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<application>
<component name="Translation.Cache">
<option name="lastTrimTime" value="1720491128501" />
</component>
<component name="Translation.Settings">
<option name="primaryLanguage" value="CHINESE" />
</component>
<component name="Translation.States">
<option name="pinTranslationDialog" value="true" />
<option name="translationDialogHeight" value="702" />
<option name="translationDialogLocationX" value="591" />
<option name="translationDialogLocationY" value="536" />
<option name="translationDialogWidth" value="1253" />
<histories>
<item value="Whether to exclude these gestures from the semantics tree. For example, the long-press gesture for showing a tooltip is excluded because the tooltip itself is included in the semantics tree directly and so having a gesture to show it would result in duplication of information." />
<item value="The velocity of the last pointer to be lifted off of the screen." />
<item value="The velocity the pointer was moving when it stopped contacting the screen. Defaults to zero if not specified in the constructor." />
<item value="The pointer's velocity when it stopped contacting the screen. Defaults to zero if not specified in the constructor." />
<item value="A widget that imposes no constraints on its child, allowing it to render at its &quot;natural&quot; size. This allows a child to render at the size it would render if it were alone on an infinite canvas with no constraints. This container will then attempt to adopt the same size, within the limits of its own constraints. If it ends up with a different size, it will align the child based on [alignment]. If the box cannot expand enough to accommodate the entire child, the child will be clipped. In debug mode, if the child overflows the container, a warning will be printed on the console, and black and yellow striped areas will appear where the overflow occurs." />
<item value="[ConstrainedBox], for a box which imposes constraints on its child. [Align], which loosens the constraints given to the child rather than removing them entirely. [Container], a convenience widget that combines common painting, positioning, and sizing widgets. [OverflowBox], a widget that imposes different constraints on its child than it gets from its parent, possibly allowing the child to overflow the parent. [ConstraintsTransformBox], a widget that sizes its child using a transformed [BoxConstraints], and shows a warning if the child overflows in debug mode." />
<item value="Creates a widget that imposes no constraints on its child, allowing it to render at its &quot;natural&quot; size. If the child overflows the parents constraints, a warning will be given in debug mode." />
<item value="Coordinates in Degrees" />
<item value="See also: [Vertices.new], which creates a set of vertices to draw on the canvas. [Vertices.raw], which creates the vertices using typed data lists rather than unencoded lists. [paint], Image shaders can be used to draw images on a triangular mesh." />
<item value="The `blendMode` parameter is used to control how the colors in the `vertices` are combined with the colors in the `paint`. If there are no colors specified in `vertices` then the `blendMode` has no effect. If there are colors in the `vertices`, then the color taken from the [Paint.shader] or [Paint.color] in the `paint` is blended with the colors specified in the `vertices` using the `blendMode` parameter. For the purposes of this blending, the colors from the `paint` parameter are considered the source, and the colors from the `vertices` are considered the destination. [BlendMode.dst] ignores the `paint` and uses only the colors of the `vertices`; [BlendMode.src] ignores the colors of the `vertices` and uses only the colors in the `paint`." />
<item value="Draws a set of [Vertices] onto the canvas as one or more triangles. The [Paint.color] property specifies the default color to use for the triangles. The [Paint.shader] property, if set, overrides the color entirely, replacing it with the colors from the specified [ImageShader], [Gradient], or other shader." />
<item value="Sends data on the WebSocket connection. The data in [data] must be either a `String`, or a `List&lt;int&gt;` holding bytes." />
<item value="The standard output stream of the process as a `Stream`. NOTE: `stdin`, `stdout`, and `stderr` are implemented using pipes between the parent process and the spawned subprocess. These pipes have limited capacity. If the subprocess writes to stderr or stdout in excess of that limit without the output being read, the subprocess blocks waiting for the pipe buffer to accept more data. For example: ```dart import 'dart:io'; main() async { var process = await Process.start('cat', ['largefile.txt']); The following await statement will never complete because the subprocess never exits since it is blocked waiting for its stdout to be read. await process.stderr.forEach(print); } ```" />
<item value="The `colors` parameter, if specified, provides the color for each point in `positions`. Each color is represented as ARGB with 8 bit color channels (like [Color.value]'s internal representation), and the list, if specified, must therefore be half the length of `positions`. Each triangle is painted as a gradient that blends between the three colors at the three points of that triangle. (These colors are then blended with the [Paint] specified in the call to [Canvas.drawVertices].)" />
<item value="colors" />
<item value="texture coordinates" />
