Copy+Attentional Convolutional


Original Name gl,uniform,1,fv

gl

<SENTENCE_START> { %SELF% ( location , count , to float buffer ( v , offset , count ) ) ; } <SENTENCE_END/>

(Copy Probability: 1.0%)

<SENTENCE_START> { %SELF% ( location , count , to float buffer ( v , offset , count ) ) ; } <SENTENCE_END/>

uniform

<SENTENCE_START> { %SELF% ( location , count , to float buffer ( v , offset , count ) ) ; } <SENTENCE_END/>

(Copy Probability: 0.7%)

<SENTENCE_START> { %SELF% ( location , count , to float buffer ( v , offset , count ) ) ; } <SENTENCE_END/>

1

<SENTENCE_START> { %SELF% ( location , count , to float buffer ( v , offset , count ) ) ; } <SENTENCE_END/>

(Copy Probability: 0.4%)

<SENTENCE_START> { %SELF% ( location , count , to float buffer ( v , offset , count ) ) ; } <SENTENCE_END/>

fv

<SENTENCE_START> { %SELF% ( location , count , to float buffer ( v , offset , count ) ) ; } <SENTENCE_END/>

(Copy Probability: 1.0%)

<SENTENCE_START> { %SELF% ( location , count , to float buffer ( v , offset , count ) ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { %SELF% ( location , count , to float buffer ( v , offset , count ) ) ; } <SENTENCE_END/>

(Copy Probability: 2.2%)

<SENTENCE_START> { %SELF% ( location , count , to float buffer ( v , offset , count ) ) ; } <SENTENCE_END/>


Original Name gl,uniform,1,i

gl

<SENTENCE_START> { gl . %SELF% ( location , x ) ; } <SENTENCE_END/>

(Copy Probability: 0.6%)

<SENTENCE_START> { gl . %SELF% ( location , x ) ; } <SENTENCE_END/>

uniform

<SENTENCE_START> { gl . %SELF% ( location , x ) ; } <SENTENCE_END/>

(Copy Probability: 0.5%)

<SENTENCE_START> { gl . %SELF% ( location , x ) ; } <SENTENCE_END/>

1

<SENTENCE_START> { gl . %SELF% ( location , x ) ; } <SENTENCE_END/>

(Copy Probability: 0.5%)

<SENTENCE_START> { gl . %SELF% ( location , x ) ; } <SENTENCE_END/>

i

<SENTENCE_START> { gl . %SELF% ( location , x ) ; } <SENTENCE_END/>

(Copy Probability: 0.8%)

<SENTENCE_START> { gl . %SELF% ( location , x ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { gl . %SELF% ( location , x ) ; } <SENTENCE_END/>

(Copy Probability: 1.9%)

<SENTENCE_START> { gl . %SELF% ( location , x ) ; } <SENTENCE_END/>


Original Name gl,uniform,1,iv

gl

<SENTENCE_START> { gl . %SELF% ( location , count , v , get position ( v ) ) ; } <SENTENCE_END/>

(Copy Probability: 0.8%)

<SENTENCE_START> { gl . %SELF% ( location , count , v , get position ( v ) ) ; } <SENTENCE_END/>

uniform

<SENTENCE_START> { gl . %SELF% ( location , count , v , get position ( v ) ) ; } <SENTENCE_END/>

(Copy Probability: 0.8%)

<SENTENCE_START> { gl . %SELF% ( location , count , v , get position ( v ) ) ; } <SENTENCE_END/>

1

<SENTENCE_START> { gl . %SELF% ( location , count , v , get position ( v ) ) ; } <SENTENCE_END/>

(Copy Probability: 1.0%)

<SENTENCE_START> { gl . %SELF% ( location , count , v , get position ( v ) ) ; } <SENTENCE_END/>

iv

<SENTENCE_START> { gl . %SELF% ( location , count , v , get position ( v ) ) ; } <SENTENCE_END/>

(Copy Probability: 1.7%)

<SENTENCE_START> { gl . %SELF% ( location , count , v , get position ( v ) ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { gl . %SELF% ( location , count , v , get position ( v ) ) ; } <SENTENCE_END/>

(Copy Probability: 2.2%)

<SENTENCE_START> { gl . %SELF% ( location , count , v , get position ( v ) ) ; } <SENTENCE_END/>


Original Name gl,uniform,1,iv

gl

<SENTENCE_START> { %SELF% ( location , count , to int buffer ( v , offset , count ) ) ; } <SENTENCE_END/>

(Copy Probability: 1.0%)

<SENTENCE_START> { %SELF% ( location , count , to int buffer ( v , offset , count ) ) ; } <SENTENCE_END/>

uniform

<SENTENCE_START> { %SELF% ( location , count , to int buffer ( v , offset , count ) ) ; } <SENTENCE_END/>

(Copy Probability: 0.8%)

<SENTENCE_START> { %SELF% ( location , count , to int buffer ( v , offset , count ) ) ; } <SENTENCE_END/>

1

<SENTENCE_START> { %SELF% ( location , count , to int buffer ( v , offset , count ) ) ; } <SENTENCE_END/>

(Copy Probability: 0.5%)

<SENTENCE_START> { %SELF% ( location , count , to int buffer ( v , offset , count ) ) ; } <SENTENCE_END/>

iv

<SENTENCE_START> { %SELF% ( location , count , to int buffer ( v , offset , count ) ) ; } <SENTENCE_END/>

(Copy Probability: 1.0%)

<SENTENCE_START> { %SELF% ( location , count , to int buffer ( v , offset , count ) ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { %SELF% ( location , count , to int buffer ( v , offset , count ) ) ; } <SENTENCE_END/>

(Copy Probability: 2.0%)

<SENTENCE_START> { %SELF% ( location , count , to int buffer ( v , offset , count ) ) ; } <SENTENCE_END/>


Original Name gl,uniform,2,f

gl

<SENTENCE_START> { gl . %SELF% ( location , x , y ) ; } <SENTENCE_END/>

(Copy Probability: 0.6%)

<SENTENCE_START> { gl . %SELF% ( location , x , y ) ; } <SENTENCE_END/>

uniform

<SENTENCE_START> { gl . %SELF% ( location , x , y ) ; } <SENTENCE_END/>

(Copy Probability: 0.6%)

<SENTENCE_START> { gl . %SELF% ( location , x , y ) ; } <SENTENCE_END/>

2

<SENTENCE_START> { gl . %SELF% ( location , x , y ) ; } <SENTENCE_END/>

(Copy Probability: 0.4%)

<SENTENCE_START> { gl . %SELF% ( location , x , y ) ; } <SENTENCE_END/>

f

<SENTENCE_START> { gl . %SELF% ( location , x , y ) ; } <SENTENCE_END/>

(Copy Probability: 1.0%)

<SENTENCE_START> { gl . %SELF% ( location , x , y ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { gl . %SELF% ( location , x , y ) ; } <SENTENCE_END/>

(Copy Probability: 1.2%)

<SENTENCE_START> { gl . %SELF% ( location , x , y ) ; } <SENTENCE_END/>


Original Name gl,uniform,2,fv

gl

<SENTENCE_START> { gl . %SELF% ( location , count , v , get position ( v ) ) ; } <SENTENCE_END/>

(Copy Probability: 0.8%)

<SENTENCE_START> { gl . %SELF% ( location , count , v , get position ( v ) ) ; } <SENTENCE_END/>

uniform

<SENTENCE_START> { gl . %SELF% ( location , count , v , get position ( v ) ) ; } <SENTENCE_END/>

(Copy Probability: 0.8%)

<SENTENCE_START> { gl . %SELF% ( location , count , v , get position ( v ) ) ; } <SENTENCE_END/>

2

<SENTENCE_START> { gl . %SELF% ( location , count , v , get position ( v ) ) ; } <SENTENCE_END/>

(Copy Probability: 1.0%)

<SENTENCE_START> { gl . %SELF% ( location , count , v , get position ( v ) ) ; } <SENTENCE_END/>

fv

<SENTENCE_START> { gl . %SELF% ( location , count , v , get position ( v ) ) ; } <SENTENCE_END/>

(Copy Probability: 1.7%)

<SENTENCE_START> { gl . %SELF% ( location , count , v , get position ( v ) ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { gl . %SELF% ( location , count , v , get position ( v ) ) ; } <SENTENCE_END/>

(Copy Probability: 1.6%)

<SENTENCE_START> { gl . %SELF% ( location , count , v , get position ( v ) ) ; } <SENTENCE_END/>


Original Name gl,uniform,2,fv

gl

<SENTENCE_START> { %SELF% ( location , count , to float buffer ( v , offset , count << 1 ) ) ; } <SENTENCE_END/>

(Copy Probability: 1.1%)

<SENTENCE_START> { %SELF% ( location , count , to float buffer ( v , offset , count << 1 ) ) ; } <SENTENCE_END/>

uniform

<SENTENCE_START> { %SELF% ( location , count , to float buffer ( v , offset , count << 1 ) ) ; } <SENTENCE_END/>

(Copy Probability: 0.9%)

<SENTENCE_START> { %SELF% ( location , count , to float buffer ( v , offset , count << 1 ) ) ; } <SENTENCE_END/>

2

<SENTENCE_START> { %SELF% ( location , count , to float buffer ( v , offset , count << 1 ) ) ; } <SENTENCE_END/>

(Copy Probability: 0.3%)

<SENTENCE_START> { %SELF% ( location , count , to float buffer ( v , offset , count << 1 ) ) ; } <SENTENCE_END/>

fv

<SENTENCE_START> { %SELF% ( location , count , to float buffer ( v , offset , count << 1 ) ) ; } <SENTENCE_END/>

(Copy Probability: 0.9%)

<SENTENCE_START> { %SELF% ( location , count , to float buffer ( v , offset , count << 1 ) ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { %SELF% ( location , count , to float buffer ( v , offset , count << 1 ) ) ; } <SENTENCE_END/>

(Copy Probability: 1.6%)

<SENTENCE_START> { %SELF% ( location , count , to float buffer ( v , offset , count << 1 ) ) ; } <SENTENCE_END/>


Original Name gl,uniform,2,i

gl

<SENTENCE_START> { gl . %SELF% ( location , x , y ) ; } <SENTENCE_END/>

(Copy Probability: 0.6%)

<SENTENCE_START> { gl . %SELF% ( location , x , y ) ; } <SENTENCE_END/>

uniform

<SENTENCE_START> { gl . %SELF% ( location , x , y ) ; } <SENTENCE_END/>

(Copy Probability: 0.6%)

<SENTENCE_START> { gl . %SELF% ( location , x , y ) ; } <SENTENCE_END/>

2

<SENTENCE_START> { gl . %SELF% ( location , x , y ) ; } <SENTENCE_END/>

(Copy Probability: 0.4%)

<SENTENCE_START> { gl . %SELF% ( location , x , y ) ; } <SENTENCE_END/>

i

<SENTENCE_START> { gl . %SELF% ( location , x , y ) ; } <SENTENCE_END/>

(Copy Probability: 1.0%)

<SENTENCE_START> { gl . %SELF% ( location , x , y ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { gl . %SELF% ( location , x , y ) ; } <SENTENCE_END/>

(Copy Probability: 1.2%)

<SENTENCE_START> { gl . %SELF% ( location , x , y ) ; } <SENTENCE_END/>


Original Name gl,uniform,2,iv

gl

<SENTENCE_START> { gl . %SELF% ( location , count , v , get position ( v ) ) ; } <SENTENCE_END/>

(Copy Probability: 0.8%)

<SENTENCE_START> { gl . %SELF% ( location , count , v , get position ( v ) ) ; } <SENTENCE_END/>

uniform

<SENTENCE_START> { gl . %SELF% ( location , count , v , get position ( v ) ) ; } <SENTENCE_END/>

(Copy Probability: 0.8%)

<SENTENCE_START> { gl . %SELF% ( location , count , v , get position ( v ) ) ; } <SENTENCE_END/>

2

<SENTENCE_START> { gl . %SELF% ( location , count , v , get position ( v ) ) ; } <SENTENCE_END/>

(Copy Probability: 1.0%)

<SENTENCE_START> { gl . %SELF% ( location , count , v , get position ( v ) ) ; } <SENTENCE_END/>

iv

<SENTENCE_START> { gl . %SELF% ( location , count , v , get position ( v ) ) ; } <SENTENCE_END/>

(Copy Probability: 1.7%)

<SENTENCE_START> { gl . %SELF% ( location , count , v , get position ( v ) ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { gl . %SELF% ( location , count , v , get position ( v ) ) ; } <SENTENCE_END/>

(Copy Probability: 1.6%)

<SENTENCE_START> { gl . %SELF% ( location , count , v , get position ( v ) ) ; } <SENTENCE_END/>


Original Name gl,uniform,2,iv

gl

<SENTENCE_START> { %SELF% ( location , count , to int buffer ( v , offset , count << 1 ) ) ; } <SENTENCE_END/>

(Copy Probability: 1.1%)

<SENTENCE_START> { %SELF% ( location , count , to int buffer ( v , offset , count << 1 ) ) ; } <SENTENCE_END/>

uniform

<SENTENCE_START> { %SELF% ( location , count , to int buffer ( v , offset , count << 1 ) ) ; } <SENTENCE_END/>

(Copy Probability: 0.9%)

<SENTENCE_START> { %SELF% ( location , count , to int buffer ( v , offset , count << 1 ) ) ; } <SENTENCE_END/>

2

<SENTENCE_START> { %SELF% ( location , count , to int buffer ( v , offset , count << 1 ) ) ; } <SENTENCE_END/>

(Copy Probability: 0.5%)

<SENTENCE_START> { %SELF% ( location , count , to int buffer ( v , offset , count << 1 ) ) ; } <SENTENCE_END/>

iv

<SENTENCE_START> { %SELF% ( location , count , to int buffer ( v , offset , count << 1 ) ) ; } <SENTENCE_END/>

(Copy Probability: 1.0%)

<SENTENCE_START> { %SELF% ( location , count , to int buffer ( v , offset , count << 1 ) ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { %SELF% ( location , count , to int buffer ( v , offset , count << 1 ) ) ; } <SENTENCE_END/>

(Copy Probability: 1.6%)

<SENTENCE_START> { %SELF% ( location , count , to int buffer ( v , offset , count << 1 ) ) ; } <SENTENCE_END/>


Original Name gl,uniform,3,f

gl

<SENTENCE_START> { gl . %SELF% ( location , x , y , z ) ; } <SENTENCE_END/>

(Copy Probability: 0.7%)

<SENTENCE_START> { gl . %SELF% ( location , x , y , z ) ; } <SENTENCE_END/>

uniform

<SENTENCE_START> { gl . %SELF% ( location , x , y , z ) ; } <SENTENCE_END/>

(Copy Probability: 0.6%)

<SENTENCE_START> { gl . %SELF% ( location , x , y , z ) ; } <SENTENCE_END/>

3

<SENTENCE_START> { gl . %SELF% ( location , x , y , z ) ; } <SENTENCE_END/>

(Copy Probability: 0.8%)

<SENTENCE_START> { gl . %SELF% ( location , x , y , z ) ; } <SENTENCE_END/>

f

<SENTENCE_START> { gl . %SELF% ( location , x , y , z ) ; } <SENTENCE_END/>

(Copy Probability: 1.6%)

<SENTENCE_START> { gl . %SELF% ( location , x , y , z ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { gl . %SELF% ( location , x , y , z ) ; } <SENTENCE_END/>

(Copy Probability: 2.6%)

<SENTENCE_START> { gl . %SELF% ( location , x , y , z ) ; } <SENTENCE_END/>


Original Name gl,uniform,3,fv

gl

<SENTENCE_START> { gl . %SELF% ( location , count , v , get position ( v ) ) ; } <SENTENCE_END/>

(Copy Probability: 0.8%)

<SENTENCE_START> { gl . %SELF% ( location , count , v , get position ( v ) ) ; } <SENTENCE_END/>

uniform

<SENTENCE_START> { gl . %SELF% ( location , count , v , get position ( v ) ) ; } <SENTENCE_END/>

(Copy Probability: 0.8%)

<SENTENCE_START> { gl . %SELF% ( location , count , v , get position ( v ) ) ; } <SENTENCE_END/>

3

<SENTENCE_START> { gl . %SELF% ( location , count , v , get position ( v ) ) ; } <SENTENCE_END/>

(Copy Probability: 1.0%)

<SENTENCE_START> { gl . %SELF% ( location , count , v , get position ( v ) ) ; } <SENTENCE_END/>

fv

<SENTENCE_START> { gl . %SELF% ( location , count , v , get position ( v ) ) ; } <SENTENCE_END/>

(Copy Probability: 1.7%)

<SENTENCE_START> { gl . %SELF% ( location , count , v , get position ( v ) ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { gl . %SELF% ( location , count , v , get position ( v ) ) ; } <SENTENCE_END/>

(Copy Probability: 2.8%)

<SENTENCE_START> { gl . %SELF% ( location , count , v , get position ( v ) ) ; } <SENTENCE_END/>


Original Name gl,uniform,3,fv

gl

<SENTENCE_START> { %SELF% ( location , count , to float buffer ( v , offset , count * 3 ) ) ; } <SENTENCE_END/>

(Copy Probability: 1.0%)

<SENTENCE_START> { %SELF% ( location , count , to float buffer ( v , offset , count * 3 ) ) ; } <SENTENCE_END/>

uniform

<SENTENCE_START> { %SELF% ( location , count , to float buffer ( v , offset , count * 3 ) ) ; } <SENTENCE_END/>

(Copy Probability: 0.8%)

<SENTENCE_START> { %SELF% ( location , count , to float buffer ( v , offset , count * 3 ) ) ; } <SENTENCE_END/>

3

<SENTENCE_START> { %SELF% ( location , count , to float buffer ( v , offset , count * 3 ) ) ; } <SENTENCE_END/>

(Copy Probability: 0.4%)

<SENTENCE_START> { %SELF% ( location , count , to float buffer ( v , offset , count * 3 ) ) ; } <SENTENCE_END/>

fv

<SENTENCE_START> { %SELF% ( location , count , to float buffer ( v , offset , count * 3 ) ) ; } <SENTENCE_END/>

(Copy Probability: 0.8%)

<SENTENCE_START> { %SELF% ( location , count , to float buffer ( v , offset , count * 3 ) ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { %SELF% ( location , count , to float buffer ( v , offset , count * 3 ) ) ; } <SENTENCE_END/>

(Copy Probability: 2.7%)

<SENTENCE_START> { %SELF% ( location , count , to float buffer ( v , offset , count * 3 ) ) ; } <SENTENCE_END/>


Original Name gl,uniform,3,i

gl

<SENTENCE_START> { gl . %SELF% ( location , x , y , z ) ; } <SENTENCE_END/>

(Copy Probability: 0.7%)

<SENTENCE_START> { gl . %SELF% ( location , x , y , z ) ; } <SENTENCE_END/>

uniform

<SENTENCE_START> { gl . %SELF% ( location , x , y , z ) ; } <SENTENCE_END/>

(Copy Probability: 0.6%)

<SENTENCE_START> { gl . %SELF% ( location , x , y , z ) ; } <SENTENCE_END/>

3

<SENTENCE_START> { gl . %SELF% ( location , x , y , z ) ; } <SENTENCE_END/>

(Copy Probability: 0.8%)

<SENTENCE_START> { gl . %SELF% ( location , x , y , z ) ; } <SENTENCE_END/>

i

<SENTENCE_START> { gl . %SELF% ( location , x , y , z ) ; } <SENTENCE_END/>

(Copy Probability: 1.6%)

<SENTENCE_START> { gl . %SELF% ( location , x , y , z ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { gl . %SELF% ( location , x , y , z ) ; } <SENTENCE_END/>

(Copy Probability: 2.6%)

<SENTENCE_START> { gl . %SELF% ( location , x , y , z ) ; } <SENTENCE_END/>


Original Name gl,uniform,3,iv

gl

<SENTENCE_START> { gl . %SELF% ( location , count , v , get position ( v ) ) ; } <SENTENCE_END/>

(Copy Probability: 0.8%)

<SENTENCE_START> { gl . %SELF% ( location , count , v , get position ( v ) ) ; } <SENTENCE_END/>

uniform

<SENTENCE_START> { gl . %SELF% ( location , count , v , get position ( v ) ) ; } <SENTENCE_END/>

(Copy Probability: 0.8%)

<SENTENCE_START> { gl . %SELF% ( location , count , v , get position ( v ) ) ; } <SENTENCE_END/>

3

<SENTENCE_START> { gl . %SELF% ( location , count , v , get position ( v ) ) ; } <SENTENCE_END/>

(Copy Probability: 1.0%)

<SENTENCE_START> { gl . %SELF% ( location , count , v , get position ( v ) ) ; } <SENTENCE_END/>

iv

<SENTENCE_START> { gl . %SELF% ( location , count , v , get position ( v ) ) ; } <SENTENCE_END/>

(Copy Probability: 1.7%)

<SENTENCE_START> { gl . %SELF% ( location , count , v , get position ( v ) ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { gl . %SELF% ( location , count , v , get position ( v ) ) ; } <SENTENCE_END/>

(Copy Probability: 2.8%)

<SENTENCE_START> { gl . %SELF% ( location , count , v , get position ( v ) ) ; } <SENTENCE_END/>


