List of usage examples for java.lang Float MIN_VALUE
float MIN_VALUE
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From source file:org.colombbus.tangara.Configuration.java
/** * Gets the value of a property in a long format * * @param property//from ww w . ja v a2s .c om * name of the property * @return the value of the property, or {@link Float#MIN_VALUE} if the * property is not found. */ public float getFloat(String property) { return getFloat(property, Float.MIN_VALUE); }
From source file:net.sf.json.TestJSONObject.java
public void testFromObject_use_wrappers() { JSONObject json = JSONObject.fromObject(Boolean.TRUE); assertTrue(json.isEmpty());// w ww . ja va 2 s.c o m json = JSONObject.fromObject(new Byte(Byte.MIN_VALUE)); assertTrue(json.isEmpty()); json = JSONObject.fromObject(new Short(Short.MIN_VALUE)); assertTrue(json.isEmpty()); json = JSONObject.fromObject(new Integer(Integer.MIN_VALUE)); assertTrue(json.isEmpty()); json = JSONObject.fromObject(new Long(Long.MIN_VALUE)); assertTrue(json.isEmpty()); json = JSONObject.fromObject(new Float(Float.MIN_VALUE)); assertTrue(json.isEmpty()); json = JSONObject.fromObject(new Double(Double.MIN_VALUE)); assertTrue(json.isEmpty()); json = JSONObject.fromObject(new Character('A')); assertTrue(json.isEmpty()); }
From source file:pipeline.misc_util.Utils.java
public static float getMax(IPluginIOHyperstack imageSource) { float the_max = Float.MIN_VALUE; for (IPluginIOStack channel : imageSource.getChannels().values()) { float channelMaximum = getMax(channel); if (channelMaximum > the_max) the_max = channelMaximum;/* ww w . ja v a 2 s . c o m*/ } return the_max; }
From source file:com.bliex.android.lockpatternlib.PatternView.java
private void cancelLineAnimations() { for (int i = 0; i < 3; i++) { for (int j = 0; j < 3; j++) { CellState state = mCellStates[i][j]; if (state.lineAnimator != null) { state.lineAnimator.cancel(); state.lineEndX = Float.MIN_VALUE; state.lineEndY = Float.MIN_VALUE; }/* w ww. java2 s .c o m*/ } } }
From source file:com.hippo.widget.lockpattern.LockPatternView.java
@Override protected void onDraw(Canvas canvas) { final ArrayList<Cell> pattern = mPattern; final int count = pattern.size(); final boolean[][] drawLookup = mPatternDrawLookup; if (mPatternDisplayMode == DisplayMode.Animate) { // figure out which circles to draw // + 1 so we pause on complete pattern final int oneCycle = (count + 1) * MILLIS_PER_CIRCLE_ANIMATING; final int spotInCycle = (int) (SystemClock.elapsedRealtime() - mAnimatingPeriodStart) % oneCycle; final int numCircles = spotInCycle / MILLIS_PER_CIRCLE_ANIMATING; clearPatternDrawLookup();//from w w w . jav a2 s . c o m for (int i = 0; i < numCircles; i++) { final Cell cell = pattern.get(i); drawLookup[cell.getRow()][cell.getColumn()] = true; } // figure out in progress portion of ghosting line final boolean needToUpdateInProgressPoint = numCircles > 0 && numCircles < count; if (needToUpdateInProgressPoint) { final float percentageOfNextCircle = ((float) (spotInCycle % MILLIS_PER_CIRCLE_ANIMATING)) / MILLIS_PER_CIRCLE_ANIMATING; final Cell currentCell = pattern.get(numCircles - 1); final float centerX = getCenterXForColumn(currentCell.column); final float centerY = getCenterYForRow(currentCell.row); final Cell nextCell = pattern.get(numCircles); final float dx = percentageOfNextCircle * (getCenterXForColumn(nextCell.column) - centerX); final float dy = percentageOfNextCircle * (getCenterYForRow(nextCell.row) - centerY); mInProgressX = centerX + dx; mInProgressY = centerY + dy; } // TODO: Infinite loop here... invalidate(); } final Path currentPath = mCurrentPath; currentPath.rewind(); // draw the circles for (int i = 0; i < 3; i++) { float centerY = getCenterYForRow(i); for (int j = 0; j < 3; j++) { CellState cellState = mCellStates[i][j]; float centerX = getCenterXForColumn(j); float size = cellState.size * cellState.scale; float translationY = cellState.translateY; drawCircle(canvas, (int) centerX, (int) centerY + translationY, size, drawLookup[i][j], cellState.alpha); } } // TODO: the path should be created and cached every time we hit-detect a cell // only the last segment of the path should be computed here // draw the path of the pattern (unless we are in stealth mode) final boolean drawPath = !mInStealthMode; if (drawPath) { mPathPaint.setColor(getCurrentColor(true /* partOfPattern */)); boolean anyCircles = false; float lastX = 0f; float lastY = 0f; for (int i = 0; i < count; i++) { Cell cell = pattern.get(i); // only draw the part of the pattern stored in // the lookup table (this is only different in the case // of animation). if (!drawLookup[cell.row][cell.column]) { break; } anyCircles = true; float centerX = getCenterXForColumn(cell.column); float centerY = getCenterYForRow(cell.row); if (i != 0) { CellState state = mCellStates[cell.row][cell.column]; currentPath.rewind(); currentPath.moveTo(lastX, lastY); if (state.lineEndX != Float.MIN_VALUE && state.lineEndY != Float.MIN_VALUE) { currentPath.lineTo(state.lineEndX, state.lineEndY); } else { currentPath.lineTo(centerX, centerY); } canvas.drawPath(currentPath, mPathPaint); } lastX = centerX; lastY = centerY; } // draw last in progress section if ((mPatternInProgress || mPatternDisplayMode == DisplayMode.Animate) && anyCircles) { currentPath.rewind(); currentPath.moveTo(lastX, lastY); currentPath.lineTo(mInProgressX, mInProgressY); mPathPaint.setAlpha( (int) (calculateLastSegmentAlpha(mInProgressX, mInProgressY, lastX, lastY) * 255f)); canvas.drawPath(currentPath, mPathPaint); } } }
From source file:com.android.nobug.view.pattern.PatternView.java
private void cancelLineAnimations() { for (int i = 0; i < mRowCount; i++) { for (int j = 0; j < mColumnCount; j++) { CellState state = mCellStates[i][j]; if (state.lineAnimator != null) { state.lineAnimator.cancel(); state.lineEndX = Float.MIN_VALUE; state.lineEndY = Float.MIN_VALUE; }// ww w .j av a 2 s.c om } } }
From source file:electrifierzzz.robotcontrol.PatternView.java
@Override protected void onDraw(Canvas canvas) { final ArrayList<Cell> pattern = mPattern; final int count = pattern.size(); final boolean[][] drawLookup = mPatternDrawLookup; if (mPatternDisplayMode == DisplayMode.Animate) { // figure out which circles to draw // + 1 so we pause on complete pattern final int oneCycle = (count + 1) * MILLIS_PER_CIRCLE_ANIMATING; final int spotInCycle = (int) (SystemClock.elapsedRealtime() - mAnimatingPeriodStart) % oneCycle; final int numCircles = spotInCycle / MILLIS_PER_CIRCLE_ANIMATING; clearPatternDrawLookup();/*from ww w.java 2s. com*/ for (int i = 0; i < numCircles; i++) { final Cell cell = pattern.get(i); drawLookup[cell.getRow()][cell.getColumn()] = true; } // figure out in progress portion of ghosting line final boolean needToUpdateInProgressPoint = numCircles > 0 && numCircles < count; if (needToUpdateInProgressPoint) { final float percentageOfNextCircle = ((float) (spotInCycle % MILLIS_PER_CIRCLE_ANIMATING)) / MILLIS_PER_CIRCLE_ANIMATING; final Cell currentCell = pattern.get(numCircles - 1); final float centerX = getCenterXForColumn(currentCell.column); final float centerY = getCenterYForRow(currentCell.row); final Cell nextCell = pattern.get(numCircles); final float dx = percentageOfNextCircle * (getCenterXForColumn(nextCell.column) - centerX); final float dy = percentageOfNextCircle * (getCenterYForRow(nextCell.row) - centerY); mInProgressX = centerX + dx; mInProgressY = centerY + dy; } // TODO: Infinite loop here... invalidate(); } final Path currentPath = mCurrentPath; currentPath.rewind(); // draw the circles for (int i = 0; i < 3; i++) { float centerY = getCenterYForRow(i); for (int j = 0; j < 3; j++) { CellState cellState = mCellStates[i][j]; float centerX = getCenterXForColumn(j); float translationY = cellState.translationY; drawCircle(canvas, (int) centerX, (int) centerY + translationY, cellState.radius, drawLookup[i][j], cellState.alpha); } } // TODO: the path should be created and cached every time we hit-detect a cell // only the last segment of the path should be computed here // draw the path of the pattern (unless we are in stealth mode) final boolean drawPath = !mInStealthMode; if (drawPath) { mPathPaint.setColor(getCurrentColor(true /* partOfPattern */)); // Anyway other drawing sets their own alpha ignoring the original; And in this way we // can use ?colorControlNormal better. mPathPaint.setAlpha(255); boolean anyCircles = false; float lastX = 0f; float lastY = 0f; for (int i = 0; i < count; i++) { Cell cell = pattern.get(i); // only draw the part of the pattern stored in // the lookup table (this is only different in the case // of animation). if (!drawLookup[cell.row][cell.column]) { break; } anyCircles = true; float centerX = getCenterXForColumn(cell.column); float centerY = getCenterYForRow(cell.row); if (i != 0) { CellState state = mCellStates[cell.row][cell.column]; currentPath.rewind(); currentPath.moveTo(lastX, lastY); if (state.lineEndX != Float.MIN_VALUE && state.lineEndY != Float.MIN_VALUE) { currentPath.lineTo(state.lineEndX, state.lineEndY); } else { currentPath.lineTo(centerX, centerY); } canvas.drawPath(currentPath, mPathPaint); } lastX = centerX; lastY = centerY; } // draw last in progress section if ((mPatternInProgress || mPatternDisplayMode == DisplayMode.Animate) && anyCircles) { currentPath.rewind(); currentPath.moveTo(lastX, lastY); currentPath.lineTo(mInProgressX, mInProgressY); mPathPaint.setAlpha( (int) (calculateLastSegmentAlpha(mInProgressX, mInProgressY, lastX, lastY) * 255f)); canvas.drawPath(currentPath, mPathPaint); } } }
From source file:com.bliex.android.lockpatternlib.PatternView.java
@Override protected void onDraw(Canvas canvas) { final ArrayList<Cell> pattern = mPattern; final int count = pattern.size(); final boolean[][] drawLookup = mPatternDrawLookup; if (mPatternDisplayMode == DisplayMode.Animate) { // figure out which circles to draw // + 1 so we pause on complete pattern final int oneCycle = (count + 1) * MILLIS_PER_CIRCLE_ANIMATING; final int spotInCycle = (int) (SystemClock.elapsedRealtime() - mAnimatingPeriodStart) % oneCycle; final int numCircles = spotInCycle / MILLIS_PER_CIRCLE_ANIMATING; clearPatternDrawLookup();/*from w w w . j a va2 s .c o m*/ for (int i = 0; i < numCircles; i++) { final Cell cell = pattern.get(i); drawLookup[cell.getRow()][cell.getColumn()] = true; } // figure out in