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<application>
<component name="Translation.Cache">
<option name="lastTrimTime" value="1723459939754" />
</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="Legacy" />
<item value="agi keyboard widget legacy" />
<item value="agi keyboard widget legency" />
<item value="A widget that lays the child out as if it was in the tree, but without painting anything, without making the child available for hit testing, and without taking any room in the parent. Offstage children are still active: they can receive focus and have keyboard input directed to them." />
<item value="Cancels this subscription. After this call, the subscription no longer receives events. The stream may need to shut down the source of events and clean up after the subscription is canceled. Returns a future that is completed once the stream has finished its cleanup. Typically, cleanup happens when the stream needs to release resources. For example, a stream might need to close an open file (as an asynchronous operation). If the listener wants to delete the file after having canceled the subscription, it must wait for the cleanup future to complete. If the cleanup throws, which it really shouldn't, the returned future completes with that error." />
<item value="chassis status notifier" />
<item value="collect data" />
<item value="The following defines the version and build number for your application. A version number is three numbers separated by dots, like 1.2.43 followed by an optional build number separated by a +. Both the version and the builder number may be overridden in flutter build by specifying --build-name and --build-number, respectively. In Android, build-name is used as versionName while build-number used as versionCode. Read more about Android versioning at https:developer.android.comstudiopublishversioning In iOS, build-name is used as CFBundleShortVersionString while build-number is used as CFBundleVersion. Read more about iOS versioning at https:developer.apple.comlibraryarchivedocumentationGeneralReferenceInfoPlistKeyReferenceArticlesCoreFoundationKeys.html In Windows, build-name is used as the major, minor, and patch parts of the product and file versions while build-number is used as the build suffix." />
<item value="negate" />
<item value="weapon" />
<item value="crescent" />
<item value="render indices" />
<item value="texcoords" />
<item value="Fixes the [SnackBar] at the bottom of the [Scaffold]. The exception is that the [SnackBar] will be shown above a [BottomNavigationBar] or a [NavigationBar]. Additionally, the [SnackBar] will cause other non-fixed widgets inside [Scaffold] to be pushed above (for example, the [FloatingActionButton])." />
<item value="The currently selected value for a group of radio buttons. This radio button is considered selected if its [value] matches the [groupValue]." />
<item value="vertical" />
<item value="track ball" />
<item value="backface" />
<item value="backface culling" />
<item value="A decimal-point string-representation of this number. Converts this number to a [double] before computing the string representation, as by [toDouble]. If the absolute value of `this` is greater than or equal to `10^21`, then this methods returns an exponential representation computed by `this.toStringAsExponential()`. Otherwise the result is the closest string representation with exactly [fractionDigits] digits after the decimal point. If [fractionDigits] equals 0, then the decimal point is omitted. The parameter [fractionDigits] must be an integer satisfying: `0 &lt;= fractionDigits &lt;= 20`." />
<item value="to string as precision" />
<item value="WTF: ensureShow worked!" />
<item value="worked" />
<item value="hitable" />
<item value="If `dart:ui` passes an `Image` object and the recipient wishes to share that handle with other callers, [clone] must be called _before_ [dispose]. A handle that has been disposed cannot create new handles anymore." />
<item value="A class or method that receives an image object must call [dispose] on the handle when it is no longer needed. To create a shareable reference to the underlying image, call [clone]. The method or object that receives the new instance will then be responsible for disposing it, and the underlying image itself will be disposed when all outstanding handles are disposed." />
<item value="Opaque handle to raw decoded image data (pixels). To obtain an [Image] object, use the [ImageDescriptor] API. To draw an [Image], use one of the methods on the [Canvas] class, such as [Canvas.drawImage]." />
<item value="All the arguments are required and must not be null, except for [filterQuality]. If [filterQuality] is not specified at construction time it will be deduced from the environment where it is used, such as from [Paint.filterQuality]." />
<item value="The fourth argument gives the matrix to apply to the effect. The expression `Matrix4.identity().storage` creates a [Float64List] prepopulated with the identity matrix." />
<item value="The second and third arguments specify the [TileMode] for the x direction and y direction respectively. [TileMode.repeated] can be used for tiling images." />
<item value="Creates an image-tiling shader. The first argument specifies the image to render. The [decodeImageFromList] function can be used to decode an image from bytes into the form expected here. (In production code, starting from [instantiateImageCodec] may be preferable.)" />
<item value="texture" />
<item value="view projection matrix" />
<item value="Translates a 2D point from NDC to a THREE.Ray that can be used for picking. @vector - THREE.Vector3 that represents 2D point @camera - THREE.Camera" />
<item value="The global transform of the object. If the Object3d has no parent, then it's identical to the local transform." />
<item value="This is the inverse of matrixWorld. MatrixWorld contains the Matrix which has the world transform of the Camera." />
<item value="projection matrix inverse" />
<item value="projection matrix" />
<item value="apply projection" />
<item value="Return the distance from the origin of this to the intersection with [other] if this intersects with [other], or null if the don't intersect." />
<item value="intersects with triangle" />
<item value="On success, [rayNear] and [rayFar] are the points where the screen space [pickX], [pickY] intersect with the near and far planes respectively. The viewport is specified by ([viewportX], [viewportWidth]) and ([viewportY], [viewportHeight]). [cameraMatrix] includes both the projection and view transforms. Returns false on error, for example, the mouse is not in the viewport." />
<item value="pick ray" />
<item value="culling" />
<item value="is clipped face" />
<item value="add texture coordinates to renderMesh" />
<item value="perspective" />
<item value="apply perspective to screen transform" />
<item value="calculate the total number of vertices and faces" />
<item value="calculate vertices" />
</histories>
<option name="languageScores">
<map>
<entry key="CHINESE" value="611" />
<entry key="ENGLISH" value="612" />
<entry key="HAWAIIAN" value="1" />
<entry key="INDONESIAN" value="1" />
<entry key="POLISH" value="1" />
<entry key="ROMANIAN" value="1" />
</map>
</option>
</component>
</application>