Original Name gl,uniform,3,iv

gl

<SENTENCE_START> { %SELF% ( location , count , to int buffer ( v , offset , count * 3 ) ) ; } <SENTENCE_END/>

(Copy Probability: 1.0%)

<SENTENCE_START> { %SELF% ( location , count , to int buffer ( v , offset , count * 3 ) ) ; } <SENTENCE_END/>

uniform

<SENTENCE_START> { %SELF% ( location , count , to int buffer ( v , offset , count * 3 ) ) ; } <SENTENCE_END/>

(Copy Probability: 0.8%)

<SENTENCE_START> { %SELF% ( location , count , to int buffer ( v , offset , count * 3 ) ) ; } <SENTENCE_END/>

3

<SENTENCE_START> { %SELF% ( location , count , to int buffer ( v , offset , count * 3 ) ) ; } <SENTENCE_END/>

(Copy Probability: 0.5%)

<SENTENCE_START> { %SELF% ( location , count , to int buffer ( v , offset , count * 3 ) ) ; } <SENTENCE_END/>

iv

<SENTENCE_START> { %SELF% ( location , count , to int buffer ( v , offset , count * 3 ) ) ; } <SENTENCE_END/>

(Copy Probability: 1.0%)

<SENTENCE_START> { %SELF% ( location , count , to int buffer ( v , offset , count * 3 ) ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { %SELF% ( location , count , to int buffer ( v , offset , count * 3 ) ) ; } <SENTENCE_END/>

(Copy Probability: 2.2%)

<SENTENCE_START> { %SELF% ( location , count , to int buffer ( v , offset , count * 3 ) ) ; } <SENTENCE_END/>


Original Name gl,uniform,4,f

gl

<SENTENCE_START> { gl . %SELF% ( location , x , y , z , w ) ; } <SENTENCE_END/>

(Copy Probability: 0.7%)

<SENTENCE_START> { gl . %SELF% ( location , x , y , z , w ) ; } <SENTENCE_END/>

uniform

<SENTENCE_START> { gl . %SELF% ( location , x , y , z , w ) ; } <SENTENCE_END/>

(Copy Probability: 0.4%)

<SENTENCE_START> { gl . %SELF% ( location , x , y , z , w ) ; } <SENTENCE_END/>

4

<SENTENCE_START> { gl . %SELF% ( location , x , y , z , w ) ; } <SENTENCE_END/>

(Copy Probability: 0.4%)

<SENTENCE_START> { gl . %SELF% ( location , x , y , z , w ) ; } <SENTENCE_END/>

f

<SENTENCE_START> { gl . %SELF% ( location , x , y , z , w ) ; } <SENTENCE_END/>

(Copy Probability: 0.9%)

<SENTENCE_START> { gl . %SELF% ( location , x , y , z , w ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { gl . %SELF% ( location , x , y , z , w ) ; } <SENTENCE_END/>

(Copy Probability: 3.7%)

<SENTENCE_START> { gl . %SELF% ( location , x , y , z , w ) ; } <SENTENCE_END/>


Original Name gl,uniform,4,fv

gl

<SENTENCE_START> { gl . %SELF% ( location , count , v , get position ( v ) ) ; } <SENTENCE_END/>

(Copy Probability: 0.8%)

<SENTENCE_START> { gl . %SELF% ( location , count , v , get position ( v ) ) ; } <SENTENCE_END/>

uniform

<SENTENCE_START> { gl . %SELF% ( location , count , v , get position ( v ) ) ; } <SENTENCE_END/>

(Copy Probability: 0.8%)

<SENTENCE_START> { gl . %SELF% ( location , count , v , get position ( v ) ) ; } <SENTENCE_END/>

4

<SENTENCE_START> { gl . %SELF% ( location , count , v , get position ( v ) ) ; } <SENTENCE_END/>

(Copy Probability: 1.0%)

<SENTENCE_START> { gl . %SELF% ( location , count , v , get position ( v ) ) ; } <SENTENCE_END/>

fv

<SENTENCE_START> { gl . %SELF% ( location , count , v , get position ( v ) ) ; } <SENTENCE_END/>

(Copy Probability: 1.7%)

<SENTENCE_START> { gl . %SELF% ( location , count , v , get position ( v ) ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { gl . %SELF% ( location , count , v , get position ( v ) ) ; } <SENTENCE_END/>

(Copy Probability: 3.9%)

<SENTENCE_START> { gl . %SELF% ( location , count , v , get position ( v ) ) ; } <SENTENCE_END/>


Original Name gl,uniform,4,fv

gl

<SENTENCE_START> { %SELF% ( location , count , to float buffer ( v , offset , count << 2 ) ) ; } <SENTENCE_END/>

(Copy Probability: 1.0%)

<SENTENCE_START> { %SELF% ( location , count , to float buffer ( v , offset , count << 2 ) ) ; } <SENTENCE_END/>

uniform

<SENTENCE_START> { %SELF% ( location , count , to float buffer ( v , offset , count << 2 ) ) ; } <SENTENCE_END/>

(Copy Probability: 0.9%)

<SENTENCE_START> { %SELF% ( location , count , to float buffer ( v , offset , count << 2 ) ) ; } <SENTENCE_END/>

4

<SENTENCE_START> { %SELF% ( location , count , to float buffer ( v , offset , count << 2 ) ) ; } <SENTENCE_END/>

(Copy Probability: 0.4%)

<SENTENCE_START> { %SELF% ( location , count , to float buffer ( v , offset , count << 2 ) ) ; } <SENTENCE_END/>

fv

<SENTENCE_START> { %SELF% ( location , count , to float buffer ( v , offset , count << 2 ) ) ; } <SENTENCE_END/>

(Copy Probability: 1.0%)

<SENTENCE_START> { %SELF% ( location , count , to float buffer ( v , offset , count << 2 ) ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { %SELF% ( location , count , to float buffer ( v , offset , count << 2 ) ) ; } <SENTENCE_END/>

(Copy Probability: 3.0%)

<SENTENCE_START> { %SELF% ( location , count , to float buffer ( v , offset , count << 2 ) ) ; } <SENTENCE_END/>


Original Name gl,uniform,4,i

gl

<SENTENCE_START> { gl . %SELF% ( location , x , y , z , w ) ; } <SENTENCE_END/>

(Copy Probability: 0.7%)

<SENTENCE_START> { gl . %SELF% ( location , x , y , z , w ) ; } <SENTENCE_END/>

uniform

<SENTENCE_START> { gl . %SELF% ( location , x , y , z , w ) ; } <SENTENCE_END/>

(Copy Probability: 0.4%)

<SENTENCE_START> { gl . %SELF% ( location , x , y , z , w ) ; } <SENTENCE_END/>

4

<SENTENCE_START> { gl . %SELF% ( location , x , y , z , w ) ; } <SENTENCE_END/>

(Copy Probability: 0.4%)

<SENTENCE_START> { gl . %SELF% ( location , x , y , z , w ) ; } <SENTENCE_END/>

i

<SENTENCE_START> { gl . %SELF% ( location , x , y , z , w ) ; } <SENTENCE_END/>

(Copy Probability: 0.9%)

<SENTENCE_START> { gl . %SELF% ( location , x , y , z , w ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { gl . %SELF% ( location , x , y , z , w ) ; } <SENTENCE_END/>

(Copy Probability: 3.7%)

<SENTENCE_START> { gl . %SELF% ( location , x , y , z , w ) ; } <SENTENCE_END/>


Original Name gl,uniform,4,iv

gl

<SENTENCE_START> { gl . %SELF% ( location , count , v , get position ( v ) ) ; } <SENTENCE_END/>

(Copy Probability: 0.8%)

<SENTENCE_START> { gl . %SELF% ( location , count , v , get position ( v ) ) ; } <SENTENCE_END/>

uniform

<SENTENCE_START> { gl . %SELF% ( location , count , v , get position ( v ) ) ; } <SENTENCE_END/>

(Copy Probability: 0.8%)

<SENTENCE_START> { gl . %SELF% ( location , count , v , get position ( v ) ) ; } <SENTENCE_END/>

4

<SENTENCE_START> { gl . %SELF% ( location , count , v , get position ( v ) ) ; } <SENTENCE_END/>

(Copy Probability: 1.0%)

<SENTENCE_START> { gl . %SELF% ( location , count , v , get position ( v ) ) ; } <SENTENCE_END/>

iv

<SENTENCE_START> { gl . %SELF% ( location , count , v , get position ( v ) ) ; } <SENTENCE_END/>

(Copy Probability: 1.7%)

<SENTENCE_START> { gl . %SELF% ( location , count , v , get position ( v ) ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { gl . %SELF% ( location , count , v , get position ( v ) ) ; } <SENTENCE_END/>

(Copy Probability: 3.9%)

<SENTENCE_START> { gl . %SELF% ( location , count , v , get position ( v ) ) ; } <SENTENCE_END/>


Original Name gl,uniform,4,iv

gl

<SENTENCE_START> { %SELF% ( location , count , to int buffer ( v , offset , count << 2 ) ) ; } <SENTENCE_END/>

(Copy Probability: 1.1%)

<SENTENCE_START> { %SELF% ( location , count , to int buffer ( v , offset , count << 2 ) ) ; } <SENTENCE_END/>

uniform

<SENTENCE_START> { %SELF% ( location , count , to int buffer ( v , offset , count << 2 ) ) ; } <SENTENCE_END/>

(Copy Probability: 0.9%)

<SENTENCE_START> { %SELF% ( location , count , to int buffer ( v , offset , count << 2 ) ) ; } <SENTENCE_END/>

4

<SENTENCE_START> { %SELF% ( location , count , to int buffer ( v , offset , count << 2 ) ) ; } <SENTENCE_END/>

(Copy Probability: 0.5%)

<SENTENCE_START> { %SELF% ( location , count , to int buffer ( v , offset , count << 2 ) ) ; } <SENTENCE_END/>

iv

<SENTENCE_START> { %SELF% ( location , count , to int buffer ( v , offset , count << 2 ) ) ; } <SENTENCE_END/>

(Copy Probability: 1.1%)

<SENTENCE_START> { %SELF% ( location , count , to int buffer ( v , offset , count << 2 ) ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { %SELF% ( location , count , to int buffer ( v , offset , count << 2 ) ) ; } <SENTENCE_END/>

(Copy Probability: 2.8%)

<SENTENCE_START> { %SELF% ( location , count , to int buffer ( v , offset , count << 2 ) ) ; } <SENTENCE_END/>


Original Name gl,uniform,matrix,2,fv

gl

<SENTENCE_START> { gl . %SELF% ( location , count , transpose , value , get position ( value ) ) ; } <SENTENCE_END/>

(Copy Probability: 1.0%)

<SENTENCE_START> { gl . %SELF% ( location , count , transpose , value , get position ( value ) ) ; } <SENTENCE_END/>

uniform

<SENTENCE_START> { gl . %SELF% ( location , count , transpose , value , get position ( value ) ) ; } <SENTENCE_END/>

(Copy Probability: 1.2%)

<SENTENCE_START> { gl . %SELF% ( location , count , transpose , value , get position ( value ) ) ; } <SENTENCE_END/>

matrix

<SENTENCE_START> { gl . %SELF% ( location , count , transpose , value , get position ( value ) ) ; } <SENTENCE_END/>

(Copy Probability: 1.0%)

<SENTENCE_START> { gl . %SELF% ( location , count , transpose , value , get position ( value ) ) ; } <SENTENCE_END/>

2

<SENTENCE_START> { gl . %SELF% ( location , count , transpose , value , get position ( value ) ) ; } <SENTENCE_END/>

(Copy Probability: 1.4%)

<SENTENCE_START> { gl . %SELF% ( location , count , transpose , value , get position ( value ) ) ; } <SENTENCE_END/>

fv

<SENTENCE_START> { gl . %SELF% ( location , count , transpose , value , get position ( value ) ) ; } <SENTENCE_END/>

(Copy Probability: 3.2%)

<SENTENCE_START> { gl . %SELF% ( location , count , transpose , value , get position ( value ) ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { gl . %SELF% ( location , count , transpose , value , get position ( value ) ) ; } <SENTENCE_END/>

(Copy Probability: 3.7%)

<SENTENCE_START> { gl . %SELF% ( location , count , transpose , value , get position ( value ) ) ; } <SENTENCE_END/>


Original Name gl,uniform,matrix,2,fv

gl

<SENTENCE_START> { %SELF% ( location , count , transpose , to float buffer ( value , offset , count << 2 ) ) ; } <SENTENCE_END/>

(Copy Probability: 1.4%)

<SENTENCE_START> { %SELF% ( location , count , transpose , to float buffer ( value , offset , count << 2 ) ) ; } <SENTENCE_END/>

uniform

<SENTENCE_START> { %SELF% ( location , count , transpose , to float buffer ( value , offset , count << 2 ) ) ; } <SENTENCE_END/>

(Copy Probability: 2.1%)

<SENTENCE_START> { %SELF% ( location , count , transpose , to float buffer ( value , offset , count << 2 ) ) ; } <SENTENCE_END/>

matrix

<SENTENCE_START> { %SELF% ( location , count , transpose , to float buffer ( value , offset , count << 2 ) ) ; } <SENTENCE_END/>

(Copy Probability: 0.9%)

<SENTENCE_START> { %SELF% ( location , count , transpose , to float buffer ( value , offset , count << 2 ) ) ; } <SENTENCE_END/>

2

<SENTENCE_START> { %SELF% ( location , count , transpose , to float buffer ( value , offset , count << 2 ) ) ; } <SENTENCE_END/>

(Copy Probability: 1.6%)

<SENTENCE_START> { %SELF% ( location , count , transpose , to float buffer ( value , offset , count << 2 ) ) ; } <SENTENCE_END/>

fv

<SENTENCE_START> { %SELF% ( location , count , transpose , to float buffer ( value , offset , count << 2 ) ) ; } <SENTENCE_END/>

(Copy Probability: 3.2%)

<SENTENCE_START> { %SELF% ( location , count , transpose , to float buffer ( value , offset , count << 2 ) ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { %SELF% ( location , count , transpose , to float buffer ( value , offset , count << 2 ) ) ; } <SENTENCE_END/>

(Copy Probability: 3.5%)

<SENTENCE_START> { %SELF% ( location , count , transpose , to float buffer ( value , offset , count << 2 ) ) ; } <SENTENCE_END/>


Original Name gl,uniform,matrix,3,fv

gl

<SENTENCE_START> { gl . %SELF% ( location , count , transpose , value , get position ( value ) ) ; } <SENTENCE_END/>

(Copy Probability: 1.0%)

<SENTENCE_START> { gl . %SELF% ( location , count , transpose , value , get position ( value ) ) ; } <SENTENCE_END/>

uniform

<SENTENCE_START> { gl . %SELF% ( location , count , transpose , value , get position ( value ) ) ; } <SENTENCE_END/>

(Copy Probability: 1.2%)

<SENTENCE_START> { gl . %SELF% ( location , count , transpose , value , get position ( value ) ) ; } <SENTENCE_END/>

matrix

<SENTENCE_START> { gl . %SELF% ( location , count , transpose , value , get position ( value ) ) ; } <SENTENCE_END/>

(Copy Probability: 1.0%)

<SENTENCE_START> { gl . %SELF% ( location , count , transpose , value , get position ( value ) ) ; } <SENTENCE_END/>

3

<SENTENCE_START> { gl . %SELF% ( location , count , transpose , value , get position ( value ) ) ; } <SENTENCE_END/>

(Copy Probability: 1.4%)

<SENTENCE_START> { gl . %SELF% ( location , count , transpose , value , get position ( value ) ) ; } <SENTENCE_END/>

fv

<SENTENCE_START> { gl . %SELF% ( location , count , transpose , value , get position ( value ) ) ; } <SENTENCE_END/>

(Copy Probability: 3.2%)

<SENTENCE_START> { gl . %SELF% ( location , count , transpose , value , get position ( value ) ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { gl . %SELF% ( location , count , transpose , value , get position ( value ) ) ; } <SENTENCE_END/>

(Copy Probability: 4.2%)

<SENTENCE_START> { gl . %SELF% ( location , count , transpose , value , get position ( value ) ) ; } <SENTENCE_END/>


Original Name gl,uniform,matrix,3,fv

gl

<SENTENCE_START> { %SELF% ( location , count , transpose , to float buffer ( value , offset , count * 9 ) ) ; } <SENTENCE_END/>

(Copy Probability: 1.3%)

<SENTENCE_START> { %SELF% ( location , count , transpose , to float buffer ( value , offset , count * 9 ) ) ; } <SENTENCE_END/>

uniform

<SENTENCE_START> { %SELF% ( location , count , transpose , to float buffer ( value , offset , count * 9 ) ) ; } <SENTENCE_END/>

(Copy Probability: 1.4%)

<SENTENCE_START> { %SELF% ( location , count , transpose , to float buffer ( value , offset , count * 9 ) ) ; } <SENTENCE_END/>

matrix

<SENTENCE_START> { %SELF% ( location , count , transpose , to float buffer ( value , offset , count * 9 ) ) ; } <SENTENCE_END/>

(Copy Probability: 0.8%)

<SENTENCE_START> { %SELF% ( location , count , transpose , to float buffer ( value , offset , count * 9 ) ) ; } <SENTENCE_END/>

3

<SENTENCE_START> { %SELF% ( location , count , transpose , to float buffer ( value , offset , count * 9 ) ) ; } <SENTENCE_END/>

(Copy Probability: 1.6%)

<SENTENCE_START> { %SELF% ( location , count , transpose , to float buffer ( value , offset , count * 9 ) ) ; } <SENTENCE_END/>

fv

<SENTENCE_START> { %SELF% ( location , count , transpose , to float buffer ( value , offset , count * 9 ) ) ; } <SENTENCE_END/>

(Copy Probability: 3.4%)

<SENTENCE_START> { %SELF% ( location , count , transpose , to float buffer ( value , offset , count * 9 ) ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { %SELF% ( location , count , transpose , to float buffer ( value , offset , count * 9 ) ) ; } <SENTENCE_END/>

(Copy Probability: 3.9%)

<SENTENCE_START> { %SELF% ( location , count , transpose , to float buffer ( value , offset , count * 9 ) ) ; } <SENTENCE_END/>


Original Name gl,uniform,matrix,4,fv

gl

<SENTENCE_START> { gl . %SELF% ( location , count , transpose , value , get position ( value ) ) ; } <SENTENCE_END/>

(Copy Probability: 1.0%)

<SENTENCE_START> { gl . %SELF% ( location , count , transpose , value , get position ( value ) ) ; } <SENTENCE_END/>

uniform

<SENTENCE_START> { gl . %SELF% ( location , count , transpose , value , get position ( value ) ) ; } <SENTENCE_END/>

(Copy Probability: 1.2%)

<SENTENCE_START> { gl . %SELF% ( location , count , transpose , value , get position ( value ) ) ; } <SENTENCE_END/>

matrix

<SENTENCE_START> { gl . %SELF% ( location , count , transpose , value , get position ( value ) ) ; } <SENTENCE_END/>

(Copy Probability: 1.0%)

<SENTENCE_START> { gl . %SELF% ( location , count , transpose , value , get position ( value ) ) ; } <SENTENCE_END/>

4

<SENTENCE_START> { gl . %SELF% ( location , count , transpose , value , get position ( value ) ) ; } <SENTENCE_END/>

(Copy Probability: 1.4%)

<SENTENCE_START> { gl . %SELF% ( location , count , transpose , value , get position ( value ) ) ; } <SENTENCE_END/>

fv

<SENTENCE_START> { gl . %SELF% ( location , count , transpose , value , get position ( value ) ) ; } <SENTENCE_END/>

(Copy Probability: 3.2%)

<SENTENCE_START> { gl . %SELF% ( location , count , transpose , value , get position ( value ) ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { gl . %SELF% ( location , count , transpose , value , get position ( value ) ) ; } <SENTENCE_END/>

(Copy Probability: 3.0%)

<SENTENCE_START> { gl . %SELF% ( location , count , transpose , value , get position ( value ) ) ; } <SENTENCE_END/>


Original Name gl,uniform,matrix,4,fv

gl

<SENTENCE_START> { %SELF% ( location , count , transpose , to float buffer ( value , offset , count << 4 ) ) ; } <SENTENCE_END/>

(Copy Probability: 1.5%)

<SENTENCE_START> { %SELF% ( location , count , transpose , to float buffer ( value , offset , count << 4 ) ) ; } <SENTENCE_END/>

uniform

<SENTENCE_START> { %SELF% ( location , count , transpose , to float buffer ( value , offset , count << 4 ) ) ; } <SENTENCE_END/>

(Copy Probability: 2.2%)

<SENTENCE_START> { %SELF% ( location , count , transpose , to float buffer ( value , offset , count << 4 ) ) ; } <SENTENCE_END/>

matrix

<SENTENCE_START> { %SELF% ( location , count , transpose , to float buffer ( value , offset , count << 4 ) ) ; } <SENTENCE_END/>

(Copy Probability: 1.0%)

<SENTENCE_START> { %SELF% ( location , count , transpose , to float buffer ( value , offset , count << 4 ) ) ; } <SENTENCE_END/>

4

<SENTENCE_START> { %SELF% ( location , count , transpose , to float buffer ( value , offset , count << 4 ) ) ; } <SENTENCE_END/>