progress portion of ghosting line final boolean needToUpdateInProgressPoint = numCircles > 0 && numCircles < count; if (needToUpdateInProgressPoint) { final float percentageOfNextCircle = ((float) (spotInCycle % MILLIS_PER_CIRCLE_ANIMATING)) / MILLIS_PER_CIRCLE_ANIMATING; final Cell currentCell = pattern.get(numCircles - 1); final float centerX = getCenterXForColumn(currentCell.column); final float centerY = getCenterYForRow(currentCell.row); final Cell nextCell = pattern.get(numCircles); final float dx = percentageOfNextCircle * (getCenterXForColumn(nextCell.column) - centerX); final float dy = percentageOfNextCircle * (getCenterYForRow(nextCell.row) - centerY); mInProgressX = centerX + dx; mInProgressY = centerY + dy; } // TODO: Infinite loop here... invalidate(); } final Path currentPath = mCurrentPath; currentPath.rewind(); // draw the circles for (int i = 0; i < 3; i++) { float centerY = getCenterYForRow(i); for (int j = 0; j < 3; j++) { CellState cellState = mCellStates[i][j]; float centerX = getCenterXForColumn(j); float translationY = cellState.translationY; drawCircle(canvas, (int) centerX, (int) centerY + translationY, cellState.radius, drawLookup[i][j], cellState.alpha); } } // TODO: the path should be created and cached every time we hit-detect a cell // only the last segment of the path should be computed here // draw the path of the pattern (unless we are in stealth mode) final boolean drawPath = !mInStealthMode; if (drawPath) { mPathPaint.setColor(getCurrentColor(true /* partOfPattern */)); // Anyway other drawing sets their own alpha ignoring the original; And in this way we // can use ?colorControlNormal better. // mPathPaint.setAlpha(100); boolean anyCircles = false; float lastX = 0f; float lastY = 0f; for (int i = 0; i < count; i++) { Cell cell = pattern.get(i); // only draw the part of the pattern stored in // the lookup table (this is only different in the case // of animation). if (!drawLookup[cell.row][cell.column]) { break; } anyCircles = true; float centerX = getCenterXForColumn(cell.column); float centerY = getCenterYForRow(cell.row); if (i != 0) { CellState state = mCellStates[cell.row][cell.column]; currentPath.rewind(); currentPath.moveTo(lastX, lastY); if (state.lineEndX != Float.MIN_VALUE && state.lineEndY != Float.MIN_VALUE) { currentPath.lineTo(state.lineEndX, state.lineEndY); } else { currentPath.lineTo(centerX, centerY); } canvas.drawPath(currentPath, mPathPaint); } lastX = centerX; lastY = centerY; } // draw last in progress section if ((mPatternInProgress || mPatternDisplayMode == DisplayMode.Animate) && anyCircles) { currentPath.rewind(); currentPath.moveTo(lastX, lastY); currentPath.lineTo(mInProgressX, mInProgressY); // mPathPaint.setAlpha((int) (calculateLastSegmentAlpha( // mInProgressX, mInProgressY, lastX, lastY) * 255f)); canvas.drawPath(currentPath, mPathPaint); } } }
From source file:com.android.nobug.view.pattern.PatternView.java
@Override protected void onDraw(Canvas canvas) { final ArrayList<Cell> pattern = mPattern; final int count = pattern.size(); final boolean[][] drawLookup = mPatternDrawLookup; if (mPatternDisplayMode == DisplayMode.Animate) { // figure out which circles to draw // + 1 so we pause on complete pattern final int oneCycle = (count + 1) * MILLIS_PER_CIRCLE_ANIMATING; final int spotInCycle = (int) (SystemClock.elapsedRealtime() - mAnimatingPeriodStart) % oneCycle; final int numCircles = spotInCycle / MILLIS_PER_CIRCLE_ANIMATING; clearPatternDrawLookup();/* w