| Commit message (Collapse) | Author | Age | Files | Lines |
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Existing annotations in libcore/ and frameworks/ will deleted after the migration. This also means that any java library that compiles @UnsupportedAppUsage requires a direct dependency on "unsupportedappusage" java_library.
Bug: 145132366
Test: m && diff unsupportedappusage_index.csv
Change-Id: I41e12e425284e74561c6b61663241df364ae54a1
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For packages:
android.widget
This is an automatically generated CL. See go/UnsupportedAppUsage
for more details.
Exempted-From-Owner-Approval: Mechanical changes to the codebase
which have been approved by Android API council and announced on
android-eng@
Bug: 110868826
Test: m
Change-Id: Ic61019b1df85448a158fc2ba55c326353222c6b9
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Change-Id: I2588c65b7a9fa43f968151a206924a804f0595a7
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The motivation is an API change: FloatMath is going to be
deprecated and/or removed. Performance is not the goal of
this change.
That said...
Math is faster than FloatMath with AOT compilation.
While making the change, occurances of:
{Float}Math.sqrt(x * x + y * y) and
{Float}Math.sqrt({Float}Math.pow(x, 2) + {Float}Math.pow(y, 2))
have been replaced with:
{(float)} Math.hypot(x, y)
Right now there is no runtime intrinsic for hypot so is not faster
in all cases for AOT compilation:
Math.sqrt(x * x + y * y) is faster than Math.hypot(x, y) with
AOT, but all other combinations of FloatMath, use of pow() etc.
are slower than hypot().
hypot() has the advantage of being self documenting and
could be optimized in future. None of the behavior differences
around NaN and rounding appear to be important for the cases
looked at: they all assume results and arguments are in range
and usually the results are cast to float.
Different implementations measured on hammerhead / L:
AOT compiled:
[FloatMath.hypot(x, y)]
benchmark=Hypot_FloatMathHypot} 633.85 ns; σ=0.32 ns @ 3 trials
[FloatMath.sqrt(x*x + y*y)]
benchmark=Hypot_FloatMathSqrtMult} 684.17 ns; σ=4.83 ns @ 3 trials
[FloatMath.sqrt(FloatMath.pow(x, 2) + FloatMath.pow(y, 2))]
benchmark=Hypot_FloatMathSqrtPow} 1270.65 ns; σ=12.20 ns @ 6 trials
[(float) Math.hypot(x, y)]
benchmark=Hypot_MathHypot} 96.80 ns; σ=0.05 ns @ 3 trials
[(float) Math.sqrt(x*x + y*y)]
benchmark=Hypot_MathSqrtMult} 23.97 ns; σ=0.01 ns @ 3 trials
[(float) Math.sqrt(Math.pow(x, 2) + Math.pow(y, 2))]
benchmark=Hypot_MathSqrtPow} 156.19 ns; σ=0.12 ns @ 3 trials
Interpreter:
benchmark=Hypot_FloatMathHypot} 1180.54 ns; σ=5.13 ns @ 3 trials
benchmark=Hypot_FloatMathSqrtMult} 1121.05 ns; σ=3.80 ns @ 3 trials
benchmark=Hypot_FloatMathSqrtPow} 3327.14 ns; σ=7.33 ns @ 3 trials
benchmark=Hypot_MathHypot} 856.57 ns; σ=1.41 ns @ 3 trials
benchmark=Hypot_MathSqrtMult} 1028.92 ns; σ=9.11 ns @ 3 trials
benchmark=Hypot_MathSqrtPow} 2539.47 ns; σ=24.44 ns @ 3 trials
Bug: https://code.google.com/p/android/issues/detail?id=36199
Change-Id: I06c91f682095e627cb547d60d936ef87941be692
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The ViscousFluid interpolator simply returns the input value and not the
interpolation of that value.
Issue #16815073 Scroller.ViscousFluidInterpolator short circuited
Change-Id: Ifa189026c1396a42a2348260a2a54cf0c3caad08
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Change-Id: I175a220d1d915161896b9b223acfee08e0face2c
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Change-Id: If7dcc968895ba9200b40fbc7d7aded6e6bbf6ff7
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Change-Id: I4365946f890a76fcfa78ca9d69f2a8e0848095a9
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Bug 6793537
Have the default fling physics for Scroller follow the newer patterns
from OverScroller.
Make some constants determined by DisplayMetrics density in
OverScroller per-instance rather than static.
Change-Id: I5308e4bb8eca63e95cf3f1eee1ba4fa5391023b0
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This enables apps to make use of the system's visual edge effect used
during overscroll in 2D content.
Also un-@hide the getCurrVelocity methods from Scroller/OverScroller,
without which it becomes cumbersome to obtain values to pass to the
EdgeEffect#onAbsorb method.
Change-Id: I40e452455f5cb5d45d1fb3687f739fc8eae65560
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Change-Id: I3eb4413261b38ddd8c609d6153bdfd4ae46c6a0f
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Change-Id: I72216acb29f1cd475682141701e1f2e56f52d527
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Spline curve for Scroller fling motion (debunne)
Flywheel motion for AbsListView
Change-Id: Ic1f226878745ff4c302dc6bd0752868fa182dd7b
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Change-Id: Ib62470187ec7709340f04842748b9d8cb88ee0c2
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Change-Id: Iafb08cd28703d282c369c472a5d85a22cc5dacb7
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Bug 2866552
Change-Id: I6979b3da54ca2aeaf4583629e28ee81fa5bd70da
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Change-Id: Ia827199a27d03289b6fa573dd6f2b13517943400
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Change-Id: I7e9db8d8a9b8ef67f0c0c82bf57c9155b7ebabea
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OverScroller is no longer a child class of Scroller and several
Scroller methods that do not make sense for OverScroller and could
cause misbehaving edge cases have been removed or hidden and
deprecated.
Change-Id: Ie055b607bd3b36c47ab9798d5c9518aef686b474
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The constant force that was applied has been replaced by a spring force
when the OverScroller goes beyond valid position values.
Bounce coefficient can be set for each directions.
Change-Id: If7d506d3f35b3451f590c54d6c04a1deb8d9ca95
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OverScroller has been made a Scroller child class. Both use a physical constant deceleration
force to compute the animation. OverScroller also includes a rubber edge bounce effect.
Approved by Jim Palmer.
Change-Id: I3f43a03694b8cb6bfa0784c2663b37c9c39322cc
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Use the fact that the scroller keeps track of the current velocity
to accelerate subsequent flings. The current velocity is added to
the new velocity if the flings are in the same general direction
and if the fling animation hasn't been aborted.
This makes it easier to move to the top or bottom of very large
pages (either in overview mode or reading mode) by taking
consecutive flings as a cue from the user that they want to
page faster. The user can stop the fling with any action as
before.
fixes http://b/issue?id=2066090
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compilation failed.
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Use of a constant defined in SensorManager for computing deceleration.
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Automated import of CL 145994
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