(Copy Probability: 1.4%)

<SENTENCE_START> { %SELF% ( location , count , transpose , to float buffer ( value , offset , count << 4 ) ) ; } <SENTENCE_END/>

fv

<SENTENCE_START> { %SELF% ( location , count , transpose , to float buffer ( value , offset , count << 4 ) ) ; } <SENTENCE_END/>

(Copy Probability: 3.4%)

<SENTENCE_START> { %SELF% ( location , count , transpose , to float buffer ( value , offset , count << 4 ) ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { %SELF% ( location , count , transpose , to float buffer ( value , offset , count << 4 ) ) ; } <SENTENCE_END/>

(Copy Probability: 3.2%)

<SENTENCE_START> { %SELF% ( location , count , transpose , to float buffer ( value , offset , count << 4 ) ) ; } <SENTENCE_END/>


Original Name gl,use,program

gl

<SENTENCE_START> { gl . %SELF% ( program ) ; } <SENTENCE_END/>

(Copy Probability: 0.4%)

<SENTENCE_START> { gl . %SELF% ( program ) ; } <SENTENCE_END/>

use

<SENTENCE_START> { gl . %SELF% ( program ) ; } <SENTENCE_END/>

(Copy Probability: 0.4%)

<SENTENCE_START> { gl . %SELF% ( program ) ; } <SENTENCE_END/>

program

<SENTENCE_START> { gl . %SELF% ( program ) ; } <SENTENCE_END/>

(Copy Probability: 0.3%)

<SENTENCE_START> { gl . %SELF% ( program ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { gl . %SELF% ( program ) ; } <SENTENCE_END/>

(Copy Probability: 0.6%)

<SENTENCE_START> { gl . %SELF% ( program ) ; } <SENTENCE_END/>


Original Name gl,validate,program

gl

<SENTENCE_START> { gl . %SELF% ( program ) ; } <SENTENCE_END/>

(Copy Probability: 0.4%)

<SENTENCE_START> { gl . %SELF% ( program ) ; } <SENTENCE_END/>

validate

<SENTENCE_START> { gl . %SELF% ( program ) ; } <SENTENCE_END/>

(Copy Probability: 0.4%)

<SENTENCE_START> { gl . %SELF% ( program ) ; } <SENTENCE_END/>

program

<SENTENCE_START> { gl . %SELF% ( program ) ; } <SENTENCE_END/>

(Copy Probability: 0.3%)

<SENTENCE_START> { gl . %SELF% ( program ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { gl . %SELF% ( program ) ; } <SENTENCE_END/>

(Copy Probability: 0.7%)

<SENTENCE_START> { gl . %SELF% ( program ) ; } <SENTENCE_END/>


Original Name gl,vertex,attrib,1,f

gl

<SENTENCE_START> { gl . %SELF% ( indx , x ) ; } <SENTENCE_END/>

(Copy Probability: 0.6%)

<SENTENCE_START> { gl . %SELF% ( indx , x ) ; } <SENTENCE_END/>

vertex

<SENTENCE_START> { gl . %SELF% ( indx , x ) ; } <SENTENCE_END/>

(Copy Probability: 1.2%)

<SENTENCE_START> { gl . %SELF% ( indx , x ) ; } <SENTENCE_END/>

attrib

<SENTENCE_START> { gl . %SELF% ( indx , x ) ; } <SENTENCE_END/>

(Copy Probability: 1.1%)

<SENTENCE_START> { gl . %SELF% ( indx , x ) ; } <SENTENCE_END/>

1

<SENTENCE_START> { gl . %SELF% ( indx , x ) ; } <SENTENCE_END/>

(Copy Probability: 1.1%)

<SENTENCE_START> { gl . %SELF% ( indx , x ) ; } <SENTENCE_END/>

f

<SENTENCE_START> { gl . %SELF% ( indx , x ) ; } <SENTENCE_END/>

(Copy Probability: 4.6%)

<SENTENCE_START> { gl . %SELF% ( indx , x ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { gl . %SELF% ( indx , x ) ; } <SENTENCE_END/>

(Copy Probability: 5.2%)

<SENTENCE_START> { gl . %SELF% ( indx , x ) ; } <SENTENCE_END/>


Original Name gl,vertex,attrib,1,fv

gl

<SENTENCE_START> { gl . %SELF% ( indx , values , get position ( values ) ) ; } <SENTENCE_END/>

(Copy Probability: 0.8%)

<SENTENCE_START> { gl . %SELF% ( indx , values , get position ( values ) ) ; } <SENTENCE_END/>

vertex

<SENTENCE_START> { gl . %SELF% ( indx , values , get position ( values ) ) ; } <SENTENCE_END/>

(Copy Probability: 1.5%)

<SENTENCE_START> { gl . %SELF% ( indx , values , get position ( values ) ) ; } <SENTENCE_END/>

attrib

<SENTENCE_START> { gl . %SELF% ( indx , values , get position ( values ) ) ; } <SENTENCE_END/>

(Copy Probability: 0.6%)

<SENTENCE_START> { gl . %SELF% ( indx , values , get position ( values ) ) ; } <SENTENCE_END/>

1

<SENTENCE_START> { gl . %SELF% ( indx , values , get position ( values ) ) ; } <SENTENCE_END/>

(Copy Probability: 2.0%)

<SENTENCE_START> { gl . %SELF% ( indx , values , get position ( values ) ) ; } <SENTENCE_END/>

fv

<SENTENCE_START> { gl . %SELF% ( indx , values , get position ( values ) ) ; } <SENTENCE_END/>

(Copy Probability: 3.6%)

<SENTENCE_START> { gl . %SELF% ( indx , values , get position ( values ) ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { gl . %SELF% ( indx , values , get position ( values ) ) ; } <SENTENCE_END/>

(Copy Probability: 4.0%)

<SENTENCE_START> { gl . %SELF% ( indx , values , get position ( values ) ) ; } <SENTENCE_END/>


Original Name gl,vertex,attrib,2,f

gl

<SENTENCE_START> { gl . %SELF% ( indx , x , y ) ; } <SENTENCE_END/>

(Copy Probability: 0.7%)

<SENTENCE_START> { gl . %SELF% ( indx , x , y ) ; } <SENTENCE_END/>

vertex

<SENTENCE_START> { gl . %SELF% ( indx , x , y ) ; } <SENTENCE_END/>

(Copy Probability: 0.9%)

<SENTENCE_START> { gl . %SELF% ( indx , x , y ) ; } <SENTENCE_END/>

attrib

<SENTENCE_START> { gl . %SELF% ( indx , x , y ) ; } <SENTENCE_END/>

(Copy Probability: 0.5%)

<SENTENCE_START> { gl . %SELF% ( indx , x , y ) ; } <SENTENCE_END/>

2

<SENTENCE_START> { gl . %SELF% ( indx , x , y ) ; } <SENTENCE_END/>

(Copy Probability: 1.4%)

<SENTENCE_START> { gl . %SELF% ( indx , x , y ) ; } <SENTENCE_END/>

f

<SENTENCE_START> { gl . %SELF% ( indx , x , y ) ; } <SENTENCE_END/>

(Copy Probability: 3.8%)

<SENTENCE_START> { gl . %SELF% ( indx , x , y ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { gl . %SELF% ( indx , x , y ) ; } <SENTENCE_END/>

(Copy Probability: 3.3%)

<SENTENCE_START> { gl . %SELF% ( indx , x , y ) ; } <SENTENCE_END/>


Original Name gl,vertex,attrib,2,fv

gl

<SENTENCE_START> { gl . %SELF% ( indx , values , get position ( values ) ) ; } <SENTENCE_END/>

(Copy Probability: 0.8%)

<SENTENCE_START> { gl . %SELF% ( indx , values , get position ( values ) ) ; } <SENTENCE_END/>

vertex

<SENTENCE_START> { gl . %SELF% ( indx , values , get position ( values ) ) ; } <SENTENCE_END/>

(Copy Probability: 1.5%)

<SENTENCE_START> { gl . %SELF% ( indx , values , get position ( values ) ) ; } <SENTENCE_END/>

attrib

<SENTENCE_START> { gl . %SELF% ( indx , values , get position ( values ) ) ; } <SENTENCE_END/>

(Copy Probability: 0.6%)

<SENTENCE_START> { gl . %SELF% ( indx , values , get position ( values ) ) ; } <SENTENCE_END/>

2

<SENTENCE_START> { gl . %SELF% ( indx , values , get position ( values ) ) ; } <SENTENCE_END/>

(Copy Probability: 2.0%)

<SENTENCE_START> { gl . %SELF% ( indx , values , get position ( values ) ) ; } <SENTENCE_END/>

fv

<SENTENCE_START> { gl . %SELF% ( indx , values , get position ( values ) ) ; } <SENTENCE_END/>

(Copy Probability: 3.6%)

<SENTENCE_START> { gl . %SELF% ( indx , values , get position ( values ) ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { gl . %SELF% ( indx , values , get position ( values ) ) ; } <SENTENCE_END/>

(Copy Probability: 3.4%)

<SENTENCE_START> { gl . %SELF% ( indx , values , get position ( values ) ) ; } <SENTENCE_END/>


Original Name gl,vertex,attrib,3,f

gl

<SENTENCE_START> { gl . %SELF% ( indx , x , y , z ) ; } <SENTENCE_END/>

(Copy Probability: 0.7%)

<SENTENCE_START> { gl . %SELF% ( indx , x , y , z ) ; } <SENTENCE_END/>

vertex

<SENTENCE_START> { gl . %SELF% ( indx , x , y , z ) ; } <SENTENCE_END/>

(Copy Probability: 0.8%)

<SENTENCE_START> { gl . %SELF% ( indx , x , y , z ) ; } <SENTENCE_END/>

attrib

<SENTENCE_START> { gl . %SELF% ( indx , x , y , z ) ; } <SENTENCE_END/>

(Copy Probability: 0.7%)

<SENTENCE_START> { gl . %SELF% ( indx , x , y , z ) ; } <SENTENCE_END/>

3

<SENTENCE_START> { gl . %SELF% ( indx , x , y , z ) ; } <SENTENCE_END/>

(Copy Probability: 1.6%)

<SENTENCE_START> { gl . %SELF% ( indx , x , y , z ) ; } <SENTENCE_END/>

f

<SENTENCE_START> { gl . %SELF% ( indx , x , y , z ) ; } <SENTENCE_END/>

(Copy Probability: 3.5%)

<SENTENCE_START> { gl . %SELF% ( indx , x , y , z ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { gl . %SELF% ( indx , x , y , z ) ; } <SENTENCE_END/>

(Copy Probability: 4.2%)

<SENTENCE_START> { gl . %SELF% ( indx , x , y , z ) ; } <SENTENCE_END/>


Original Name gl,vertex,attrib,3,fv

gl

<SENTENCE_START> { gl . %SELF% ( indx , values , get position ( values ) ) ; } <SENTENCE_END/>

(Copy Probability: 0.8%)

<SENTENCE_START> { gl . %SELF% ( indx , values , get position ( values ) ) ; } <SENTENCE_END/>

vertex

<SENTENCE_START> { gl . %SELF% ( indx , values , get position ( values ) ) ; } <SENTENCE_END/>

(Copy Probability: 1.5%)

<SENTENCE_START> { gl . %SELF% ( indx , values , get position ( values ) ) ; } <SENTENCE_END/>

attrib

<SENTENCE_START> { gl . %SELF% ( indx , values , get position ( values ) ) ; } <SENTENCE_END/>

(Copy Probability: 0.6%)

<SENTENCE_START> { gl . %SELF% ( indx , values , get position ( values ) ) ; } <SENTENCE_END/>

3

<SENTENCE_START> { gl . %SELF% ( indx , values , get position ( values ) ) ; } <SENTENCE_END/>

(Copy Probability: 2.0%)

<SENTENCE_START> { gl . %SELF% ( indx , values , get position ( values ) ) ; } <SENTENCE_END/>

fv

<SENTENCE_START> { gl . %SELF% ( indx , values , get position ( values ) ) ; } <SENTENCE_END/>

(Copy Probability: 3.6%)

<SENTENCE_START> { gl . %SELF% ( indx , values , get position ( values ) ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { gl . %SELF% ( indx , values , get position ( values ) ) ; } <SENTENCE_END/>

(Copy Probability: 4.2%)

<SENTENCE_START> { gl . %SELF% ( indx , values , get position ( values ) ) ; } <SENTENCE_END/>


Original Name gl,vertex,attrib,4,f

gl

<SENTENCE_START> { gl . %SELF% ( indx , x , y , z , w ) ; } <SENTENCE_END/>

(Copy Probability: 0.8%)

<SENTENCE_START> { gl . %SELF% ( indx , x , y , z , w ) ; } <SENTENCE_END/>

vertex

<SENTENCE_START> { gl . %SELF% ( indx , x , y , z , w ) ; } <SENTENCE_END/>

(Copy Probability: 1.0%)

<SENTENCE_START> { gl . %SELF% ( indx , x , y , z , w ) ; } <SENTENCE_END/>

attrib

<SENTENCE_START> { gl . %SELF% ( indx , x , y , z , w ) ; } <SENTENCE_END/>

(Copy Probability: 0.4%)

<SENTENCE_START> { gl . %SELF% ( indx , x , y , z , w ) ; } <SENTENCE_END/>

4

<SENTENCE_START> { gl . %SELF% ( indx , x , y , z , w ) ; } <SENTENCE_END/>

(Copy Probability: 1.4%)

<SENTENCE_START> { gl . %SELF% ( indx , x , y , z , w ) ; } <SENTENCE_END/>

f

<SENTENCE_START> { gl . %SELF% ( indx , x , y , z , w ) ; } <SENTENCE_END/>

(Copy Probability: 3.3%)

<SENTENCE_START> { gl . %SELF% ( indx , x , y , z , w ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { gl . %SELF% ( indx , x , y , z , w ) ; } <SENTENCE_END/>

(Copy Probability: 3.0%)

<SENTENCE_START> { gl . %SELF% ( indx , x , y , z , w ) ; } <SENTENCE_END/>


Original Name gl,vertex,attrib,4,fv

gl

<SENTENCE_START> { gl . %SELF% ( indx , values , get position ( values ) ) ; } <SENTENCE_END/>

(Copy Probability: 0.8%)

<SENTENCE_START> { gl . %SELF% ( indx , values , get position ( values ) ) ; } <SENTENCE_END/>

vertex

<SENTENCE_START> { gl . %SELF% ( indx , values , get position ( values ) ) ; } <SENTENCE_END/>

(Copy Probability: 1.5%)

<SENTENCE_START> { gl . %SELF% ( indx , values , get position ( values ) ) ; } <SENTENCE_END/>

attrib

<SENTENCE_START> { gl . %SELF% ( indx , values , get position ( values ) ) ; } <SENTENCE_END/>

(Copy Probability: 0.6%)

<SENTENCE_START> { gl . %SELF% ( indx , values , get position ( values ) ) ; } <SENTENCE_END/>

4

<SENTENCE_START> { gl . %SELF% ( indx , values , get position ( values ) ) ; } <SENTENCE_END/>

(Copy Probability: 2.0%)

<SENTENCE_START> { gl . %SELF% ( indx , values , get position ( values ) ) ; } <SENTENCE_END/>

fv

<SENTENCE_START> { gl . %SELF% ( indx , values , get position ( values ) ) ; } <SENTENCE_END/>

(Copy Probability: 3.6%)

<SENTENCE_START> { gl . %SELF% ( indx , values , get position ( values ) ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { gl . %SELF% ( indx , values , get position ( values ) ) ; } <SENTENCE_END/>

(Copy Probability: 3.3%)

<SENTENCE_START> { gl . %SELF% ( indx , values , get position ( values ) ) ; } <SENTENCE_END/>


Original Name gl,vertex,attrib,pointer

gl

<SENTENCE_START> { gl . %SELF% ( indx , size , type , normalized , stride , ptr , get position ( ptr ) ) ; } <SENTENCE_END/>

(Copy Probability: 1.4%)

<SENTENCE_START> { gl . %SELF% ( indx , size , type , normalized , stride , ptr , get position ( ptr ) ) ; } <SENTENCE_END/>

vertex

<SENTENCE_START> { gl . %SELF% ( indx , size , type , normalized , stride , ptr , get position ( ptr ) ) ; } <SENTENCE_END/>

(Copy Probability: 3.9%)

<SENTENCE_START> { gl . %SELF% ( indx , size , type , normalized , stride , ptr , get position ( ptr ) ) ; } <SENTENCE_END/>

attrib

<SENTENCE_START> { gl . %SELF% ( indx , size , type , normalized , stride , ptr , get position ( ptr ) ) ; } <SENTENCE_END/>

(Copy Probability: 1.3%)

<SENTENCE_START> { gl . %SELF% ( indx , size , type , normalized , stride , ptr , get position ( ptr ) ) ; } <SENTENCE_END/>

pointer

<SENTENCE_START> { gl . %SELF% ( indx , size , type , normalized , stride , ptr , get position ( ptr ) ) ; } <SENTENCE_END/>

(Copy Probability: 1.9%)

<SENTENCE_START> { gl . %SELF% ( indx , size , type , normalized , stride , ptr , get position ( ptr ) ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { gl . %SELF% ( indx , size , type , normalized , stride , ptr , get position ( ptr ) ) ; } <SENTENCE_END/>

(Copy Probability: 3.6%)

<SENTENCE_START> { gl . %SELF% ( indx , size , type , normalized , stride , ptr , get position ( ptr ) ) ; } <SENTENCE_END/>


Original Name gl,vertex,attrib,pointer

gl

<SENTENCE_START> { gl . %SELF% ( indx , size , type , normalized , stride , ptr ) ; } <SENTENCE_END/>

(Copy Probability: 1.1%)

<SENTENCE_START> { gl . %SELF% ( indx , size , type , normalized , stride , ptr ) ; } <SENTENCE_END/>

vertex

<SENTENCE_START> { gl . %SELF% ( indx , size , type , normalized , stride , ptr ) ; } <SENTENCE_END/>

(Copy Probability: 2.2%)

<SENTENCE_START> { gl . %SELF% ( indx , size , type , normalized , stride , ptr ) ; } <SENTENCE_END/>

attrib

<SENTENCE_START> { gl . %SELF% ( indx , size , type , normalized , stride , ptr ) ; } <SENTENCE_END/>

(Copy Probability: 1.1%)

<SENTENCE_START> { gl . %SELF% ( indx , size , type , normalized , stride , ptr ) ; } <SENTENCE_END/>

pointer

<SENTENCE_START> { gl . %SELF% ( indx , size , type , normalized , stride , ptr ) ; } <SENTENCE_END/>

(Copy Probability: 2.2%)

<SENTENCE_START> { gl . %SELF% ( indx , size , type , normalized , stride , ptr ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { gl . %SELF% ( indx , size , type , normalized , stride , ptr ) ; } <SENTENCE_END/>

(Copy Probability: 3.3%)

<SENTENCE_START> { gl . %SELF% ( indx , size , type , normalized , stride , ptr ) ; } <SENTENCE_END/>


Original Name wrap

wrap

<SENTENCE_START> { return new direct read write int buffer adapter ( ( direct read write byte buffer ) byte buffer . slice ( ) ) ; } <SENTENCE_END/>

(Copy Probability: 1.3%)

<SENTENCE_START> { return new direct read write int buffer adapter ( ( direct read write byte buffer ) byte buffer . slice ( ) ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { return new direct read write int buffer adapter ( ( direct read write byte buffer ) byte buffer . slice ( ) ) ; } <SENTENCE_END/>

(Copy Probability: 9.4%)

<SENTENCE_START> { return new direct read write int buffer adapter ( ( direct read write byte buffer ) byte buffer . slice ( ) ) ; } <SENTENCE_END/>


Original Name get,typed,array

get

<SENTENCE_START> { return int array ; } <SENTENCE_END/>

(Copy Probability: 0.4%)

<SENTENCE_START> { return int array ; } <SENTENCE_END/>

typed

<SENTENCE_START> { return int array ; } <SENTENCE_END/>

(Copy Probability: 18.3%)

<SENTENCE_START> { return int array ; } <SENTENCE_END/>

array

<SENTENCE_START> { return int array ; } <SENTENCE_END/>

(Copy Probability: 9.2%)

<SENTENCE_START> { return int array ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { return int array ; } <SENTENCE_END/>

(Copy Probability: 0.7%)

<SENTENCE_START> { return int array ; } <SENTENCE_END/>


Original Name get,element,size

get

<SENTENCE_START> { return 4 ; } <SENTENCE_END/>

(Copy Probability: 0.3%)

<SENTENCE_START> { return 4 ; } <SENTENCE_END/>

element

<SENTENCE_START> { return 4 ; } <SENTENCE_END/>

(Copy Probability: 8.6%)

<SENTENCE_START> { return 4 ; } <SENTENCE_END/>

size

<SENTENCE_START> { return 4 ; } <SENTENCE_END/>

(Copy Probability: 0.4%)

<SENTENCE_START> { return 4 ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { return 4 ; } <SENTENCE_END/>

(Copy Probability: 0.5%)

<SENTENCE_START> { return 4 ; } <SENTENCE_END/>


Original Name get,normal

get

<SENTENCE_START> { return normal ; } <SENTENCE_END/>

(Copy Probability: 0.4%)