<item value="A set of vertex data used by [Canvas.drawVertices]. Vertex data consists of a series of points in the canvas coordinate space. Based on the [VertexMode], these points are interpreted either as independent triangles ([VertexMode.triangles]), as a sliding window of points forming a chain of triangles each sharing one side with the next ([VertexMode.triangleStrip]), or as a fan of triangles with a single shared point ([VertexMode.triangleFan]). Each point can be associated with a color. Each triangle is painted as a gradient that blends between the three colors at the three points of that triangle. If no colors are specified, transparent black is assumed for all the points. These colors are then blended with the [Paint] specified in the call to [Canvas.drawVertices]. This paint is either a solid color ([Paint.color]), or a bitmap, specified using a shader ([Paint.shader]), typically either a gradient ([Gradient]) or image ([ImageFilter]). The bitmap uses the same coordinate space as the canvas (in the case of an [ImageFilter], this is notably different than the coordinate space of the source image; the source image is tiled according to the filter's configuration, and the image that is sampled when painting the triangles is the infinite one after all the repeating is applied.) Each point in the [Vertices] is associated with a specific point on this image. Each triangle is painted by sampling points from this image by interpolating between the three points of the image corresponding to the three points of the triangle. The [Vertices.new] constructor configures all this using lists of [Offset] and [Color] objects. The [Vertices.raw] constructor instead uses [Float32List], [Int32List], and [Uint16List] objects, which more closely corresponds to the data format used internally and therefore reduces some of the conversion overhead. The raw constructor is useful if the data is coming from another source (e.g. a file) and can therefore be parsed directly into the underlying representation." />
<item value="Draws a set of [Vertices] onto the canvas as one or more triangles. The [Paint.color] property specifies the default color to use for the triangles. The [Paint.shader] property, if set, overrides the color entirely, replacing it with the colors from the specified [ImageShader], [Gradient], or other shader. The `blendMode` parameter is used to control how the colors in the `vertices` are combined with the colors in the `paint`. If there are no colors specified in `vertices` then the `blendMode` has no effect. If there are colors in the `vertices`, then the color taken from the [Paint.shader] or [Paint.color] in the `paint` is blended with the colors specified in the `vertices` using the `blendMode` parameter. For the purposes of this blending, the colors from the `paint` parameter are considered the source, and the colors from the `vertices` are considered the destination. [BlendMode.dst] ignores the `paint` and uses only the colors of the `vertices`; [BlendMode.src] ignores the colors of the `vertices` and uses only the colors in the `paint`. All parameters must not be null. See also: [Vertices.new], which creates a set of vertices to draw on the canvas. [Vertices.raw], which creates the vertices using typed data lists rather than unencoded lists. [paint], Image shaders can be used to draw images on a triangular mesh." />
<item value="draw vertices" />
<item value="render indices" />
<item value="Polygon" />
<item value="track ball" />
<item value="local focal point" />
<item value="specular" />
<item value="diffuse" />
<item value="ambient" />
<item value="far" />
<item value="near" />
<item value="fov" />
<item value="shading" />
<item value="Defines a [Ray] by an [origin] and a [direction]." />
<item value="The URI path split into its segments. Each of the segments in the list has been decoded. If the path is empty, the empty list will be returned. A leading slash `` does not affect the segments returned. The list is unmodifiable and will throw [UnsupportedError] on any calls that would mutate it." />
<item value="Decodes the percent-encoding in [encodedComponent], converting pluses to spaces. It will create a byte-list of the decoded characters, and then use [encoding] to decode the byte-list to a String. The default encoding is UTF-8." />
<item value="The number of discrete divisions. Typically used with [label] to show the current discrete value. If null, the slider is continuous." />
<item value="received" />
<item value="收到" />
<item value="Starts listenening to audio. Uses [sampleRate] and [bufferSize] for capturing audio. Uses [androidAudioSource] to determine recording type on Android. When [waitForFirstDataOnAndroid] is set, it waits for [firstDataTimeout] duration on first data to arrive. Will not listen if first date does not arrive in time. Set as [true] by default on Android. When [waitForFirstDataOnIOS] is set, it waits for [firstDataTimeout] duration on first data to arrive. Known to not work reliably on iOS and set as [false] by default." />
<item value="on sentence begin" />
<item value="segment" />
<item value="reinforce hotword" />
<item value="SEGMENT" />
<item value="SLICE" />
<item value="SLICE, SEGMENT, SUCCESS, NOTIFY," />
<item value="one sentence ASR controller" />
<item value="已定位" />
<item value="located" />
<item value="Translucent targets both receive events within their bounds and permit targets visually behind them to also receive events." />
<item value="Opaque targets can be hit by hit tests, causing them to both receive events within their bounds and prevent targets visually behind them from also receiving events." />
<item value="Targets that defer to their children receive events within their bounds only if one of their children is hit by the hit test." />
<item value="The number of device pixels for each logical pixel. This number might not be a power of two. Indeed, it might not even be an integer. For example, the Nexus 6 has a device pixel ratio of 3.5." />
</histories>
<option name="languageScores">
<map>
<entry key="CHINESE" value="539" />
<entry key="ENGLISH" value="540" />
<entry key="HAWAIIAN" value="1" />
<entry key="POLISH" value="1" />
<entry key="ROMANIAN" value="1" />
</map>
</option>
</component>
</application>