w w . j a v a2s. c om*/ for (int i = 0; i < numCircles; i++) { final Cell cell = pattern.get(i); drawLookup[cell.getRow()][cell.getColumn()] = true; } // figure out in progress portion of ghosting line final boolean needToUpdateInProgressPoint = numCircles > 0 && numCircles < count; if (needToUpdateInProgressPoint) { final float percentageOfNextCircle = ((float) (spotInCycle % MILLIS_PER_CIRCLE_ANIMATING)) / MILLIS_PER_CIRCLE_ANIMATING; final Cell currentCell = pattern.get(numCircles - 1); final float centerX = getCenterXForColumn(currentCell.column); final float centerY = getCenterYForRow(currentCell.row); final Cell nextCell = pattern.get(numCircles); final float dx = percentageOfNextCircle * (getCenterXForColumn(nextCell.column) - centerX); final float dy = percentageOfNextCircle * (getCenterYForRow(nextCell.row) - centerY); mInProgressX = centerX + dx; mInProgressY = centerY + dy; } // TODO: Infinite loop here... invalidate(); } final Path currentPath = mCurrentPath; currentPath.rewind(); // draw the circles for (int i = 0; i < mRowCount; i++) { float centerY = getCenterYForRow(i); for (int j = 0; j < mColumnCount; j++) { CellState cellState = mCellStates[i][j]; float centerX = getCenterXForColumn(j); float translationY = cellState.translationY; drawCircle(canvas, (int) centerX, (int) centerY + translationY, cellState.radius, drawLookup[i][j], cellState.alpha); } } // TODO: the path should be created and cached every time we hit-detect a cell // only the last segment of the path should be computed here // draw the path of the pattern (unless we are in stealth mode) final boolean drawPath = !mInStealthMode; if (drawPath) { mPathPaint.setColor(getCurrentColor(true /* partOfPattern */)); // Anyway other drawing sets their own alpha ignoring the original; And in this way we // can use ?colorControlNormal better. mPathPaint.setAlpha(255); boolean anyCircles = false; float lastX = 0f; float lastY = 0f; for (int i = 0; i < count; i++) { Cell cell = pattern.get(i); // only draw the part of the pattern stored in // the lookup table (this is only different in the case // of animation). if (!drawLookup[cell.row][cell.column]) { break; } anyCircles = true; float centerX = getCenterXForColumn(cell.column); float centerY = getCenterYForRow(cell.row); if (i != 0) { CellState state = mCellStates[cell.row][cell.column]; currentPath.rewind(); currentPath.moveTo(lastX, lastY); if (state.lineEndX != Float.MIN_VALUE && state.lineEndY != Float.MIN_VALUE) { currentPath.lineTo(state.lineEndX, state.lineEndY); } else { currentPath.lineTo(centerX, centerY); } canvas.drawPath(currentPath, mPathPaint); } lastX = centerX; lastY = centerY; } // draw last in progress section if ((mPatternInProgress || mPatternDisplayMode == DisplayMode.Animate) && anyCircles) { currentPath.rewind(); currentPath.moveTo(lastX, lastY); currentPath.lineTo(mInProgressX, mInProgressY); mPathPaint.setAlpha( (int) (calculateLastSegmentAlpha(mInProgressX, mInProgressY, lastX, lastY) * 255f)); canvas.drawPath(currentPath, mPathPaint); } } }
From source file:io.authme.sdk.widget.LockPatternView.java
private void cancelLineAnimations() { for (int i = 0; i < MATRIX_WIDTH; i++) { for (int j = 0; j < MATRIX_WIDTH; j++) { CellState state = mCellStates[i][j]; if (state.lineAnimator != null) { state.lineAnimator.cancel(); state.lineEndX = Float.MIN_VALUE; state.lineEndY = Float.MIN_VALUE; }//from w w w . j a v a 2s . co m } } }