<SENTENCE_START> { return normal ; } <SENTENCE_END/>

normal

<SENTENCE_START> { return normal ; } <SENTENCE_END/>

(Copy Probability: 72.3%)

<SENTENCE_START> { return normal ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { return normal ; } <SENTENCE_END/>

(Copy Probability: 1.5%)

<SENTENCE_START> { return normal ; } <SENTENCE_END/>


Original Name get,points

get

<SENTENCE_START> { return points ; } <SENTENCE_END/>

(Copy Probability: 0.3%)

<SENTENCE_START> { return points ; } <SENTENCE_END/>

points

<SENTENCE_START> { return points ; } <SENTENCE_END/>

(Copy Probability: 38.7%)

<SENTENCE_START> { return points ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { return points ; } <SENTENCE_END/>

(Copy Probability: 0.6%)

<SENTENCE_START> { return points ; } <SENTENCE_END/>


Original Name get,separations

get

<SENTENCE_START> { return separations ; } <SENTENCE_END/>

(Copy Probability: 0.3%)

<SENTENCE_START> { return separations ; } <SENTENCE_END/>

separations

<SENTENCE_START> { return separations ; } <SENTENCE_END/>

(Copy Probability: 45.9%)

<SENTENCE_START> { return separations ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { return separations ; } <SENTENCE_END/>

(Copy Probability: 1.0%)

<SENTENCE_START> { return separations ; } <SENTENCE_END/>


Original Name get,number,of,contact,points

get

<SENTENCE_START> { return num contact points ; } <SENTENCE_END/>

(Copy Probability: 0.6%)

<SENTENCE_START> { return num contact points ; } <SENTENCE_END/>

number

<SENTENCE_START> { return num contact points ; } <SENTENCE_END/>

(Copy Probability: 48.7%)

<SENTENCE_START> { return num contact points ; } <SENTENCE_END/>

of

<SENTENCE_START> { return num contact points ; } <SENTENCE_END/>

(Copy Probability: 72.6%)

<SENTENCE_START> { return num contact points ; } <SENTENCE_END/>

contact

<SENTENCE_START> { return num contact points ; } <SENTENCE_END/>

(Copy Probability: 21.9%)

<SENTENCE_START> { return num contact points ; } <SENTENCE_END/>

points

<SENTENCE_START> { return num contact points ; } <SENTENCE_END/>

(Copy Probability: 4.3%)

<SENTENCE_START> { return num contact points ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { return num contact points ; } <SENTENCE_END/>

(Copy Probability: 4.4%)

<SENTENCE_START> { return num contact points ; } <SENTENCE_END/>


Original Name create

create

<SENTENCE_START> { float width = gdx . graphics . get width ( ) ; float height = gdx . graphics . get height ( ) ; float btn width = 200 ; float btn height = 40 ; stage = new stage ( ) ; skin skin = new skin ( gdx . files . internal ( "data/uiskin.json" ) ) ; gdx . input . set input processor ( stage ) ; final text button fade btn = new text button ( "Fade: " + do fade , skin ) ; fade btn . set size ( btn width , btn height ) ; fade btn . set position ( 0 , height - fade btn . get height ( ) ) ; stage . add actor ( fade btn ) ; fade btn . add listener ( new change listener ( ) { @ override public void changed ( change event event , actor actor ) { do fade = ! do fade ; fade btn . set text ( "Fade: " + do fade ) ; for ( scroll pane pane : scroll panes ) { pane . set fade scroll bars ( do fade ) ; } } } ) ; final text button on top btn = new text button ( "ScrollbarsOnTop: " + do on top , skin ) ; on top btn . set size ( btn width , btn height ) ; on top btn . set position ( 0 + fade btn . get width ( ) + 20 , height - on top btn . get height ( ) ) ; stage . add actor ( on top btn ) ; on top btn . add listener ( new change listener ( ) { @ override public void changed ( change event event , actor actor ) { do on top = ! do on top ; on top btn . set text ( "ScrollbarOnTop: " + do on top ) ; on top btn . invalidate ( ) ; for ( scroll pane pane : scroll panes ) { pane . set scrollbars on top ( do on top ) ; } } } ) ; float gap = 8 ; float x = gap ; float y = gap ; float cont width = width / 2 - gap * 1.5f ; float cont height = height / 4.5f - gap * 1.25f ; bottom left = new table ( ) ; bottom left . set position ( x , y ) ; bottom left . set size ( cont width , cont height ) ; stage . add actor ( bottom left ) ; bottom right = new table ( ) ; bottom right . set size ( cont width , cont height ) ; x = bottom left . get x ( ) + bottom left . get width ( ) + gap ; bottom right . set position ( x , y ) ; stage . add actor ( bottom right ) ; top left = new table ( ) ; top left . set size ( cont width , cont height ) ; x = bottom left . get x ( ) ; y = bottom left . get y ( ) + bottom left . get height ( ) + gap ; top left . set position ( x , y ) ; stage . add actor ( top left ) ; top right = new table ( ) ; top right . set size ( cont width , cont height ) ; x = bottom right . get x ( ) ; y = top left . get y ( ) ; top right . set position ( x , y ) ; stage . add actor ( top right ) ; horiz only top = new table ( ) ; horiz only top . set size ( cont width , cont height ) ; x = top right . get x ( ) ; y = top right . get y ( ) + top right . get height ( ) + gap ; horiz only top . set position ( x , y ) ; stage . add actor ( horiz only top ) ; horiz only bottom = new table ( ) ; horiz only bottom . set size ( cont width , cont height ) ; x = top left . get x ( ) ; y = top left . get y ( ) + top left . get height ( ) + gap ; horiz only bottom . set position ( x , y ) ; stage . add actor ( horiz only bottom ) ; vert only left = new table ( ) ; vert only left . set size ( cont width , cont height ) ; x = horiz only bottom . get x ( ) ; y = horiz only bottom . get y ( ) + horiz only bottom . get height ( ) + gap ; vert only left . set position ( x , y ) ; stage . add actor ( vert only left ) ; vert only right = new table ( ) ; vert only right . set size ( cont width , cont height ) ; x = horiz only top . get x ( ) ; y = horiz only top . get y ( ) + horiz only top . get height ( ) + gap ; vert only right . set position ( x , y ) ; stage . add actor ( vert only right ) ; table bottom left table = new table ( ) ; table bottom right table = new table ( ) ; table top left table = new table ( ) ; table top right table = new table ( ) ; table horiz only top table = new table ( ) ; table horiz only bottom table = new table ( ) ; table vert only left table = new table ( ) ; table vert only right table = new table ( ) ; final scroll pane bottom left scroll = new scroll pane ( bottom left table , skin ) ; bottom left scroll . set scroll bar positions ( true , false ) ; final scroll pane bottom right scroll = new scroll pane ( bottom right table , skin ) ; bottom right scroll . set scroll bar positions ( true , true ) ; final scroll pane top left scroll = new scroll pane ( top left table , skin ) ; top left scroll . set scroll bar positions ( false , false ) ; final scroll pane top right scroll = new scroll pane ( top right table , skin ) ; top right scroll . set scroll bar positions ( false , true ) ; final scroll pane horiz only top scroll = new scroll pane ( horiz only top table , skin ) ; horiz only top scroll . set scroll bar positions ( false , true ) ; final scroll pane horiz only bottom scroll = new scroll pane ( horiz only bottom table , skin ) ; horiz only bottom scroll . set scroll bar positions ( true , true ) ; final scroll pane vert only left scroll = new scroll pane ( vert only left table , skin ) ; vert only left scroll . set scroll bar positions ( true , false ) ; final scroll pane vert only right scroll = new scroll pane ( vert only right table , skin ) ; vert only right scroll . set scroll bar positions ( true , true ) ; scroll pane [ ] panes = new scroll pane [ ] { bottom left scroll , bottom right scroll , top left scroll , top right scroll , horiz only top scroll , horiz only bottom scroll , vert only left scroll , vert only right scroll } ; for ( scroll pane pane : panes ) { scroll panes . add ( pane ) ; } table [ ] tables = new table [ ] { bottom left table , bottom right table , top left table , top right table , horiz only top table , horiz only bottom table , vert only left table , vert only right table } ; for ( table t : tables ) t . defaults ( ) . expand x ( ) . fill x ( ) ; horiz only top table . add ( new label ( "HORIZONTAL-ONLY-TOP verify HORIZONTAL scroll bar is on the TOP and properly aligned" , skin ) ) . row ( ) ; horiz only top table . add ( new image ( skin . get drawable ( "default-rect" ) ) ) . height ( 20 ) . row ( ) ; horiz only bottom table . add ( new label ( "HORIZONTAL-ONLY-BOTTOM verify HORIZONTAL scroll bar is on the BOTTOM and properly aligned" , skin ) ) . row ( ) ; horiz only bottom table . add ( new image ( skin . get drawable ( "default-rect" ) ) ) . height ( 20 ) . row ( ) ; for ( int i = 0 ; i < 12 ; i ++ ) { bottom left table . add ( new label ( i + " BOTTOM-LEFT verify scroll bars are on the BOTTOM and the LEFT, and are properly aligned" , skin ) ) . row ( ) ; bottom left table . add ( new image ( skin . get drawable ( "default-rect" ) ) ) . height ( 20 ) . row ( ) ; bottom right table . add ( new label ( i + " BOTTOM-RIGHT verify scroll bars are on the BOTTOM and the RIGHT, and are properly aligned" , skin ) ) . row ( ) ; bottom right table . add ( new image ( skin . get drawable ( "default-rect" ) ) ) . height ( 20 ) . row ( ) ; top left table . add ( new label ( i + " TOP-LEFT verify scroll bars are on the TOP and the LEFT, and are properly aligned" , skin ) ) . row ( ) ; top left table . add ( new image ( skin . get drawable ( "default-rect" ) ) ) . height ( 20 ) . row ( ) ; top right table . add ( new label ( i + " TOP-RIGHT verify scroll bars are on the TOP and the RIGHT, and are properly aligned" , skin ) ) . row ( ) ; top right table . add ( new image ( skin . get drawable ( "default-rect" ) ) ) . height ( 20 ) . row ( ) ; vert only left table . add ( new label ( "VERT-ONLY-LEFT" , skin ) ) . row ( ) ; vert only left table . add ( new image ( skin . get drawable ( "default-rect" ) ) ) . height ( 20 ) . row ( ) ; vert only right table . add ( new label ( "VERT-ONLY-RIGHT" , skin ) ) . row ( ) ; vert only right table . add ( new image ( skin . get drawable ( "default-rect" ) ) ) . height ( 20 ) . row ( ) ; } bottom left . add ( bottom left scroll ) . expand ( ) . fill ( ) . colspan ( 4 ) ; bottom right . add ( bottom right scroll ) . expand ( ) . fill ( ) . colspan ( 4 ) ; top left . add ( top left scroll ) . expand ( ) . fill ( ) . colspan ( 4 ) ; top right . add ( top right scroll ) . expand ( ) . fill ( ) . colspan ( 4 ) ; horiz only top . add ( horiz only top scroll ) . expand ( ) . fill ( ) . colspan ( 4 ) ; horiz only bottom . add ( horiz only bottom scroll ) . expand ( ) . fill ( ) . colspan ( 4 ) ; vert only left . add ( vert only left scroll ) . expand ( ) . fill ( ) . colspan ( 4 ) ; vert only right . add ( vert only right scroll ) . expand ( ) . fill ( ) . colspan ( 4 ) ; for ( scroll pane pane : scroll panes ) { pane . set fade scroll bars ( do fade ) ; pane . set scrollbars on top ( do on top ) ; } } <SENTENCE_END/>

(Copy Probability: 3.2%)

<SENTENCE_START> { float width = gdx . graphics . get width ( ) ; float height = gdx . graphics . get height ( ) ; float btn width = 200 ; float btn height = 40 ; stage = new stage ( ) ; skin skin = new skin ( gdx . files . internal ( "data/uiskin.json" ) ) ; gdx . input . set input processor ( stage ) ; final text button fade btn = new text button ( "Fade: " + do fade , skin ) ; fade btn . set size ( btn width , btn height ) ; fade btn . set position ( 0 , height - fade btn . get height ( ) ) ; stage . add actor ( fade btn ) ; fade btn . add listener ( new change listener ( ) { @ override public void changed ( change event event , actor actor ) { do fade = ! do fade ; fade btn . set text ( "Fade: " + do fade ) ; for ( scroll pane pane : scroll panes ) { pane . set fade scroll bars ( do fade ) ; } } } ) ; final text button on top btn = new text button ( "ScrollbarsOnTop: " + do on top , skin ) ; on top btn . set size ( btn width , btn height ) ; on top btn . set position ( 0 + fade btn . get width ( ) + 20 , height - on top btn . get height ( ) ) ; stage . add actor ( on top btn ) ; on top btn . add listener ( new change listener ( ) { @ override public void changed ( change event event , actor actor ) { do on top = ! do on top ; on top btn . set text ( "ScrollbarOnTop: " + do on top ) ; on top btn . invalidate ( ) ; for ( scroll pane pane : scroll panes ) { pane . set scrollbars on top ( do on top ) ; } } } ) ; float gap = 8 ; float x = gap ; float y = gap ; float cont width = width / 2 - gap * 1.5f ; float cont height = height / 4.5f - gap * 1.25f ; bottom left = new table ( ) ; bottom left . set position ( x , y ) ; bottom left . set size ( cont width , cont height ) ; stage . add actor ( bottom left ) ; bottom right = new table ( ) ; bottom right . set size ( cont width , cont height ) ; x = bottom left . get x ( ) + bottom left . get width ( ) + gap ; bottom right . set position ( x , y ) ; stage . add actor ( bottom right ) ; top left = new table ( ) ; top left . set size ( cont width , cont height ) ; x = bottom left . get x ( ) ; y = bottom left . get y ( ) + bottom left . get height ( ) + gap ; top left . set position ( x , y ) ; stage . add actor ( top left ) ; top right = new table ( ) ; top right . set size ( cont width , cont height ) ; x = bottom right . get x ( ) ; y = top left . get y ( ) ; top right . set position ( x , y ) ; stage . add actor ( top right ) ; horiz only top = new table ( ) ; horiz only top . set size ( cont width , cont height ) ; x = top right . get x ( ) ; y = top right . get y ( ) + top right . get height ( ) + gap ; horiz only top . set position ( x , y ) ; stage . add actor ( horiz only top ) ; horiz only bottom = new table ( ) ; horiz only bottom . set size ( cont width , cont height ) ; x = top left . get x ( ) ; y = top left . get y ( ) + top left . get height ( ) + gap ; horiz only bottom . set position ( x , y ) ; stage . add actor ( horiz only bottom ) ; vert only left = new table ( ) ; vert only left . set size ( cont width , cont height ) ; x = horiz only bottom . get x ( ) ; y = horiz only bottom . get y ( ) + horiz only bottom . get height ( ) + gap ; vert only left . set position ( x , y ) ; stage . add actor ( vert only left ) ; vert only right = new table ( ) ; vert only right . set size ( cont width , cont height ) ; x = horiz only top . get x ( ) ; y = horiz only top . get y ( ) + horiz only top . get height ( ) + gap ; vert only right . set position ( x , y ) ; stage . add actor ( vert only right ) ; table bottom left table = new table ( ) ; table bottom right table = new table ( ) ; table top left table = new table ( ) ; table top right table = new table ( ) ; table horiz only top table = new table ( ) ; table horiz only bottom table = new table ( ) ; table vert only left table = new table ( ) ; table vert only right table = new table ( ) ; final scroll pane bottom left scroll = new scroll pane ( bottom left table , skin ) ; bottom left scroll . set scroll bar positions ( true , false ) ; final scroll pane bottom right scroll = new scroll pane ( bottom right table , skin ) ; bottom right scroll . set scroll bar positions ( true , true ) ; final scroll pane top left scroll = new scroll pane ( top left table , skin ) ; top left scroll . set scroll bar positions ( false , false ) ; final scroll pane top right scroll = new scroll pane ( top right table , skin ) ; top right scroll . set scroll bar positions ( false , true ) ; final scroll pane horiz only top scroll = new scroll pane ( horiz only top table , skin ) ; horiz only top scroll . set scroll bar positions ( false , true ) ; final scroll pane horiz only bottom scroll = new scroll pane ( horiz only bottom table , skin ) ; horiz only bottom scroll . set scroll bar positions ( true , true ) ; final scroll pane vert only left scroll = new scroll pane ( vert only left table , skin ) ; vert only left scroll . set scroll bar positions ( true , false ) ; final scroll pane vert only right scroll = new scroll pane ( vert only right table , skin ) ; vert only right scroll . set scroll bar positions ( true , true ) ; scroll pane [ ] panes = new scroll pane [ ] { bottom left scroll , bottom right scroll , top left scroll , top right scroll , horiz only top scroll , horiz only bottom scroll , vert only left scroll , vert only right scroll } ; for ( scroll pane pane : panes ) { scroll panes . add ( pane ) ; } table [ ] tables = new table [ ] { bottom left table , bottom right table , top left table , top right table , horiz only top table , horiz only bottom table , vert only left table , vert only right table } ; for ( table t : tables ) t . defaults ( ) . expand x ( ) . fill x ( ) ; horiz only top table . add ( new label ( "HORIZONTAL-ONLY-TOP verify HORIZONTAL scroll bar is on the TOP and properly aligned" , skin ) ) . row ( ) ; horiz only top table . add ( new image ( skin . get drawable ( "default-rect" ) ) ) . height ( 20 ) . row ( ) ; horiz only bottom table . add ( new label ( "HORIZONTAL-ONLY-BOTTOM verify HORIZONTAL scroll bar is on the BOTTOM and properly aligned" , skin ) ) . row ( ) ; horiz only bottom table . add ( new image ( skin . get drawable ( "default-rect" ) ) ) . height ( 20 ) . row ( ) ; for ( int i = 0 ; i < 12 ; i ++ ) { bottom left table . add ( new label ( i + " BOTTOM-LEFT verify scroll bars are on the BOTTOM and the LEFT, and are properly aligned" , skin ) ) . row ( ) ; bottom left table . add ( new image ( skin . get drawable ( "default-rect" ) ) ) . height ( 20 ) . row ( ) ; bottom right table . add ( new label ( i + " BOTTOM-RIGHT verify scroll bars are on the BOTTOM and the RIGHT, and are properly aligned" , skin ) ) . row ( ) ; bottom right table . add ( new image ( skin . get drawable ( "default-rect" ) ) ) . height ( 20 ) . row ( ) ; top left table . add ( new label ( i + " TOP-LEFT verify scroll bars are on the TOP and the LEFT, and are properly aligned" , skin ) ) . row ( ) ; top left table . add ( new image ( skin . get drawable ( "default-rect" ) ) ) . height ( 20 ) . row ( ) ; top right table . add ( new label ( i + " TOP-RIGHT verify scroll bars are on the TOP and the RIGHT, and are properly aligned" , skin ) ) . row ( ) ; top right table . add ( new image ( skin . get drawable ( "default-rect" ) ) ) . height ( 20 ) . row ( ) ; vert only left table . add ( new label ( "VERT-ONLY-LEFT" , skin ) ) . row ( ) ; vert only left table . add ( new image ( skin . get drawable ( "default-rect" ) ) ) . height ( 20 ) . row ( ) ; vert only right table . add ( new label ( "VERT-ONLY-RIGHT" , skin ) ) . row ( ) ; vert only right table . add ( new image ( skin . get drawable ( "default-rect" ) ) ) . height ( 20 ) . row ( ) ; } bottom left . add ( bottom left scroll ) . expand ( ) . fill ( ) . colspan ( 4 ) ; bottom right . add ( bottom right scroll ) . expand ( ) . fill ( ) . colspan ( 4 ) ; top left . add ( top left scroll ) . expand ( ) . fill ( ) . colspan ( 4 ) ; top right . add ( top right scroll ) . expand ( ) . fill ( ) . colspan ( 4 ) ; horiz only top . add ( horiz only top scroll ) . expand ( ) . fill ( ) . colspan ( 4 ) ; horiz only bottom . add ( horiz only bottom scroll ) . expand ( ) . fill ( ) . colspan ( 4 ) ; vert only left . add ( vert only left scroll ) . expand ( ) . fill ( ) . colspan ( 4 ) ; vert only right . add ( vert only right scroll ) . expand ( ) . fill ( ) . colspan ( 4 ) ; for ( scroll pane pane : scroll panes ) { pane . set fade scroll bars ( do fade ) ; pane . set scrollbars on top ( do on top ) ; } } <SENTENCE_END/>

