Searched refs:primitive (Results 1 – 25 of 25) sorted by relevance
150 public static int getImplicitConversionLevel(ModelClass primitive) { in getImplicitConversionLevel() argument151 if (primitive == null) { in getImplicitConversionLevel()153 } else if (primitive.isByte()) { in getImplicitConversionLevel()155 } else if (primitive.isChar()) { in getImplicitConversionLevel()157 } else if (primitive.isShort()) { in getImplicitConversionLevel()159 } else if (primitive.isInt()) { in getImplicitConversionLevel()161 } else if (primitive.isLong()) { in getImplicitConversionLevel()163 } else if (primitive.isFloat()) { in getImplicitConversionLevel()165 } else if (primitive.isDouble()) { in getImplicitConversionLevel()
23 Mesh::Mesh(Primitive primitive, size_t vertexCount, size_t vertexSize, size_t texCoordSize) in Mesh() argument25 mPrimitive(primitive) in Mesh()
32 Mesh(Primitive primitive, size_t vertexCount, size_t vertexSize, size_t texCoordsSize = 0);
87 AnnotationClass primitive = loadPrimitive(className); in findClass() local88 if (primitive != null) { in findClass()89 return addDimension(primitive.mTypeMirror, numDimensions); in findClass()
328 virtual void visit(BinaryPrimitive& primitive, ValueVisitorArgs& args) { in visit()329 visitItem(primitive, args); in visit()369 virtual void visit(const BinaryPrimitive& primitive, ValueVisitorArgs& args) { in visit()370 visitItem(primitive, args); in visit()
157 RS_PRIMITIVE_INVALID = 100 // Invalid primitive764 …* primitiveIndex: for meshes that contain multiple primitive groups this parameter specifies the…1064 * allocation if only the primitive is specified1084 * rsgMeshGetPrimitive: Return the primitive1088 * Returns the primitive describing how a part of the mesh is1093 * index: index of the primitive1095 * Returns: primitive describing how the mesh is rendered1119 …* Returns: number of primitive groups in the mesh. This would include simple primitives as well as…
1076 * For primitive types, always use the latter as it is more efficient.2682 * rsSetElementAt_int4(). For primitive types, always use the latter as it is
721 allocation if only the primitive is specified732 summary: Return the primitive734 Returns the primitive describing how a part of the mesh is
11 <li>Use Shared Preferences for primitive data</li>44 <dd>Store private primitive data in key-value pairs.</dd>70 to save and retrieve persistent key-value pairs of primitive data types. You can use {@link71 android.content.SharedPreferences} to save any primitive data: booleans, floats, ints, longs, and
232 <li>Draw primitive shapes using {@link android.graphics.Canvas#drawRect drawRect()}, {@link243 Just as with primitive shapes, paths can be outlined, filled, or both, depending on the
79 <li>Conversion routines for primitive data types and vectors, matrix routines, and date and time485 primitive types. You can see how to do this in the587 …{@link android.renderscript.Allocation} manually, which is required for things such as primitive t…591 <p>The example below allocates memory for both a primitive type pointer,
129 information. Rasterization is the process of taking a high-level primitive, such as a
340 <b>Deprecated</b>. Return the primitive652 <tr><th>RS_PRIMITIVE_INVALID = 100</th><td>Invalid primitive</td></tr>1178 …<tr><th>primitiveIndex</th><td>for meshes that contain multiple primitive groups this parameter sp…1515 allocation if only the primitive is specified1524 <span class='normal'>: Return the primitive</span>1539 <tr><th>index</th><td>index of the primitive</td></tr>1544 <tr><td>primitive describing how the mesh is rendered</td></tr>1549 <p> Returns the primitive describing how a part of the mesh is1578 …<tr><td>number of primitive groups in the mesh. This would include simple primitives as well as al…
2841 <b>Deprecated</b>. Return the primitive
2085 For primitive types, always use the latter as it is more efficient.3060 rsSetElementAt_int4(). For primitive types, always use the latter as it is
90 objects. The same goes for any combination of primitive types.</li>149 <p class="note"><strong>Note:</strong> This optimization applies only to primitive types and
56 … <li style="margin:0"><a href="#sync_guarantees">Synchronization primitive guarantees</a></li>791 unsynchronized updates to packed structures or arrays of primitive types.</p>837 going to consider a basic mutual-exclusion primitive called a <em>spin844 <p>To make this work we use an atomic RMW primitive called881 and then fall back on an OS primitive (such as a Linux futex) that allows the1080 <p>In most cases you’d be better off with a synchronization primitive (like a1262 most primitive types are atomic, <code>long</code> and <code>double</code>1511 <h4 id="sync_guarantees">Synchronization primitive guarantees</h4>
228 are C-style pointers to primitive data rather than local references. They
371 "Automatic conversion from primitive types to object classes (such as int to Integer)"
126 <li>All primitive types in the Java programming language (such as {@code int}, {@code long},155 <li>All non-primitive parameters require a directional tag indicating which way the data goes.
108 <code>Bundle.getLong()</code>. The latter encoding returns a <code>long</code> primitive and
337 primitive shapes and style them in any way imaginable.</p>411 <p>You can also define primitive drawable shapes using XML. For more information, see the
542 objects. Large objects are all primitive array allocations larger than 12KB.
1077 field. The primitive versions avoid boxing and unboxing during access operations.
META-INF/ META-INF/MANIFEST.MF android/ android/databinding/ android/ ...