqp/modules/sksg/tests/ |
D | SGTest.cpp | 80 std::vector<SkRect> damage = { {0, 0, 100, 100}, { 200, 100, 300, 200} }; in inval_test1() local 84 &damage); in inval_test1() 90 std::vector<SkRect> damage = { {0, 0, 100, 100}, { 200, 100, 300, 200} }; in inval_test1() local 94 &damage); in inval_test1() 100 std::vector<SkRect> damage = { {0, 0, 100, 100}, { 0, 0, 50, 100} }; in inval_test1() local 104 &damage); in inval_test1() 110 std::vector<SkRect> damage = { {0, 0, 300, 200}, { 0, 0, 600, 400} }; in inval_test1() local 114 &damage); in inval_test1() 120 std::vector<SkRect> damage = { {400, 200, 600, 400}, { 400, 200, 500, 400} }; in inval_test1() local 124 &damage); in inval_test1() [all …]
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/external/skia/modules/sksg/tests/ |
D | SGTest.cpp | 109 std::vector<SkRect> damage = { {0, 0, 100, 100}, { 200, 100, 300, 200} }; in inval_test1() local 113 &damage); in inval_test1() 135 std::vector<SkRect> damage = { {0, 0, 100, 100}, { 200, 100, 300, 200} }; in inval_test1() local 139 &damage); in inval_test1() 145 std::vector<SkRect> damage = { {0, 0, 100, 100}, { 0, 0, 50, 100} }; in inval_test1() local 149 &damage); in inval_test1() 171 std::vector<SkRect> damage = { {0, 0, 300, 200}, { 0, 0, 600, 400} }; in inval_test1() local 175 &damage); in inval_test1() 197 std::vector<SkRect> damage = { {400, 200, 600, 400}, { 400, 200, 500, 400} }; in inval_test1() local 201 &damage); in inval_test1() [all …]
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/external/flatbuffers/samples/ |
D | monsterdata.json | 12 damage: 100 16 damage: 90 22 damage: 90
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D | sample_binary.rs | 45 damage: 3, in main() 49 damage: 5, in main() 137 let second_weapon_damage = wep2.damage(); in main() 145 let weapon_damage = equipped.damage(); in main()
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D | monster_generated.h | 432 int16_t damage; 434 : damage(0) { 441 (lhs.damage == rhs.damage); 459 int16_t damage() const { 483 void add_damage(int16_t damage) { 484 fbb_.AddElement<int16_t>(Weapon::VT_DAMAGE, damage, 0); 501 int16_t damage = 0) { 504 builder_.add_damage(damage); 511 int16_t damage = 0) { 516 damage); [all …]
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D | monster_generated.lobster | 102 def damage(): 111 def WeaponAddDamage(b_:flatbuffers_builder, damage:int): 112 b_.PrependInt16Slot(1, damage, 0)
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D | sample_binary.cpp | 91 assert(weps->Get(i)->damage() == expected_weapon_damages[i]); in main() 100 assert(equipped->damage() == 5); in main()
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D | SampleBinary.java | 95 assert monster.weapons(i).damage() == expectedWeaponDamages[i]; in main() 102 assert equipped.damage() == 5; in main()
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D | monster_generated.rs | 426 builder.add_damage(args.damage); in create() 438 pub fn damage(&'a self) -> i16 { in damage() method 445 pub damage: i16, field 452 damage: 0, in default() 466 pub fn add_damage(&mut self, damage: i16) { in add_damage() 467 self.fbb_.push_slot::<i16>(Weapon::VT_DAMAGE, damage, 0); in add_damage()
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D | samplebinary.js | 95 assert.equal(monster.weapons(i).damage(), expectedWeaponDamages[i]); 101 assert.equal(monster.equipped(new MyGame.Sample.Weapon()).damage(), 5);
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D | sample_binary.lobster | 87 assert monster.weapons(i).damage == weapon_damages[i] 96 assert union_weapon.damage == 5
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D | monster.fbs | 29 damage:short;
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/external/boringssl/src/ssl/test/runner/ |
D | packet_adapter.go | 160 damage bool member 169 func (d *damageAdaptor) setDamage(damage bool) { 170 d.damage = damage 174 if d.damage && len(b) > 0 {
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/external/apache-http/android/src/android/net/http/ |
D | Request.java | 169 String damage = "Null http header name"; in addHeader() local 170 HttpLog.e(damage); in addHeader() 171 throw new NullPointerException(damage); in addHeader() 174 String damage = "Null or empty value for header \"" + name + "\""; in addHeader() local 175 HttpLog.e(damage); in addHeader() 176 throw new RuntimeException(damage); in addHeader()
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/external/flatbuffers/samples/lua/MyGame/Sample/ |
D | Weapon.lua | 39 function Weapon.AddDamage(builder, damage) builder:PrependInt16Slot(1, damage, 0) end
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/external/flatbuffers/dart/example/ |
D | example.dart | 88 var axe = new myGame.WeaponObjectBuilder(name: 'Axe', damage: 5); 97 weapons: [new myGame.WeaponObjectBuilder(name: 'Sword', damage: 3), axe], 141 assert(weps[i].damage == expected_weapon_damages[i]); 151 assert(equipped.damage == 5);
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D | monster_my_game.sample_generated.dart | 366 int get damage => const fb.Int16Reader().vTableGet(_bc, _bcOffset, 6, null); 370 return 'Weapon{name: $name, damage: $damage}'; 397 int addDamage(int damage) { 398 fbBuilder.addInt16(1, damage); 413 int damage, 416 _damage = damage;
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/external/mksh/ |
D | NOTICE | 18 * direct, other damage, loss, or other issues arising in any way out 20 * damage or existence of a defect, except proven that it results out
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/external/mesa3d/src/vulkan/wsi/ |
D | wsi_common_wayland.c | 647 const VkPresentRegionKHR *damage) in wsi_wl_swapchain_queue_present() argument 663 if (chain->surface_version >= 4 && damage && in wsi_wl_swapchain_queue_present() 664 damage->pRectangles && damage->rectangleCount > 0) { in wsi_wl_swapchain_queue_present() 665 for (unsigned i = 0; i < damage->rectangleCount; i++) { in wsi_wl_swapchain_queue_present() 666 const VkRectLayerKHR *rect = &damage->pRectangles[i]; in wsi_wl_swapchain_queue_present()
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/external/mksh/src/ |
D | rlimits.opt | 15 * direct, other damage, loss, or other issues arising in any way out 17 * damage or existence of a defect, except proven that it results out
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D | rlimits.gen | 16 * direct, other damage, loss, or other issues arising in any way out 18 * damage or existence of a defect, except proven that it results out
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D | sh_flags.gen | 16 * direct, other damage, loss, or other issues arising in any way out 18 * damage or existence of a defect, except proven that it results out
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/external/wycheproof/doc/ |
D | ecdh.md | 18 The damage done depends on the protocol that uses ECDH. E.g. if ECDH is used 19 with ephemeral keys then the damage is typically limited. If the EC keys are
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/external/libcap/doc/ |
D | capability.notes | 34 Limiting the damage: 40 daemon to damage your system.
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/external/autotest/client/site_tests/graphics_WebGLAquarium/ |
D | control.memory_pressure | 13 # FAST tests tend to run towards the end of a suite, where memory_pressure can do less damage
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