%END%

<SENTENCE_START> { float width = gdx . graphics . get width ( ) ; float height = gdx . graphics . get height ( ) ; float btn width = 200 ; float btn height = 40 ; stage = new stage ( ) ; skin skin = new skin ( gdx . files . internal ( "data/uiskin.json" ) ) ; gdx . input . set input processor ( stage ) ; final text button fade btn = new text button ( "Fade: " + do fade , skin ) ; fade btn . set size ( btn width , btn height ) ; fade btn . set position ( 0 , height - fade btn . get height ( ) ) ; stage . add actor ( fade btn ) ; fade btn . add listener ( new change listener ( ) { @ override public void changed ( change event event , actor actor ) { do fade = ! do fade ; fade btn . set text ( "Fade: " + do fade ) ; for ( scroll pane pane : scroll panes ) { pane . set fade scroll bars ( do fade ) ; } } } ) ; final text button on top btn = new text button ( "ScrollbarsOnTop: " + do on top , skin ) ; on top btn . set size ( btn width , btn height ) ; on top btn . set position ( 0 + fade btn . get width ( ) + 20 , height - on top btn . get height ( ) ) ; stage . add actor ( on top btn ) ; on top btn . add listener ( new change listener ( ) { @ override public void changed ( change event event , actor actor ) { do on top = ! do on top ; on top btn . set text ( "ScrollbarOnTop: " + do on top ) ; on top btn . invalidate ( ) ; for ( scroll pane pane : scroll panes ) { pane . set scrollbars on top ( do on top ) ; } } } ) ; float gap = 8 ; float x = gap ; float y = gap ; float cont width = width / 2 - gap * 1.5f ; float cont height = height / 4.5f - gap * 1.25f ; bottom left = new table ( ) ; bottom left . set position ( x , y ) ; bottom left . set size ( cont width , cont height ) ; stage . add actor ( bottom left ) ; bottom right = new table ( ) ; bottom right . set size ( cont width , cont height ) ; x = bottom left . get x ( ) + bottom left . get width ( ) + gap ; bottom right . set position ( x , y ) ; stage . add actor ( bottom right ) ; top left = new table ( ) ; top left . set size ( cont width , cont height ) ; x = bottom left . get x ( ) ; y = bottom left . get y ( ) + bottom left . get height ( ) + gap ; top left . set position ( x , y ) ; stage . add actor ( top left ) ; top right = new table ( ) ; top right . set size ( cont width , cont height ) ; x = bottom right . get x ( ) ; y = top left . get y ( ) ; top right . set position ( x , y ) ; stage . add actor ( top right ) ; horiz only top = new table ( ) ; horiz only top . set size ( cont width , cont height ) ; x = top right . get x ( ) ; y = top right . get y ( ) + top right . get height ( ) + gap ; horiz only top . set position ( x , y ) ; stage . add actor ( horiz only top ) ; horiz only bottom = new table ( ) ; horiz only bottom . set size ( cont width , cont height ) ; x = top left . get x ( ) ; y = top left . get y ( ) + top left . get height ( ) + gap ; horiz only bottom . set position ( x , y ) ; stage . add actor ( horiz only bottom ) ; vert only left = new table ( ) ; vert only left . set size ( cont width , cont height ) ; x = horiz only bottom . get x ( ) ; y = horiz only bottom . get y ( ) + horiz only bottom . get height ( ) + gap ; vert only left . set position ( x , y ) ; stage . add actor ( vert only left ) ; vert only right = new table ( ) ; vert only right . set size ( cont width , cont height ) ; x = horiz only top . get x ( ) ; y = horiz only top . get y ( ) + horiz only top . get height ( ) + gap ; vert only right . set position ( x , y ) ; stage . add actor ( vert only right ) ; table bottom left table = new table ( ) ; table bottom right table = new table ( ) ; table top left table = new table ( ) ; table top right table = new table ( ) ; table horiz only top table = new table ( ) ; table horiz only bottom table = new table ( ) ; table vert only left table = new table ( ) ; table vert only right table = new table ( ) ; final scroll pane bottom left scroll = new scroll pane ( bottom left table , skin ) ; bottom left scroll . set scroll bar positions ( true , false ) ; final scroll pane bottom right scroll = new scroll pane ( bottom right table , skin ) ; bottom right scroll . set scroll bar positions ( true , true ) ; final scroll pane top left scroll = new scroll pane ( top left table , skin ) ; top left scroll . set scroll bar positions ( false , false ) ; final scroll pane top right scroll = new scroll pane ( top right table , skin ) ; top right scroll . set scroll bar positions ( false , true ) ; final scroll pane horiz only top scroll = new scroll pane ( horiz only top table , skin ) ; horiz only top scroll . set scroll bar positions ( false , true ) ; final scroll pane horiz only bottom scroll = new scroll pane ( horiz only bottom table , skin ) ; horiz only bottom scroll . set scroll bar positions ( true , true ) ; final scroll pane vert only left scroll = new scroll pane ( vert only left table , skin ) ; vert only left scroll . set scroll bar positions ( true , false ) ; final scroll pane vert only right scroll = new scroll pane ( vert only right table , skin ) ; vert only right scroll . set scroll bar positions ( true , true ) ; scroll pane [ ] panes = new scroll pane [ ] { bottom left scroll , bottom right scroll , top left scroll , top right scroll , horiz only top scroll , horiz only bottom scroll , vert only left scroll , vert only right scroll } ; for ( scroll pane pane : panes ) { scroll panes . add ( pane ) ; } table [ ] tables = new table [ ] { bottom left table , bottom right table , top left table , top right table , horiz only top table , horiz only bottom table , vert only left table , vert only right table } ; for ( table t : tables ) t . defaults ( ) . expand x ( ) . fill x ( ) ; horiz only top table . add ( new label ( "HORIZONTAL-ONLY-TOP verify HORIZONTAL scroll bar is on the TOP and properly aligned" , skin ) ) . row ( ) ; horiz only top table . add ( new image ( skin . get drawable ( "default-rect" ) ) ) . height ( 20 ) . row ( ) ; horiz only bottom table . add ( new label ( "HORIZONTAL-ONLY-BOTTOM verify HORIZONTAL scroll bar is on the BOTTOM and properly aligned" , skin ) ) . row ( ) ; horiz only bottom table . add ( new image ( skin . get drawable ( "default-rect" ) ) ) . height ( 20 ) . row ( ) ; for ( int i = 0 ; i < 12 ; i ++ ) { bottom left table . add ( new label ( i + " BOTTOM-LEFT verify scroll bars are on the BOTTOM and the LEFT, and are properly aligned" , skin ) ) . row ( ) ; bottom left table . add ( new image ( skin . get drawable ( "default-rect" ) ) ) . height ( 20 ) . row ( ) ; bottom right table . add ( new label ( i + " BOTTOM-RIGHT verify scroll bars are on the BOTTOM and the RIGHT, and are properly aligned" , skin ) ) . row ( ) ; bottom right table . add ( new image ( skin . get drawable ( "default-rect" ) ) ) . height ( 20 ) . row ( ) ; top left table . add ( new label ( i + " TOP-LEFT verify scroll bars are on the TOP and the LEFT, and are properly aligned" , skin ) ) . row ( ) ; top left table . add ( new image ( skin . get drawable ( "default-rect" ) ) ) . height ( 20 ) . row ( ) ; top right table . add ( new label ( i + " TOP-RIGHT verify scroll bars are on the TOP and the RIGHT, and are properly aligned" , skin ) ) . row ( ) ; top right table . add ( new image ( skin . get drawable ( "default-rect" ) ) ) . height ( 20 ) . row ( ) ; vert only left table . add ( new label ( "VERT-ONLY-LEFT" , skin ) ) . row ( ) ; vert only left table . add ( new image ( skin . get drawable ( "default-rect" ) ) ) . height ( 20 ) . row ( ) ; vert only right table . add ( new label ( "VERT-ONLY-RIGHT" , skin ) ) . row ( ) ; vert only right table . add ( new image ( skin . get drawable ( "default-rect" ) ) ) . height ( 20 ) . row ( ) ; } bottom left . add ( bottom left scroll ) . expand ( ) . fill ( ) . colspan ( 4 ) ; bottom right . add ( bottom right scroll ) . expand ( ) . fill ( ) . colspan ( 4 ) ; top left . add ( top left scroll ) . expand ( ) . fill ( ) . colspan ( 4 ) ; top right . add ( top right scroll ) . expand ( ) . fill ( ) . colspan ( 4 ) ; horiz only top . add ( horiz only top scroll ) . expand ( ) . fill ( ) . colspan ( 4 ) ; horiz only bottom . add ( horiz only bottom scroll ) . expand ( ) . fill ( ) . colspan ( 4 ) ; vert only left . add ( vert only left scroll ) . expand ( ) . fill ( ) . colspan ( 4 ) ; vert only right . add ( vert only right scroll ) . expand ( ) . fill ( ) . colspan ( 4 ) ; for ( scroll pane pane : scroll panes ) { pane . set fade scroll bars ( do fade ) ; pane . set scrollbars on top ( do on top ) ; } } <SENTENCE_END/>

(Copy Probability: 4.9%)

<SENTENCE_START> { float width = gdx . graphics . get width ( ) ; float height = gdx . graphics . get height ( ) ; float btn width = 200 ; float btn height = 40 ; stage = new stage ( ) ; skin skin = new skin ( gdx . files . internal ( "data/uiskin.json" ) ) ; gdx . input . set input processor ( stage ) ; final text button fade btn = new text button ( "Fade: " + do fade , skin ) ; fade btn . set size ( btn width , btn height ) ; fade btn . set position ( 0 , height - fade btn . get height ( ) ) ; stage . add actor ( fade btn ) ; fade btn . add listener ( new change listener ( ) { @ override public void changed ( change event event , actor actor ) { do fade = ! do fade ; fade btn . set text ( "Fade: " + do fade ) ; for ( scroll pane pane : scroll panes ) { pane . set fade scroll bars ( do fade ) ; } } } ) ; final text button on top btn = new text button ( "ScrollbarsOnTop: " + do on top , skin ) ; on top btn . set size ( btn width , btn height ) ; on top btn . set position ( 0 + fade btn . get width ( ) + 20 , height - on top btn . get height ( ) ) ; stage . add actor ( on top btn ) ; on top btn . add listener ( new change listener ( ) { @ override public void changed ( change event event , actor actor ) { do on top = ! do on top ; on top btn . set text ( "ScrollbarOnTop: " + do on top ) ; on top btn . invalidate ( ) ; for ( scroll pane pane : scroll panes ) { pane . set scrollbars on top ( do on top ) ; } } } ) ; float gap = 8 ; float x = gap ; float y = gap ; float cont width = width / 2 - gap * 1.5f ; float cont height = height / 4.5f - gap * 1.25f ; bottom left = new table ( ) ; bottom left . set position ( x , y ) ; bottom left . set size ( cont width , cont height ) ; stage . add actor ( bottom left ) ; bottom right = new table ( ) ; bottom right . set size ( cont width , cont height ) ; x = bottom left . get x ( ) + bottom left . get width ( ) + gap ; bottom right . set position ( x , y ) ; stage . add actor ( bottom right ) ; top left = new table ( ) ; top left . set size ( cont width , cont height ) ; x = bottom left . get x ( ) ; y = bottom left . get y ( ) + bottom left . get height ( ) + gap ; top left . set position ( x , y ) ; stage . add actor ( top left ) ; top right = new table ( ) ; top right . set size ( cont width , cont height ) ; x = bottom right . get x ( ) ; y = top left . get y ( ) ; top right . set position ( x , y ) ; stage . add actor ( top right ) ; horiz only top = new table ( ) ; horiz only top . set size ( cont width , cont height ) ; x = top right . get x ( ) ; y = top right . get y ( ) + top right . get height ( ) + gap ; horiz only top . set position ( x , y ) ; stage . add actor ( horiz only top ) ; horiz only bottom = new table ( ) ; horiz only bottom . set size ( cont width , cont height ) ; x = top left . get x ( ) ; y = top left . get y ( ) + top left . get height ( ) + gap ; horiz only bottom . set position ( x , y ) ; stage . add actor ( horiz only bottom ) ; vert only left = new table ( ) ; vert only left . set size ( cont width , cont height ) ; x = horiz only bottom . get x ( ) ; y = horiz only bottom . get y ( ) + horiz only bottom . get height ( ) + gap ; vert only left . set position ( x , y ) ; stage . add actor ( vert only left ) ; vert only right = new table ( ) ; vert only right . set size ( cont width , cont height ) ; x = horiz only top . get x ( ) ; y = horiz only top . get y ( ) + horiz only top . get height ( ) + gap ; vert only right . set position ( x , y ) ; stage . add actor ( vert only right ) ; table bottom left table = new table ( ) ; table bottom right table = new table ( ) ; table top left table = new table ( ) ; table top right table = new table ( ) ; table horiz only top table = new table ( ) ; table horiz only bottom table = new table ( ) ; table vert only left table = new table ( ) ; table vert only right table = new table ( ) ; final scroll pane bottom left scroll = new scroll pane ( bottom left table , skin ) ; bottom left scroll . set scroll bar positions ( true , false ) ; final scroll pane bottom right scroll = new scroll pane ( bottom right table , skin ) ; bottom right scroll . set scroll bar positions ( true , true ) ; final scroll pane top left scroll = new scroll pane ( top left table , skin ) ; top left scroll . set scroll bar positions ( false , false ) ; final scroll pane top right scroll = new scroll pane ( top right table , skin ) ; top right scroll . set scroll bar positions ( false , true ) ; final scroll pane horiz only top scroll = new scroll pane ( horiz only top table , skin ) ; horiz only top scroll . set scroll bar positions ( false , true ) ; final scroll pane horiz only bottom scroll = new scroll pane ( horiz only bottom table , skin ) ; horiz only bottom scroll . set scroll bar positions ( true , true ) ; final scroll pane vert only left scroll = new scroll pane ( vert only left table , skin ) ; vert only left scroll . set scroll bar positions ( true , false ) ; final scroll pane vert only right scroll = new scroll pane ( vert only right table , skin ) ; vert only right scroll . set scroll bar positions ( true , true ) ; scroll pane [ ] panes = new scroll pane [ ] { bottom left scroll , bottom right scroll , top left scroll , top right scroll , horiz only top scroll , horiz only bottom scroll , vert only left scroll , vert only right scroll } ; for ( scroll pane pane : panes ) { scroll panes . add ( pane ) ; } table [ ] tables = new table [ ] { bottom left table , bottom right table , top left table , top right table , horiz only top table , horiz only bottom table , vert only left table , vert only right table } ; for ( table t : tables ) t . defaults ( ) . expand x ( ) . fill x ( ) ; horiz only top table . add ( new label ( "HORIZONTAL-ONLY-TOP verify HORIZONTAL scroll bar is on the TOP and properly aligned" , skin ) ) . row ( ) ; horiz only top table . add ( new image ( skin . get drawable ( "default-rect" ) ) ) . height ( 20 ) . row ( ) ; horiz only bottom table . add ( new label ( "HORIZONTAL-ONLY-BOTTOM verify HORIZONTAL scroll bar is on the BOTTOM and properly aligned" , skin ) ) . row ( ) ; horiz only bottom table . add ( new image ( skin . get drawable ( "default-rect" ) ) ) . height ( 20 ) . row ( ) ; for ( int i = 0 ; i < 12 ; i ++ ) { bottom left table . add ( new label ( i + " BOTTOM-LEFT verify scroll bars are on the BOTTOM and the LEFT, and are properly aligned" , skin ) ) . row ( ) ; bottom left table . add ( new image ( skin . get drawable ( "default-rect" ) ) ) . height ( 20 ) . row ( ) ; bottom right table . add ( new label ( i + " BOTTOM-RIGHT verify scroll bars are on the BOTTOM and the RIGHT, and are properly aligned" , skin ) ) . row ( ) ; bottom right table . add ( new image ( skin . get drawable ( "default-rect" ) ) ) . height ( 20 ) . row ( ) ; top left table . add ( new label ( i + " TOP-LEFT verify scroll bars are on the TOP and the LEFT, and are properly aligned" , skin ) ) . row ( ) ; top left table . add ( new image ( skin . get drawable ( "default-rect" ) ) ) . height ( 20 ) . row ( ) ; top right table . add ( new label ( i + " TOP-RIGHT verify scroll bars are on the TOP and the RIGHT, and are properly aligned" , skin ) ) . row ( ) ; top right table . add ( new image ( skin . get drawable ( "default-rect" ) ) ) . height ( 20 ) . row ( ) ; vert only left table . add ( new label ( "VERT-ONLY-LEFT" , skin ) ) . row ( ) ; vert only left table . add ( new image ( skin . get drawable ( "default-rect" ) ) ) . height ( 20 ) . row ( ) ; vert only right table . add ( new label ( "VERT-ONLY-RIGHT" , skin ) ) . row ( ) ; vert only right table . add ( new image ( skin . get drawable ( "default-rect" ) ) ) . height ( 20 ) . row ( ) ; } bottom left . add ( bottom left scroll ) . expand ( ) . fill ( ) . colspan ( 4 ) ; bottom right . add ( bottom right scroll ) . expand ( ) . fill ( ) . colspan ( 4 ) ; top left . add ( top left scroll ) . expand ( ) . fill ( ) . colspan ( 4 ) ; top right . add ( top right scroll ) . expand ( ) . fill ( ) . colspan ( 4 ) ; horiz only top . add ( horiz only top scroll ) . expand ( ) . fill ( ) . colspan ( 4 ) ; horiz only bottom . add ( horiz only bottom scroll ) . expand ( ) . fill ( ) . colspan ( 4 ) ; vert only left . add ( vert only left scroll ) . expand ( ) . fill ( ) . colspan ( 4 ) ; vert only right . add ( vert only right scroll ) . expand ( ) . fill ( ) . colspan ( 4 ) ; for ( scroll pane pane : scroll panes ) { pane . set fade scroll bars ( do fade ) ; pane . set scrollbars on top ( do on top ) ; } } <SENTENCE_END/>


Original Name render

render

<SENTENCE_START> { gdx . gl . gl clear ( gl 20 . gl color buffer bit ) ; stage . act ( gdx . graphics . get delta time ( ) ) ; stage . draw ( ) ; } <SENTENCE_END/>

(Copy Probability: 2.5%)

<SENTENCE_START> { gdx . gl . gl clear ( gl 20 . gl color buffer bit ) ; stage . act ( gdx . graphics . get delta time ( ) ) ; stage . draw ( ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { gdx . gl . gl clear ( gl 20 . gl color buffer bit ) ; stage . act ( gdx . graphics . get delta time ( ) ) ; stage . draw ( ) ; } <SENTENCE_END/>

(Copy Probability: 9.3%)

<SENTENCE_START> { gdx . gl . gl clear ( gl 20 . gl color buffer bit ) ; stage . act ( gdx . graphics . get delta time ( ) ) ; stage . draw ( ) ; } <SENTENCE_END/>


Original Name resize

resize

<SENTENCE_START> { stage . get viewport ( ) . update ( width , height , true ) ; } <SENTENCE_END/>

(Copy Probability: 0.8%)

<SENTENCE_START> { stage . get viewport ( ) . update ( width , height , true ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { stage . get viewport ( ) . update ( width , height , true ) ; } <SENTENCE_END/>

(Copy Probability: 1.6%)

<SENTENCE_START> { stage . get viewport ( ) . update ( width , height , true ) ; } <SENTENCE_END/>


Original Name dispose

dispose

<SENTENCE_START> { stage . %SELF% ( ) ; } <SENTENCE_END/>

(Copy Probability: 0.4%)

<SENTENCE_START> { stage . %SELF% ( ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { stage . %SELF% ( ) ; } <SENTENCE_END/>

(Copy Probability: 0.1%)

<SENTENCE_START> { stage . %SELF% ( ) ; } <SENTENCE_END/>


Original Name render

render

<SENTENCE_START> { renderer . set projection matrix ( proj matrix ) ; render bodies ( world ) ; } <SENTENCE_END/>

(Copy Probability: 1.2%)

<SENTENCE_START> { renderer . set projection matrix ( proj matrix ) ; render bodies ( world ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { renderer . set projection matrix ( proj matrix ) ; render bodies ( world ) ; } <SENTENCE_END/>

(Copy Probability: 11.0%)

<SENTENCE_START> { renderer . set projection matrix ( proj matrix ) ; render bodies ( world ) ; } <SENTENCE_END/>


Original Name render,bodies

render

<SENTENCE_START> { renderer . begin ( shape type . line ) ; if ( draw bodies || draw aab bs ) { world . get bodies ( bodies ) ; for ( iterator < body > iter = bodies . iterator ( ) ; iter . has next ( ) ; ) { body body = iter . next ( ) ; if ( body . is active ( ) || draw inactive bodies ) render body ( body ) ; } } if ( draw joints ) { world . get joints ( joints ) ; for ( iterator < joint > iter = joints . iterator ( ) ; iter . has next ( ) ; ) { joint joint = iter . next ( ) ; draw joint ( joint ) ; } } renderer . end ( ) ; if ( draw contacts ) { renderer . begin ( shape type . point ) ; for ( contact contact : world . get contact list ( ) ) draw contact ( contact ) ; renderer . end ( ) ; } } <SENTENCE_END/>

(Copy Probability: 3.9%)

<SENTENCE_START> { renderer . begin ( shape type . line ) ; if ( draw bodies || draw aab bs ) { world . get bodies ( bodies ) ; for ( iterator < body > iter = bodies . iterator ( ) ; iter . has next ( ) ; ) { body body = iter . next ( ) ; if ( body . is active ( ) || draw inactive bodies ) render body ( body ) ; } } if ( draw joints ) { world . get joints ( joints ) ; for ( iterator < joint > iter = joints . iterator ( ) ; iter . has next ( ) ; ) { joint joint = iter . next ( ) ; draw joint ( joint ) ; } } renderer . end ( ) ; if ( draw contacts ) { renderer . begin ( shape type . point ) ; for ( contact contact : world . get contact list ( ) ) draw contact ( contact ) ; renderer . end ( ) ; } } <SENTENCE_END/>

bodies

<SENTENCE_START> { renderer . begin ( shape type . line ) ; if ( draw bodies || draw aab bs ) { world . get bodies ( bodies ) ; for ( iterator < body > iter = bodies . iterator ( ) ; iter . has next ( ) ; ) { body body = iter . next ( ) ; if ( body . is active ( ) || draw inactive bodies ) render body ( body ) ; } } if ( draw joints ) { world . get joints ( joints ) ; for ( iterator < joint > iter = joints . iterator ( ) ; iter . has next ( ) ; ) { joint joint = iter . next ( ) ; draw joint ( joint ) ; } } renderer . end ( ) ; if ( draw contacts ) { renderer . begin ( shape type . point ) ; for ( contact contact : world . get contact list ( ) ) draw contact ( contact ) ; renderer . end ( ) ; } } <SENTENCE_END/>

(Copy Probability: 50.6%)

<SENTENCE_START> { renderer . begin ( shape type . line ) ; if ( draw bodies || draw aab bs ) { world . get bodies ( bodies ) ; for ( iterator < body > iter = bodies . iterator ( ) ; iter . has next ( ) ; ) { body body = iter . next ( ) ; if ( body . is active ( ) || draw inactive bodies ) render body ( body ) ; } } if ( draw joints ) { world . get joints ( joints ) ; for ( iterator < joint > iter = joints . iterator ( ) ; iter . has next ( ) ; ) { joint joint = iter . next ( ) ; draw joint ( joint ) ; } } renderer . end ( ) ; if ( draw contacts ) { renderer . begin ( shape type . point ) ; for ( contact contact : world . get contact list ( ) ) draw contact ( contact ) ; renderer . end ( ) ; } } <SENTENCE_END/>

%END%

<SENTENCE_START> { renderer . begin ( shape type . line ) ; if ( draw bodies || draw aab bs ) { world . get bodies ( bodies ) ; for ( iterator < body > iter = bodies . iterator ( ) ; iter . has next ( ) ; ) { body body = iter . next ( ) ; if ( body . is active ( ) || draw inactive bodies ) render body ( body ) ; } } if ( draw joints ) { world . get joints ( joints ) ; for ( iterator < joint > iter = joints . iterator ( ) ; iter . has next ( ) ; ) { joint joint = iter . next ( ) ; draw joint ( joint ) ; } } renderer . end ( ) ; if ( draw contacts ) { renderer . begin ( shape type . point ) ; for ( contact contact : world . get contact list ( ) ) draw contact ( contact ) ; renderer . end ( ) ; } } <SENTENCE_END/>

(Copy Probability: 10.1%)

<SENTENCE_START> { renderer . begin ( shape type . line ) ; if ( draw bodies || draw aab bs ) { world . get bodies ( bodies ) ; for ( iterator < body > iter = bodies . iterator ( ) ; iter . has next ( ) ; ) { body body = iter . next ( ) ; if ( body . is active ( ) || draw inactive bodies ) render body ( body ) ; } } if ( draw joints ) { world . get joints ( joints ) ; for ( iterator < joint > iter = joints . iterator ( ) ; iter . has next ( ) ; ) { joint joint = iter . next ( ) ; draw joint ( joint ) ; } } renderer . end ( ) ; if ( draw contacts ) { renderer . begin ( shape type . point ) ; for ( contact contact : world . get contact list ( ) ) draw contact ( contact ) ; renderer . end ( ) ; } } <SENTENCE_END/>


Original Name render,body

render

<SENTENCE_START> { transform transform = body . get transform ( ) ; int len = body . get fixture list ( ) . size ; array < fixture > fixtures = body . get fixture list ( ) ; for ( int i = 0 ; i < len ; i ++ ) { fixture fixture = fixtures . get ( i ) ; if ( draw bodies ) { if ( body . is active ( ) == false && draw inactive bodies ) draw shape ( fixture , transform , shape not active ) ; else if ( body . get type ( ) == body type . static body ) draw shape ( fixture , transform , shape static ) ; else if ( body . get type ( ) == body type . kinematic body ) draw shape ( fixture , transform , shape kinematic ) ; else if ( body . is awake ( ) == false ) draw shape ( fixture , transform , shape not awake ) ; else draw shape ( fixture , transform , shape awake ) ; } if ( draw aab bs ) { draw aabb ( fixture , transform ) ; } } } <SENTENCE_END/>

(Copy Probability: 5.0%)

<SENTENCE_START> { transform transform = body . get transform ( ) ; int len = body . get fixture list ( ) . size ; array < fixture > fixtures = body . get fixture list ( ) ; for ( int i = 0 ; i < len ; i ++ ) { fixture fixture = fixtures . get ( i ) ; if ( draw bodies ) { if ( body . is active ( ) == false && draw inactive bodies ) draw shape ( fixture , transform , shape not active ) ; else if ( body . get type ( ) == body type . static body ) draw shape ( fixture , transform , shape static ) ; else if ( body . get type ( ) == body type . kinematic body ) draw shape ( fixture , transform , shape kinematic ) ; else if ( body . is awake ( ) == false ) draw shape ( fixture , transform , shape not awake ) ; else draw shape ( fixture , transform , shape awake ) ; } if ( draw aab bs ) { draw aabb ( fixture , transform ) ; } } } <SENTENCE_END/>

body

<SENTENCE_START> { transform transform = body . get transform ( ) ; int len = body . get fixture list ( ) . size ; array < fixture > fixtures = body . get fixture list ( ) ; for ( int i = 0 ; i < len ; i ++ ) { fixture fixture = fixtures . get ( i ) ; if ( draw bodies ) { if ( body . is active ( ) == false && draw inactive bodies ) draw shape ( fixture , transform , shape not active ) ; else if ( body . get type ( ) == body type . static body ) draw shape ( fixture , transform , shape static ) ; else if ( body . get type ( ) == body type . kinematic body ) draw shape ( fixture , transform , shape kinematic ) ; else if ( body . is awake ( ) == false ) draw shape ( fixture , transform , shape not awake ) ; else draw shape ( fixture , transform , shape awake ) ; } if ( draw aab bs ) { draw aabb ( fixture , transform ) ; } } } <SENTENCE_END/>

(Copy Probability: 37.9%)

<SENTENCE_START> { transform transform = body . get transform ( ) ; int len = body . get fixture list ( ) . size ; array < fixture > fixtures = body . get fixture list ( ) ; for ( int i = 0 ; i < len ; i ++ ) { fixture fixture = fixtures . get ( i ) ; if ( draw bodies ) { if ( body . is active ( ) == false && draw inactive bodies ) draw shape ( fixture , transform , shape not active ) ; else if ( body . get type ( ) == body type . static body ) draw shape ( fixture , transform , shape static ) ; else if ( body . get type ( ) == body type . kinematic body ) draw shape ( fixture , transform , shape kinematic ) ; else if ( body . is awake ( ) == false ) draw shape ( fixture , transform , shape not awake ) ; else draw shape ( fixture , transform , shape awake ) ; } if ( draw aab bs ) { draw aabb ( fixture , transform ) ; } } } <SENTENCE_END/>

%END%

<SENTENCE_START> { transform transform = body . get transform ( ) ; int len = body . get fixture list ( ) . size ; array < fixture > fixtures = body . get fixture list ( ) ; for ( int i = 0 ; i < len ; i ++ ) { fixture fixture = fixtures . get ( i ) ; if ( draw bodies ) { if ( body . is active ( ) == false && draw inactive bodies ) draw shape ( fixture , transform , shape not active ) ; else if ( body . get type ( ) == body type . static body ) draw shape ( fixture , transform , shape static ) ; else if ( body . get type ( ) == body type . kinematic body ) draw shape ( fixture , transform , shape kinematic ) ; else if ( body . is awake ( ) == false ) draw shape ( fixture , transform , shape not awake ) ; else draw shape ( fixture , transform , shape awake ) ; } if ( draw aab bs ) { draw aabb ( fixture , transform ) ; } } } <SENTENCE_END/>

(Copy Probability: 23.3%)

<SENTENCE_START> { transform transform = body . get transform ( ) ; int len = body . get fixture list ( ) . size ; array < fixture > fixtures = body . get fixture list ( ) ; for ( int i = 0 ; i < len ; i ++ ) { fixture fixture = fixtures . get ( i ) ; if ( draw bodies ) { if ( body . is active ( ) == false && draw inactive bodies ) draw shape ( fixture , transform , shape not active ) ; else if ( body . get type ( ) == body type . static body ) draw shape ( fixture , transform , shape static ) ; else if ( body . get type ( ) == body type . kinematic body ) draw shape ( fixture , transform , shape kinematic ) ; else if ( body . is awake ( ) == false ) draw shape ( fixture , transform , shape not awake ) ; else draw shape ( fixture , transform , shape awake ) ; } if ( draw aab bs ) { draw aabb ( fixture , transform ) ; } } } <SENTENCE_END/>


Original Name draw,aabb

draw

<SENTENCE_START> { if ( fixture . get type ( ) == type . circle ) { circle shape shape = ( circle shape ) fixture . get shape ( ) ; float radius = shape . get radius ( ) ; vertices [ 0 ] . set ( shape . get position ( ) ) ; transform . mul ( vertices [ 0 ] ) ; lower . set ( vertices [ 0 ] . x - radius , vertices [ 0 ] . y - radius ) ; upper . set ( vertices [ 0 ] . x + radius , vertices [ 0 ] . y + radius ) ; vertices [ 0 ] . set ( lower . x , lower . y ) ; vertices [ 1 ] . set ( upper . x , lower . y ) ; vertices [ 2 ] . set ( upper . x , upper . y ) ; vertices [ 3 ] . set ( lower . x , upper . y ) ; draw solid polygon ( vertices , 4 , aabb color , true ) ; } else if ( fixture . get type ( ) == type . polygon ) { polygon shape shape = ( polygon shape ) fixture . get shape ( ) ; int vertex count = shape . get vertex count ( ) ; shape . get vertex ( 0 , vertices [ 0 ] ) ; lower . set ( transform . mul ( vertices [ 0 ] ) ) ; upper . set ( lower ) ; for ( int i = 1 ; i < vertex count ; i ++ ) { shape . get vertex ( i , vertices [ i ] ) ; transform . mul ( vertices [ i ] ) ; lower . x = math . min ( lower . x , vertices [ i ] . x ) ; lower . y = math . min ( lower . y , vertices [ i ] . y ) ; upper . x = math . max ( upper . x , vertices [ i ] . x ) ; upper . y = math . max ( upper . y , vertices [ i ] . y ) ; } vertices [ 0 ] . set ( lower . x , lower . y ) ; vertices [ 1 ] . set ( upper . x , lower . y ) ; vertices [ 2 ] . set ( upper . x , upper . y ) ; vertices [ 3 ] . set ( lower . x , upper . y ) ; draw solid polygon ( vertices , 4 , aabb color , true ) ; } } <SENTENCE_END/>

(Copy Probability: 4.1%)

<SENTENCE_START> { if ( fixture . get type ( ) == type . circle ) { circle shape shape = ( circle shape ) fixture . get shape ( ) ; float radius = shape . get radius ( ) ; vertices [ 0 ] . set ( shape . get position ( ) ) ; transform . mul ( vertices [ 0 ] ) ; lower . set ( vertices [ 0 ] . x - radius , vertices [ 0 ] . y - radius ) ; upper . set ( vertices [ 0 ] . x + radius , vertices [ 0 ] . y + radius ) ; vertices [ 0 ] . set ( lower . x , lower . y ) ; vertices [ 1 ] . set ( upper . x , lower . y ) ; vertices [ 2 ] . set ( upper . x , upper . y ) ; vertices [ 3 ] . set ( lower . x , upper . y ) ; draw solid polygon ( vertices , 4 , aabb color , true ) ; } else if ( fixture . get type ( ) == type . polygon ) { polygon shape shape = ( polygon shape ) fixture . get shape ( ) ; int vertex count = shape . get vertex count ( ) ; shape . get vertex ( 0 , vertices [ 0 ] ) ; lower . set ( transform . mul ( vertices [ 0 ] ) ) ; upper . set ( lower ) ; for ( int i = 1 ; i < vertex count ; i ++ ) { shape . get vertex ( i , vertices [ i ] ) ; transform . mul ( vertices [ i ] ) ; lower . x = math . min ( lower . x , vertices [ i ] . x ) ; lower . y = math . min ( lower . y , vertices [ i ] . y ) ; upper . x = math . max ( upper . x , vertices [ i ] . x ) ; upper . y = math . max ( upper . y , vertices [ i ] . y ) ; } vertices [ 0 ] . set ( lower . x , lower . y ) ; vertices [ 1 ] . set ( upper . x , lower . y ) ; vertices [ 2 ] . set ( upper . x , upper . y ) ; vertices [ 3 ] . set ( lower . x , upper . y ) ; draw solid polygon ( vertices , 4 , aabb color , true ) ; } } <SENTENCE_END/>

aabb

<SENTENCE_START> { if ( fixture . get type ( ) == type . circle ) { circle shape shape = ( circle shape ) fixture . get shape ( ) ; float radius = shape . get radius ( ) ; vertices [ 0 ] . set ( shape . get position ( ) ) ; transform . mul ( vertices [ 0 ] ) ; lower . set ( vertices [ 0 ] . x - radius , vertices [ 0 ] . y - radius ) ; upper . set ( vertices [ 0 ] . x + radius , vertices [ 0 ] . y + radius ) ; vertices [ 0 ] . set ( lower . x , lower . y ) ; vertices [ 1 ] . set ( upper . x , lower . y ) ; vertices [ 2 ] . set ( upper . x , upper . y ) ; vertices [ 3 ] . set ( lower . x , upper . y ) ; draw solid polygon ( vertices , 4 , aabb color , true ) ; } else if ( fixture . get type ( ) == type . polygon ) { polygon shape shape = ( polygon shape ) fixture . get shape ( ) ; int vertex count = shape . get vertex count ( ) ; shape . get vertex ( 0 , vertices [ 0 ] ) ; lower . set ( transform . mul ( vertices [ 0 ] ) ) ; upper . set ( lower ) ; for ( int i = 1 ; i < vertex count ; i ++ ) { shape . get vertex ( i , vertices [ i ] ) ; transform . mul ( vertices [ i ] ) ; lower . x = math . min ( lower . x , vertices [ i ] . x ) ; lower . y = math . min ( lower . y , vertices [ i ] . y ) ; upper . x = math . max ( upper . x , vertices [ i ] . x ) ; upper . y = math . max ( upper . y , vertices [ i ] . y ) ; } vertices [ 0 ] . set ( lower . x , lower . y ) ; vertices [ 1 ] . set ( upper . x , lower . y ) ; vertices [ 2 ] . set ( upper . x , upper . y ) ; vertices [ 3 ] . set ( lower . x , upper . y ) ; draw solid polygon ( vertices , 4 , aabb color , true ) ; } } <SENTENCE_END/>

(Copy Probability: 10.8%)

<SENTENCE_START> { if ( fixture . get type ( ) == type . circle ) { circle shape shape = ( circle shape ) fixture . get shape ( ) ; float radius = shape . get radius ( ) ; vertices [ 0 ] . set ( shape . get position ( ) ) ; transform . mul ( vertices [ 0 ] ) ; lower . set ( vertices [ 0 ] . x - radius , vertices [ 0 ] . y - radius ) ; upper . set ( vertices [ 0 ] . x + radius , vertices [ 0 ] . y + radius ) ; vertices [ 0 ] . set ( lower . x , lower . y ) ; vertices [ 1 ] . set ( upper . x , lower . y ) ; vertices [ 2 ] . set ( upper . x , upper . y ) ; vertices [ 3 ] . set ( lower . x , upper . y ) ; draw solid polygon ( vertices , 4 , aabb color , true ) ; } else if ( fixture . get type ( ) == type . polygon ) { polygon shape shape = ( polygon shape ) fixture . get shape ( ) ; int vertex count = shape . get vertex count ( ) ; shape . get vertex ( 0 , vertices [ 0 ] ) ; lower . set ( transform . mul ( vertices [ 0 ] ) ) ; upper . set ( lower ) ; for ( int i = 1 ; i < vertex count ; i ++ ) { shape . get vertex ( i , vertices [ i ] ) ; transform . mul ( vertices [ i ] ) ; lower . x = math . min ( lower . x , vertices [ i ] . x ) ; lower . y = math . min ( lower . y , vertices [ i ] . y ) ; upper . x = math . max ( upper . x , vertices [ i ] . x ) ; upper . y = math . max ( upper . y , vertices [ i ] . y ) ; } vertices [ 0 ] . set ( lower . x , lower . y ) ; vertices [ 1 ] . set ( upper . x , lower . y ) ; vertices [ 2 ] . set ( upper . x , upper . y ) ; vertices [ 3 ] . set ( lower . x , upper . y ) ; draw solid polygon ( vertices , 4 , aabb color , true ) ; } } <SENTENCE_END/>

%END%

<SENTENCE_START> { if ( fixture . get type ( ) == type . circle ) { circle shape shape = ( circle shape ) fixture . get shape ( ) ; float radius = shape . get radius ( ) ; vertices [ 0 ] . set ( shape . get position ( ) ) ; transform . mul ( vertices [ 0 ] ) ; lower . set ( vertices [ 0 ] . x - radius , vertices [ 0 ] . y - radius ) ; upper . set ( vertices [ 0 ] . x + radius , vertices [ 0 ] . y + radius ) ; vertices [ 0 ] . set ( lower . x , lower . y ) ; vertices [ 1 ] . set ( upper . x , lower . y ) ; vertices [ 2 ] . set ( upper . x , upper . y ) ; vertices [ 3 ] . set ( lower . x , upper . y ) ; draw solid polygon ( vertices , 4 , aabb color , true ) ; } else if ( fixture . get type ( ) == type . polygon ) { polygon shape shape = ( polygon shape ) fixture . get shape ( ) ; int vertex count = shape . get vertex count ( ) ; shape . get vertex ( 0 , vertices [ 0 ] ) ; lower . set ( transform . mul ( vertices [ 0 ] ) ) ; upper . set ( lower ) ; for ( int i = 1 ; i < vertex count ; i ++ ) { shape . get vertex ( i , vertices [ i ] ) ; transform . mul ( vertices [ i ] ) ; lower . x = math . min ( lower . x , vertices [ i ] . x ) ; lower . y = math . min ( lower . y , vertices [ i ] . y ) ; upper . x = math . max ( upper . x , vertices [ i ] . x ) ; upper . y = math . max ( upper . y , vertices [ i ] . y ) ; } vertices [ 0 ] . set ( lower . x , lower . y ) ; vertices [ 1 ] . set ( upper . x , lower . y ) ; vertices [ 2 ] . set ( upper . x , upper . y ) ; vertices [ 3 ] . set ( lower . x , upper . y ) ; draw solid polygon ( vertices , 4 , aabb color , true ) ; } } <SENTENCE_END/>

(Copy Probability: 9.9%)

<SENTENCE_START> { if ( fixture . get type ( ) == type . circle ) { circle shape shape = ( circle shape ) fixture . get shape ( ) ; float radius = shape . get radius ( ) ; vertices [ 0 ] . set ( shape . get position ( ) ) ; transform . mul ( vertices [ 0 ] ) ; lower . set ( vertices [ 0 ] . x - radius , vertices [ 0 ] . y - radius ) ; upper . set ( vertices [ 0 ] . x + radius , vertices [ 0 ] . y + radius ) ; vertices [ 0 ] . set ( lower . x , lower . y ) ; vertices [ 1 ] . set ( upper . x , lower . y ) ; vertices [ 2 ] . set ( upper . x , upper . y ) ; vertices [ 3 ] . set ( lower . x , upper . y ) ; draw solid polygon ( vertices , 4 , aabb color , true ) ; } else if ( fixture . get type ( ) == type . polygon ) { polygon shape shape = ( polygon shape ) fixture . get shape ( ) ; int vertex count = shape . get vertex count ( ) ; shape . get vertex ( 0 , vertices [ 0 ] ) ; lower . set ( transform . mul ( vertices [ 0 ] ) ) ; upper . set ( lower ) ; for ( int i = 1 ; i < vertex count ; i ++ ) { shape . get vertex ( i , vertices [ i ] ) ; transform . mul ( vertices [ i ] ) ; lower . x = math . min ( lower . x , vertices [ i ] . x ) ; lower . y = math . min ( lower . y , vertices [ i ] . y ) ; upper . x = math . max ( upper . x , vertices [ i ] . x ) ; upper . y = math . max ( upper . y , vertices [ i ] . y ) ; } vertices [ 0 ] . set ( lower . x , lower . y ) ; vertices [ 1 ] . set ( upper . x , lower . y ) ; vertices [ 2 ] . set ( upper . x , upper . y ) ; vertices [ 3 ] . set ( lower . x , upper . y ) ; draw solid polygon ( vertices , 4 , aabb color , true ) ; } } <SENTENCE_END/>


Original Name draw,shape

draw

<SENTENCE_START> { if ( fixture . get type ( ) == type . circle ) { circle shape circle = ( circle shape ) fixture . get shape ( ) ; t . set ( circle . get position ( ) ) ; transform . mul ( t ) ; draw solid circle ( t , circle . get radius ( ) , axis . set ( transform . vals [ transform . cos ] , transform . vals [ transform . sin ] ) , color ) ; } if ( fixture . get type ( ) == type . edge ) { edge shape edge = ( edge shape ) fixture . get shape ( ) ; edge . get vertex 1 ( vertices [ 0 ] ) ; edge . get vertex 2 ( vertices [ 1 ] ) ; transform . mul ( vertices [ 0 ] ) ; transform . mul ( vertices [ 1 ] ) ; draw solid polygon ( vertices , 2 , color , true ) ; } if ( fixture . get type ( ) == type . polygon ) { polygon shape chain = ( polygon shape ) fixture . get shape ( ) ; int vertex count = chain . get vertex count ( ) ; for ( int i = 0 ; i < vertex count ; i ++ ) { chain . get vertex ( i , vertices [ i ] ) ; transform . mul ( vertices [ i ] ) ; } draw solid polygon ( vertices , vertex count , color , true ) ; } if ( fixture . get type ( ) == type . chain ) { chain shape chain = ( chain shape ) fixture . get shape ( ) ; int vertex count = chain . get vertex count ( ) ; for ( int i = 0 ; i < vertex count ; i ++ ) { chain . get vertex ( i , vertices [ i ] ) ; transform . mul ( vertices [ i ] ) ; } draw solid polygon ( vertices , vertex count , color , chain . is looped ( ) ) ; } } <SENTENCE_END/>

(Copy Probability: 4.1%)

<SENTENCE_START> { if ( fixture . get type ( ) == type . circle ) { circle shape circle = ( circle shape ) fixture . get shape ( ) ; t . set ( circle . get position ( ) ) ; transform . mul ( t ) ; draw solid circle ( t , circle . get radius ( ) , axis . set ( transform . vals [ transform . cos ] , transform . vals [ transform . sin ] ) , color ) ; } if ( fixture . get type ( ) == type . edge ) { edge shape edge = ( edge shape ) fixture . get shape ( ) ; edge . get vertex 1 ( vertices [ 0 ] ) ; edge . get vertex 2 ( vertices [ 1 ] ) ; transform . mul ( vertices [ 0 ] ) ; transform . mul ( vertices [ 1 ] ) ; draw solid polygon ( vertices , 2 , color , true ) ; } if ( fixture . get type ( ) == type . polygon ) { polygon shape chain = ( polygon shape ) fixture . get shape ( ) ; int vertex count = chain . get vertex count ( ) ; for ( int i = 0 ; i < vertex count ; i ++ ) { chain . get vertex ( i , vertices [ i ] ) ; transform . mul ( vertices [ i ] ) ; } draw solid polygon ( vertices , vertex count , color , true ) ; } if ( fixture . get type ( ) == type . chain ) { chain shape chain = ( chain shape ) fixture . get shape ( ) ; int vertex count = chain . get vertex count ( ) ; for ( int i = 0 ; i < vertex count ; i ++ ) { chain . get vertex ( i , vertices [ i ] ) ; transform . mul ( vertices [ i ] ) ; } draw solid polygon ( vertices , vertex count , color , chain . is looped ( ) ) ; } } <SENTENCE_END/>

shape

<SENTENCE_START> { if ( fixture . get type ( ) == type . circle ) { circle shape circle = ( circle shape ) fixture . get shape ( ) ; t . set ( circle . get position ( ) ) ; transform . mul ( t ) ; draw solid circle ( t , circle . get radius ( ) , axis . set ( transform . vals [ transform . cos ] , transform . vals [ transform . sin ] ) , color ) ; } if ( fixture . get type ( ) == type . edge ) { edge shape edge = ( edge shape ) fixture . get shape ( ) ; edge . get vertex 1 ( vertices [ 0 ] ) ; edge . get vertex 2 ( vertices [ 1 ] ) ; transform . mul ( vertices [ 0 ] ) ; transform . mul ( vertices [ 1 ] ) ; draw solid polygon ( vertices , 2 , color , true ) ; } if ( fixture . get type ( ) == type . polygon ) { polygon shape chain = ( polygon shape ) fixture . get shape ( ) ; int vertex count = chain . get vertex count ( ) ; for ( int i = 0 ; i < vertex count ; i ++ ) { chain . get vertex ( i , vertices [ i ] ) ; transform . mul ( vertices [ i ] ) ; } draw solid polygon ( vertices , vertex count , color , true ) ; } if ( fixture . get type ( ) == type . chain ) { chain shape chain = ( chain shape ) fixture . get shape ( ) ; int vertex count = chain . get vertex count ( ) ; for ( int i = 0 ; i < vertex count ; i ++ ) { chain . get vertex ( i , vertices [ i ] ) ; transform . mul ( vertices [ i ] ) ; } draw solid polygon ( vertices , vertex count , color , chain . is looped ( ) ) ; } } <SENTENCE_END/>

(Copy Probability: 18.3%)

<SENTENCE_START> { if ( fixture . get type ( ) == type . circle ) { circle shape circle = ( circle shape ) fixture . get shape ( ) ; t . set ( circle . get position ( ) ) ; transform . mul ( t ) ; draw solid circle ( t , circle . get radius ( ) , axis . set ( transform . vals [ transform . cos ] , transform . vals [ transform . sin ] ) , color ) ; } if ( fixture . get type ( ) == type . edge ) { edge shape edge = ( edge shape ) fixture . get shape ( ) ; edge . get vertex 1 ( vertices [ 0 ] ) ; edge . get vertex 2 ( vertices [ 1 ] ) ; transform . mul ( vertices [ 0 ] ) ; transform . mul ( vertices [ 1 ] ) ; draw solid polygon ( vertices , 2 , color , true ) ; } if ( fixture . get type ( ) == type . polygon ) { polygon shape chain = ( polygon shape ) fixture . get shape ( ) ; int vertex count = chain . get vertex count ( ) ; for ( int i = 0 ; i < vertex count ; i ++ ) { chain . get vertex ( i , vertices [ i ] ) ; transform . mul ( vertices [ i ] ) ; } draw solid polygon ( vertices , vertex count , color , true ) ; } if ( fixture . get type ( ) == type . chain ) { chain shape chain = ( chain shape ) fixture . get shape ( ) ; int vertex count = chain . get vertex count ( ) ; for ( int i = 0 ; i < vertex count ; i ++ ) { chain . get vertex ( i , vertices [ i ] ) ; transform . mul ( vertices [ i ] ) ; } draw solid polygon ( vertices , vertex count , color , chain . is looped ( ) ) ; } } <SENTENCE_END/>

%END%

<SENTENCE_START> { if ( fixture . get type ( ) == type . circle ) { circle shape circle = ( circle shape ) fixture . get shape ( ) ; t . set ( circle . get position ( ) ) ; transform . mul ( t ) ; draw solid circle ( t , circle . get radius ( ) , axis . set ( transform . vals [ transform . cos ] , transform . vals [ transform . sin ] ) , color ) ; } if ( fixture . get type ( ) == type . edge ) { edge shape edge = ( edge shape ) fixture . get shape ( ) ; edge . get vertex 1 ( vertices [ 0 ] ) ; edge . get vertex 2 ( vertices [ 1 ] ) ; transform . mul ( vertices [ 0 ] ) ; transform . mul ( vertices [ 1 ] ) ; draw solid polygon ( vertices , 2 , color , true ) ; } if ( fixture . get type ( ) == type . polygon ) { polygon shape chain = ( polygon shape ) fixture . get shape ( ) ; int vertex count = chain . get vertex count ( ) ; for ( int i = 0 ; i < vertex count ; i ++ ) { chain . get vertex ( i , vertices [ i ] ) ; transform . mul ( vertices [ i ] ) ; } draw solid polygon ( vertices , vertex count , color , true ) ; } if ( fixture . get type ( ) == type . chain ) { chain shape chain = ( chain shape ) fixture . get shape ( ) ; int vertex count = chain . get vertex count ( ) ; for ( int i = 0 ; i < vertex count ; i ++ ) { chain . get vertex ( i , vertices [ i ] ) ; transform . mul ( vertices [ i ] ) ; } draw solid polygon ( vertices , vertex count , color , chain . is looped ( ) ) ; } } <SENTENCE_END/>

(Copy Probability: 9.2%)

<SENTENCE_START> { if ( fixture . get type ( ) == type . circle ) { circle shape circle = ( circle shape ) fixture . get shape ( ) ; t . set ( circle . get position ( ) ) ; transform . mul ( t ) ; draw solid circle ( t , circle . get radius ( ) , axis . set ( transform . vals [ transform . cos ] , transform . vals [ transform . sin ] ) , color ) ; } if ( fixture . get type ( ) == type . edge ) { edge shape edge = ( edge shape ) fixture . get shape ( ) ; edge . get vertex 1 ( vertices [ 0 ] ) ; edge . get vertex 2 ( vertices [ 1 ] ) ; transform . mul ( vertices [ 0 ] ) ; transform . mul ( vertices [ 1 ] ) ; draw solid polygon ( vertices , 2 , color , true ) ; } if ( fixture . get type ( ) == type . polygon ) { polygon shape chain = ( polygon shape ) fixture . get shape ( ) ; int vertex count = chain . get vertex count ( ) ; for ( int i = 0 ; i < vertex count ; i ++ ) { chain . get vertex ( i , vertices [ i ] ) ; transform . mul ( vertices [ i ] ) ; } draw solid polygon ( vertices , vertex count , color , true ) ; } if ( fixture . get type ( ) == type . chain ) { chain shape chain = ( chain shape ) fixture . get shape ( ) ; int vertex count = chain . get vertex count ( ) ; for ( int i = 0 ; i < vertex count ; i ++ ) { chain . get vertex ( i , vertices [ i ] ) ; transform . mul ( vertices [ i ] ) ; } draw solid polygon ( vertices , vertex count , color , chain . is looped ( ) ) ; } } <SENTENCE_END/>


Original Name draw,solid,circle

draw

<SENTENCE_START> { float angle = 0 ; float angle inc = 2 * ( float ) math . pi / 20 ; renderer . set color ( color . r , color . g , color . b , color . a ) ; for ( int i = 0 ; i < 20 ; i ++ , angle += angle inc ) { v . set ( ( float ) math . cos ( angle ) * radius + center . x , ( float ) math . sin ( angle ) * radius + center . y ) ; if ( i == 0 ) { lv . set ( v ) ; f . set ( v ) ; continue ; } renderer . line ( lv . x , lv . y , v . x , v . y ) ; lv . set ( v ) ; } renderer . line ( f . x , f . y , lv . x , lv . y ) ; renderer . line ( center . x , center . y , 0 , center . x + axis . x * radius , center . y + axis . y * radius , 0 ) ; } <SENTENCE_END/>

(Copy Probability: 3.7%)

<SENTENCE_START> { float angle = 0 ; float angle inc = 2 * ( float ) math . pi / 20 ; renderer . set color ( color . r , color . g , color . b , color . a ) ; for ( int i = 0 ; i < 20 ; i ++ , angle += angle inc ) { v . set ( ( float ) math . cos ( angle ) * radius + center . x , ( float ) math . sin ( angle ) * radius + center . y ) ; if ( i == 0 ) { lv . set ( v ) ; f . set ( v ) ; continue ; } renderer . line ( lv . x , lv . y , v . x , v . y ) ; lv . set ( v ) ; } renderer . line ( f . x , f . y , lv . x , lv . y ) ; renderer . line ( center . x , center . y , 0 , center . x + axis . x * radius , center . y + axis . y * radius , 0 ) ; } <SENTENCE_END/>

solid

<SENTENCE_START> { float angle = 0 ; float angle inc = 2 * ( float ) math . pi / 20 ; renderer . set color ( color . r , color . g , color . b , color . a ) ; for ( int i = 0 ; i < 20 ; i ++ , angle += angle inc ) { v . set ( ( float ) math . cos ( angle ) * radius + center . x , ( float ) math . sin ( angle ) * radius + center . y ) ; if ( i == 0 ) { lv . set ( v ) ; f . set ( v ) ; continue ; } renderer . line ( lv . x , lv . y , v . x , v . y ) ; lv . set ( v ) ; } renderer . line ( f . x , f . y , lv . x , lv . y ) ; renderer . line ( center . x , center . y , 0 , center . x + axis . x * radius , center . y + axis . y * radius , 0 ) ; } <SENTENCE_END/>

(Copy Probability: 10.3%)

<SENTENCE_START> { float angle = 0 ; float angle inc = 2 * ( float ) math . pi / 20 ; renderer . set color ( color . r , color . g , color . b , color . a ) ; for ( int i = 0 ; i < 20 ; i ++ , angle += angle inc ) { v . set ( ( float ) math . cos ( angle ) * radius + center . x , ( float ) math . sin ( angle ) * radius + center . y ) ; if ( i == 0 ) { lv . set ( v ) ; f . set ( v ) ; continue ; } renderer . line ( lv . x , lv . y , v . x , v . y ) ; lv . set ( v ) ; } renderer . line ( f . x , f . y , lv . x , lv . y ) ; renderer . line ( center . x , center . y , 0 , center . x + axis . x * radius , center . y + axis . y * radius , 0 ) ; } <SENTENCE_END/>

circle

<SENTENCE_START> { float angle = 0 ; float angle inc = 2 * ( float ) math . pi / 20 ; renderer . set color ( color . r , color . g , color . b , color . a ) ; for ( int i = 0 ; i < 20 ; i ++ , angle += angle inc ) { v . set ( ( float ) math . cos ( angle ) * radius + center . x , ( float ) math . sin ( angle ) * radius + center . y ) ; if ( i == 0 ) { lv . set ( v ) ; f . set ( v ) ; continue ; } renderer . line ( lv . x , lv . y , v . x , v . y ) ; lv . set ( v ) ; } renderer . line ( f . x , f . y , lv . x , lv . y ) ; renderer . line ( center . x , center . y , 0 , center . x + axis . x * radius , center . y + axis . y * radius , 0 ) ; } <SENTENCE_END/>

(Copy Probability: 4.6%)

<SENTENCE_START> { float angle = 0 ; float angle inc = 2 * ( float ) math . pi / 20 ; renderer . set color ( color . r , color . g , color . b , color . a ) ; for ( int i = 0 ; i < 20 ; i ++ , angle += angle inc ) { v . set ( ( float ) math . cos ( angle ) * radius + center . x , ( float ) math . sin ( angle ) * radius + center . y ) ; if ( i == 0 ) { lv . set ( v ) ; f . set ( v ) ; continue ; } renderer . line ( lv . x , lv . y , v . x , v . y ) ; lv . set ( v ) ; } renderer . line ( f . x , f . y , lv . x , lv . y ) ; renderer . line ( center . x , center . y , 0 , center . x + axis . x * radius , center . y + axis . y * radius , 0 ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { float angle = 0 ; float angle inc = 2 * ( float ) math . pi / 20 ; renderer . set color ( color . r , color . g , color . b , color . a ) ; for ( int i = 0 ; i < 20 ; i ++ , angle += angle inc ) { v . set ( ( float ) math . cos ( angle ) * radius + center . x , ( float ) math . sin ( angle ) * radius + center . y ) ; if ( i == 0 ) { lv . set ( v ) ; f . set ( v ) ; continue ; } renderer . line ( lv . x , lv . y , v . x , v . y ) ; lv . set ( v ) ; } renderer . line ( f . x , f . y , lv . x , lv . y ) ; renderer . line ( center . x , center . y , 0 , center . x + axis . x * radius , center . y + axis . y * radius , 0 ) ; } <SENTENCE_END/>

(Copy Probability: 2.9%)

<SENTENCE_START> { float angle = 0 ; float angle inc = 2 * ( float ) math . pi / 20 ; renderer . set color ( color . r , color . g , color . b , color . a ) ; for ( int i = 0 ; i < 20 ; i ++ , angle += angle inc ) { v . set ( ( float ) math . cos ( angle ) * radius + center . x , ( float ) math . sin ( angle ) * radius + center . y ) ; if ( i == 0 ) { lv . set ( v ) ; f . set ( v ) ; continue ; } renderer . line ( lv . x , lv . y , v . x , v . y ) ; lv . set ( v ) ; } renderer . line ( f . x , f . y , lv . x , lv . y ) ; renderer . line ( center . x , center . y , 0 , center . x + axis . x * radius , center . y + axis . y * radius , 0 ) ; } <SENTENCE_END/>


Original Name draw,solid,polygon

draw

<SENTENCE_START> { renderer . set color ( color . r , color . g , color . b , color . a ) ; for ( int i = 0 ; i < vertex count ; i ++ ) { vector 2 v = vertices [ i ] ; if ( i == 0 ) { lv . set ( v ) ; f . set ( v ) ; continue ; } renderer . line ( lv . x , lv . y , v . x , v . y ) ; lv . set ( v ) ; } if ( closed ) renderer . line ( f . x , f . y , lv . x , lv . y ) ; } <SENTENCE_END/>

(Copy Probability: 2.8%)

<SENTENCE_START> { renderer . set color ( color . r , color . g , color . b , color . a ) ; for ( int i = 0 ; i < vertex count ; i ++ ) { vector 2 v = vertices [ i ] ; if ( i == 0 ) { lv . set ( v ) ; f . set ( v ) ; continue ; } renderer . line ( lv . x , lv . y , v . x , v . y ) ; lv . set ( v ) ; } if ( closed ) renderer . line ( f . x , f . y , lv . x , lv . y ) ; } <SENTENCE_END/>

solid

<SENTENCE_START> { renderer . set color ( color . r , color . g , color . b , color . a ) ; for ( int i = 0 ; i < vertex count ; i ++ ) { vector 2 v = vertices [ i ] ; if ( i == 0 ) { lv . set ( v ) ; f . set ( v ) ; continue ; } renderer . line ( lv . x , lv . y , v . x , v . y ) ; lv . set ( v ) ; } if ( closed ) renderer . line ( f . x , f . y , lv . x , lv . y ) ; } <SENTENCE_END/>

(Copy Probability: 8.9%)

<SENTENCE_START> { renderer . set color ( color . r , color . g , color . b , color . a ) ; for ( int i = 0 ; i < vertex count ; i ++ ) { vector 2 v = vertices [ i ] ; if ( i == 0 ) { lv . set ( v ) ; f . set ( v ) ; continue ; } renderer . line ( lv . x , lv . y , v . x , v . y ) ; lv . set ( v ) ; } if ( closed ) renderer . line ( f . x , f . y , lv . x , lv . y ) ; } <SENTENCE_END/>

polygon

<SENTENCE_START> { renderer . set color ( color . r , color . g , color . b , color . a ) ; for ( int i = 0 ; i < vertex count ; i ++ ) { vector 2 v = vertices [ i ] ; if ( i == 0 ) { lv . set ( v ) ; f . set ( v ) ; continue ; } renderer . line ( lv . x , lv . y , v . x , v . y ) ; lv . set ( v ) ; } if ( closed ) renderer . line ( f . x , f . y , lv . x , lv . y ) ; } <SENTENCE_END/>

(Copy Probability: 3.1%)

<SENTENCE_START> { renderer . set color ( color . r , color . g , color . b , color . a ) ; for ( int i = 0 ; i < vertex count ; i ++ ) { vector 2 v = vertices [ i ] ; if ( i == 0 ) { lv . set ( v ) ; f . set ( v ) ; continue ; } renderer . line ( lv . x , lv . y , v . x , v . y ) ; lv . set ( v ) ; } if ( closed ) renderer . line ( f . x , f . y , lv . x , lv . y ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { renderer . set color ( color . r , color . g , color . b , color . a ) ; for ( int i = 0 ; i < vertex count ; i ++ ) { vector 2 v = vertices [ i ] ; if ( i == 0 ) { lv . set ( v ) ; f . set ( v ) ; continue ; } renderer . line ( lv . x , lv . y , v . x , v . y ) ; lv . set ( v ) ; } if ( closed ) renderer . line ( f . x , f . y , lv . x , lv . y ) ; } <SENTENCE_END/>

(Copy Probability: 2.9%)

<SENTENCE_START> { renderer . set color ( color . r , color . g , color . b , color . a ) ; for ( int i = 0 ; i < vertex count ; i ++ ) { vector 2 v = vertices [ i ] ; if ( i == 0 ) { lv . set ( v ) ; f . set ( v ) ; continue ; } renderer . line ( lv . x , lv . y , v . x , v . y ) ; lv . set ( v ) ; } if ( closed ) renderer . line ( f . x , f . y , lv . x , lv . y ) ; } <SENTENCE_END/>


Original Name draw,joint

draw

<SENTENCE_START> { body body a = joint . get body a ( ) ; body body b = joint . get body b ( ) ; transform xf 1 = body a . get transform ( ) ; transform xf 2 = body b . get transform ( ) ; vector 2 x 1 = xf 1 . get position ( ) ; vector 2 x 2 = xf 2 . get position ( ) ; vector 2 p 1 = joint . get anchor a ( ) ; vector 2 p 2 = joint . get anchor b ( ) ; if ( joint . get type ( ) == joint type . distance joint ) { draw segment ( p 1 , p 2 , joint color ) ; } else if ( joint . get type ( ) == joint type . pulley joint ) { pulley joint pulley = ( pulley joint ) joint ; vector 2 s 1 = pulley . get ground anchor a ( ) ; vector 2 s 2 = pulley . get ground anchor b ( ) ; draw segment ( s 1 , p 1 , joint color ) ; draw segment ( s 2 , p 2 , joint color ) ; draw segment ( s 1 , s 2 , joint color ) ; } else if ( joint . get type ( ) == joint type . mouse joint ) { draw segment ( joint . get anchor a ( ) , joint . get anchor b ( ) , joint color ) ; } else { draw segment ( x 1 , p 1 , joint color ) ; draw segment ( p 1 , p 2 , joint color ) ; draw segment ( x 2 , p 2 , joint color ) ; } } <SENTENCE_END/>

(Copy Probability: 5.0%)

<SENTENCE_START> { body body a = joint . get body a ( ) ; body body b = joint . get body b ( ) ; transform xf 1 = body a . get transform ( ) ; transform xf 2 = body b . get transform ( ) ; vector 2 x 1 = xf 1 . get position ( ) ; vector 2 x 2 = xf 2 . get position ( ) ; vector 2 p 1 = joint . get anchor a ( ) ; vector 2 p 2 = joint . get anchor b ( ) ; if ( joint . get type ( ) == joint type . distance joint ) { draw segment ( p 1 , p 2 , joint color ) ; } else if ( joint . get type ( ) == joint type . pulley joint ) { pulley joint pulley = ( pulley joint ) joint ; vector 2 s 1 = pulley . get ground anchor a ( ) ; vector 2 s 2 = pulley . get ground anchor b ( ) ; draw segment ( s 1 , p 1 , joint color ) ; draw segment ( s 2 , p 2 , joint color ) ; draw segment ( s 1 , s 2 , joint color ) ; } else if ( joint . get type ( ) == joint type . mouse joint ) { draw segment ( joint . get anchor a ( ) , joint . get anchor b ( ) , joint color ) ; } else { draw segment ( x 1 , p 1 , joint color ) ; draw segment ( p 1 , p 2 , joint color ) ; draw segment ( x 2 , p 2 , joint color ) ; } } <SENTENCE_END/>

joint

<SENTENCE_START> { body body a = joint . get body a ( ) ; body body b = joint . get body b ( ) ; transform xf 1 = body a . get transform ( ) ; transform xf 2 = body b . get transform ( ) ; vector 2 x 1 = xf 1 . get position ( ) ; vector 2 x 2 = xf 2 . get position ( ) ; vector 2 p 1 = joint . get anchor a ( ) ; vector 2 p 2 = joint . get anchor b ( ) ; if ( joint . get type ( ) == joint type . distance joint ) { draw segment ( p 1 , p 2 , joint color ) ; } else if ( joint . get type ( ) == joint type . pulley joint ) { pulley joint pulley = ( pulley joint ) joint ; vector 2 s 1 = pulley . get ground anchor a ( ) ; vector 2 s 2 = pulley . get ground anchor b ( ) ; draw segment ( s 1 , p 1 , joint color ) ; draw segment ( s 2 , p 2 , joint color ) ; draw segment ( s 1 , s 2 , joint color ) ; } else if ( joint . get type ( ) == joint type . mouse joint ) { draw segment ( joint . get anchor a ( ) , joint . get anchor b ( ) , joint color ) ; } else { draw segment ( x 1 , p 1 , joint color ) ; draw segment ( p 1 , p 2 , joint color ) ; draw segment ( x 2 , p 2 , joint color ) ; } } <SENTENCE_END/>

(Copy Probability: 44.4%)

<SENTENCE_START> { body body a = joint . get body a ( ) ; body body b = joint . get body b ( ) ; transform xf 1 = body a . get transform ( ) ; transform xf 2 = body b . get transform ( ) ; vector 2 x 1 = xf 1 . get position ( ) ; vector 2 x 2 = xf 2 . get position ( ) ; vector 2 p 1 = joint . get anchor a ( ) ; vector 2 p 2 = joint . get anchor b ( ) ; if ( joint . get type ( ) == joint type . distance joint ) { draw segment ( p 1 , p 2 , joint color ) ; } else if ( joint . get type ( ) == joint type . pulley joint ) { pulley joint pulley = ( pulley joint ) joint ; vector 2 s 1 = pulley . get ground anchor a ( ) ; vector 2 s 2 = pulley . get ground anchor b ( ) ; draw segment ( s 1 , p 1 , joint color ) ; draw segment ( s 2 , p 2 , joint color ) ; draw segment ( s 1 , s 2 , joint color ) ; } else if ( joint . get type ( ) == joint type . mouse joint ) { draw segment ( joint . get anchor a ( ) , joint . get anchor b ( ) , joint color ) ; } else { draw segment ( x 1 , p 1 , joint color ) ; draw segment ( p 1 , p 2 , joint color ) ; draw segment ( x 2 , p 2 , joint color ) ; } } <SENTENCE_END/>

%END%

<SENTENCE_START> { body body a = joint . get body a ( ) ; body body b = joint . get body b ( ) ; transform xf 1 = body a . get transform ( ) ; transform xf 2 = body b . get transform ( ) ; vector 2 x 1 = xf 1 . get position ( ) ; vector 2 x 2 = xf 2 . get position ( ) ; vector 2 p 1 = joint . get anchor a ( ) ; vector 2 p 2 = joint . get anchor b ( ) ; if ( joint . get type ( ) == joint type . distance joint ) { draw segment ( p 1 , p 2 , joint color ) ; } else if ( joint . get type ( ) == joint type . pulley joint ) { pulley joint pulley = ( pulley joint ) joint ; vector 2 s 1 = pulley . get ground anchor a ( ) ; vector 2 s 2 = pulley . get ground anchor b ( ) ; draw segment ( s 1 , p 1 , joint color ) ; draw segment ( s 2 , p 2 , joint color ) ; draw segment ( s 1 , s 2 , joint color ) ; } else if ( joint . get type ( ) == joint type . mouse joint ) { draw segment ( joint . get anchor a ( ) , joint . get anchor b ( ) , joint color ) ; } else { draw segment ( x 1 , p 1 , joint color ) ; draw segment ( p 1 , p 2 , joint color ) ; draw segment ( x 2 , p 2 , joint color ) ; } } <SENTENCE_END/>

(Copy Probability: 27.6%)

<SENTENCE_START> { body body a = joint . get body a ( ) ; body body b = joint . get body b ( ) ; transform xf 1 = body a . get transform ( ) ; transform xf 2 = body b . get transform ( ) ; vector 2 x 1 = xf 1 . get position ( ) ; vector 2 x 2 = xf 2 . get position ( ) ; vector 2 p 1 = joint . get anchor a ( ) ; vector 2 p 2 = joint . get anchor b ( ) ; if ( joint . get type ( ) == joint type . distance joint ) { draw segment ( p 1 , p 2 , joint color ) ; } else if ( joint . get type ( ) == joint type . pulley joint ) { pulley joint pulley = ( pulley joint ) joint ; vector 2 s 1 = pulley . get ground anchor a ( ) ; vector 2 s 2 = pulley . get ground anchor b ( ) ; draw segment ( s 1 , p 1 , joint color ) ; draw segment ( s 2 , p 2 , joint color ) ; draw segment ( s 1 , s 2 , joint color ) ; } else if ( joint . get type ( ) == joint type . mouse joint ) { draw segment ( joint . get anchor a ( ) , joint . get anchor b ( ) , joint color ) ; } else { draw segment ( x 1 , p 1 , joint color ) ; draw segment ( p 1 , p 2 , joint color ) ; draw segment ( x 2 , p 2 , joint color ) ; } } <SENTENCE_END/>


Original Name draw,segment

draw

<SENTENCE_START> { renderer . set color ( color ) ; renderer . line ( x 1 . x , x 1 . y , x 2 . x , x 2 . y ) ; } <SENTENCE_END/>

(Copy Probability: 1.9%)

<SENTENCE_START> { renderer . set color ( color ) ; renderer . line ( x 1 . x , x 1 . y , x 2 . x , x 2 . y ) ; } <SENTENCE_END/>

segment

<SENTENCE_START> { renderer . set color ( color ) ; renderer . line ( x 1 . x , x 1 . y , x 2 . x , x 2 . y ) ; } <SENTENCE_END/>

(Copy Probability: 3.1%)

<SENTENCE_START> { renderer . set color ( color ) ; renderer . line ( x 1 . x , x 1 . y , x 2 . x , x 2 . y ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { renderer . set color ( color ) ; renderer . line ( x 1 . x , x 1 . y , x 2 . x , x 2 . y ) ; } <SENTENCE_END/>

(Copy Probability: 1.4%)

<SENTENCE_START> { renderer . set color ( color ) ; renderer . line ( x 1 . x , x 1 . y , x 2 . x , x 2 . y ) ; } <SENTENCE_END/>


Original Name draw,contact

draw

<SENTENCE_START> { world manifold world manifold = contact . get world manifold ( ) ; if ( world manifold . get number of contact points ( ) == 0 ) return ; vector 2 point = world manifold . get points ( ) [ 0 ] ; renderer . point ( point . x , point . y , 0 ) ; } <SENTENCE_END/>

(Copy Probability: 2.6%)

<SENTENCE_START> { world manifold world manifold = contact . get world manifold ( ) ; if ( world manifold . get number of contact points ( ) == 0 ) return ; vector 2 point = world manifold . get points ( ) [ 0 ] ; renderer . point ( point . x , point . y , 0 ) ; } <SENTENCE_END/>

contact

<SENTENCE_START> { world manifold world manifold = contact . get world manifold ( ) ; if ( world manifold . get number of contact points ( ) == 0 ) return ; vector 2 point = world manifold . get points ( ) [ 0 ] ; renderer . point ( point . x , point . y , 0 ) ; } <SENTENCE_END/>

(Copy Probability: 71.9%)

<SENTENCE_START> { world manifold world manifold = contact . get world manifold ( ) ; if ( world manifold . get number of contact points ( ) == 0 ) return ; vector 2 point = world manifold . get points ( ) [ 0 ] ; renderer . point ( point . x , point . y , 0 ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { world manifold world manifold = contact . get world manifold ( ) ; if ( world manifold . get number of contact points ( ) == 0 ) return ; vector 2 point = world manifold . get points ( ) [ 0 ] ; renderer . point ( point . x , point . y , 0 ) ; } <SENTENCE_END/>

(Copy Probability: 69.3%)

<SENTENCE_START> { world manifold world manifold = contact . get world manifold ( ) ; if ( world manifold . get number of contact points ( ) == 0 ) return ; vector 2 point = world manifold . get points ( ) [ 0 ] ; renderer . point ( point . x , point . y , 0 ) ; } <SENTENCE_END/>


Original Name is,draw,bodies

is

<SENTENCE_START> { return draw bodies ; } <SENTENCE_END/>

(Copy Probability: 0.7%)

<SENTENCE_START> { return draw bodies ; } <SENTENCE_END/>

draw

<SENTENCE_START> { return draw bodies ; } <SENTENCE_END/>

(Copy Probability: 99.4%)

<SENTENCE_START> { return draw bodies ; } <SENTENCE_END/>

bodies

<SENTENCE_START> { return draw bodies ; } <SENTENCE_END/>

(Copy Probability: 89.4%)

<SENTENCE_START> { return draw bodies ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { return draw bodies ; } <SENTENCE_END/>

(Copy Probability: 4.4%)

<SENTENCE_START> { return draw bodies ; } <SENTENCE_END/>


Original Name set,draw,bodies

set

<SENTENCE_START> { this . draw bodies = draw bodies ; } <SENTENCE_END/>

(Copy Probability: 1.6%)

<SENTENCE_START> { this . draw bodies = draw bodies ; } <SENTENCE_END/>

draw

<SENTENCE_START> { this . draw bodies = draw bodies ; } <SENTENCE_END/>

(Copy Probability: 99.8%)

<SENTENCE_START> { this . draw bodies = draw bodies ; } <SENTENCE_END/>

bodies

<SENTENCE_START> { this . draw bodies = draw bodies ; } <SENTENCE_END/>

(Copy Probability: 99.7%)

<SENTENCE_START> { this . draw bodies = draw bodies ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { this . draw bodies = draw bodies ; } <SENTENCE_END/>

(Copy Probability: 12.9%)

<SENTENCE_START> { this . draw bodies = draw bodies ; } <SENTENCE_END/>


Original Name is,draw,joints

is

<SENTENCE_START> { return draw joints ; } <SENTENCE_END/>

(Copy Probability: 0.5%)

<SENTENCE_START> { return draw joints ; } <SENTENCE_END/>

draw

<SENTENCE_START> { return draw joints ; } <SENTENCE_END/>

(Copy Probability: 92.5%)

<SENTENCE_START> { return draw joints ; } <SENTENCE_END/>

joints

<SENTENCE_START> { return draw joints ; } <SENTENCE_END/>

(Copy Probability: 58.7%)

<SENTENCE_START> { return draw joints ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { return draw joints ; } <SENTENCE_END/>

(Copy Probability: 3.0%)

<SENTENCE_START> { return draw joints ; } <SENTENCE_END/>


Original Name set,draw,joints

set

<SENTENCE_START> { this . draw joints = draw joints ; } <SENTENCE_END/>

(Copy Probability: 1.3%)

<SENTENCE_START> { this . draw joints = draw joints ; } <SENTENCE_END/>

draw

<SENTENCE_START> { this . draw joints = draw joints ; } <SENTENCE_END/>

(Copy Probability: 99.2%)

<SENTENCE_START> { this . draw joints = draw joints ; } <SENTENCE_END/>

joints

<SENTENCE_START> { this . draw joints = draw joints ; } <SENTENCE_END/>

(Copy Probability: 94.0%)

<SENTENCE_START> { this . draw joints = draw joints ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { this . draw joints = draw joints ; } <SENTENCE_END/>

(Copy Probability: 4.4%)

<SENTENCE_START> { this . draw joints = draw joints ; } <SENTENCE_END/>


Original Name is,draw,aab,bs

is

<SENTENCE_START> { return draw aab bs ; } <SENTENCE_END/>

(Copy Probability: 0.8%)

<SENTENCE_START> { return draw aab bs ; } <SENTENCE_END/>

draw

<SENTENCE_START> { return draw aab bs ; } <SENTENCE_END/>

(Copy Probability: 99.0%)

<SENTENCE_START> { return draw aab bs ; } <SENTENCE_END/>

aab

<SENTENCE_START> { return draw aab bs ; } <SENTENCE_END/>

(Copy Probability: 99.4%)

<SENTENCE_START> { return draw aab bs ; } <SENTENCE_END/>

bs

<SENTENCE_START> { return draw aab bs ; } <SENTENCE_END/>

(Copy Probability: 73.5%)

<SENTENCE_START> { return draw aab bs ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { return draw aab bs ; } <SENTENCE_END/>

(Copy Probability: 4.7%)

<SENTENCE_START> { return draw aab bs ; } <SENTENCE_END/>


Original Name set,draw,aab,bs

set

<SENTENCE_START> { this . draw aab bs = draw aab bs ; } <SENTENCE_END/>

(Copy Probability: 1.7%)

<SENTENCE_START> { this . draw aab bs = draw aab bs ; } <SENTENCE_END/>

draw

<SENTENCE_START> { this . draw aab bs = draw aab bs ; } <SENTENCE_END/>

(Copy Probability: 99.6%)

<SENTENCE_START> { this . draw aab bs = draw aab bs ; } <SENTENCE_END/>

aab

<SENTENCE_START> { this . draw aab bs = draw aab bs ; } <SENTENCE_END/>

(Copy Probability: 99.9%)

<SENTENCE_START> { this . draw aab bs = draw aab bs ; } <SENTENCE_END/>

bs

<SENTENCE_START> { this . draw aab bs = draw aab bs ; } <SENTENCE_END/>

(Copy Probability: 94.3%)

<SENTENCE_START> { this . draw aab bs = draw aab bs ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { this . draw aab bs = draw aab bs ; } <SENTENCE_END/>

(Copy Probability: 13.8%)

<SENTENCE_START> { this . draw aab bs = draw aab bs ; } <SENTENCE_END/>


Original Name is,draw,inactive,bodies

is

<SENTENCE_START> { return draw inactive bodies ; } <SENTENCE_END/>

(Copy Probability: 0.8%)

<SENTENCE_START> { return draw inactive bodies ; } <SENTENCE_END/>

draw

<SENTENCE_START> { return draw inactive bodies ; } <SENTENCE_END/>

(Copy Probability: 99.5%)

<SENTENCE_START> { return draw inactive bodies ; } <SENTENCE_END/>

inactive

<SENTENCE_START> { return draw inactive bodies ; } <SENTENCE_END/>

(Copy Probability: 99.4%)

<SENTENCE_START> { return draw inactive bodies ; } <SENTENCE_END/>

bodies

<SENTENCE_START> { return draw inactive bodies ; } <SENTENCE_END/>

(Copy Probability: 61.7%)

<SENTENCE_START> { return draw inactive bodies ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { return draw inactive bodies ; } <SENTENCE_END/>

(Copy Probability: 5.8%)

<SENTENCE_START> { return draw inactive bodies ; } <SENTENCE_END/>


Original Name set,draw,inactive,bodies

set

<SENTENCE_START> { this . draw inactive bodies = draw inactive bodies ; } <SENTENCE_END/>

(Copy Probability: 1.7%)

<SENTENCE_START> { this . draw inactive bodies = draw inactive bodies ; } <SENTENCE_END/>

draw

<SENTENCE_START> { this . draw inactive bodies = draw inactive bodies ; } <SENTENCE_END/>

(Copy Probability: 99.7%)

<SENTENCE_START> { this . draw inactive bodies = draw inactive bodies ; } <SENTENCE_END/>

inactive

<SENTENCE_START> { this . draw inactive bodies = draw inactive bodies ; } <SENTENCE_END/>

(Copy Probability: 99.9%)

<SENTENCE_START> { this . draw inactive bodies = draw inactive bodies ; } <SENTENCE_END/>

bodies

<SENTENCE_START> { this . draw inactive bodies = draw inactive bodies ; } <SENTENCE_END/>

(Copy Probability: 90.4%)

<SENTENCE_START> { this . draw inactive bodies = draw inactive bodies ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { this . draw inactive bodies = draw inactive bodies ; } <SENTENCE_END/>

(Copy Probability: 7.2%)

<SENTENCE_START> { this . draw inactive bodies = draw inactive bodies ; } <SENTENCE_END/>


Original Name is,draw,velocities

is

<SENTENCE_START> { return draw velocities ; } <SENTENCE_END/>

(Copy Probability: 0.7%)

<SENTENCE_START> { return draw velocities ; } <SENTENCE_END/>

draw

<SENTENCE_START> { return draw velocities ; } <SENTENCE_END/>

(Copy Probability: 98.2%)

<SENTENCE_START> { return draw velocities ; } <SENTENCE_END/>

velocities

<SENTENCE_START> { return draw velocities ; } <SENTENCE_END/>

(Copy Probability: 86.3%)

<SENTENCE_START> { return draw velocities ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { return draw velocities ; } <SENTENCE_END/>

(Copy Probability: 6.2%)

<SENTENCE_START> { return draw velocities ; } <SENTENCE_END/>


Original Name set,draw,velocities

set

<SENTENCE_START> { this . draw velocities = draw velocities ; } <SENTENCE_END/>

(Copy Probability: 1.7%)

<SENTENCE_START> { this . draw velocities = draw velocities ; } <SENTENCE_END/>

draw

<SENTENCE_START> { this . draw velocities = draw velocities ; } <SENTENCE_END/>

(Copy Probability: 99.7%)

<SENTENCE_START> { this . draw velocities = draw velocities ; } <SENTENCE_END/>

velocities

<SENTENCE_START> { this . draw velocities = draw velocities ; } <SENTENCE_END/>

(Copy Probability: 99.1%)

<SENTENCE_START> { this . draw velocities = draw velocities ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { this . draw velocities = draw velocities ; } <SENTENCE_END/>

(Copy Probability: 9.4%)

<SENTENCE_START> { this . draw velocities = draw velocities ; } <SENTENCE_END/>


Original Name is,draw,contacts

is

<SENTENCE_START> { return draw contacts ; } <SENTENCE_END/>

(Copy Probability: 0.7%)

<SENTENCE_START> { return draw contacts ; } <SENTENCE_END/>

draw

<SENTENCE_START> { return draw contacts ; } <SENTENCE_END/>

(Copy Probability: 99.0%)

<SENTENCE_START> { return draw contacts ; } <SENTENCE_END/>

contacts

<SENTENCE_START> { return draw contacts ; } <SENTENCE_END/>

(Copy Probability: 92.3%)

<SENTENCE_START> { return draw contacts ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { return draw contacts ; } <SENTENCE_END/>

(Copy Probability: 8.3%)

<SENTENCE_START> { return draw contacts ; } <SENTENCE_END/>


Original Name set,draw,contacts

set

<SENTENCE_START> { this . draw contacts = draw contacts ; } <SENTENCE_END/>

(Copy Probability: 1.8%)

<SENTENCE_START> { this . draw contacts = draw contacts ; } <SENTENCE_END/>

draw

<SENTENCE_START> { this . draw contacts = draw contacts ; } <SENTENCE_END/>

(Copy Probability: 99.8%)

<SENTENCE_START> { this . draw contacts = draw contacts ; } <SENTENCE_END/>

contacts

<SENTENCE_START> { this . draw contacts = draw contacts ; } <SENTENCE_END/>

(Copy Probability: 99.7%)

<SENTENCE_START> { this . draw contacts = draw contacts ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { this . draw contacts = draw contacts ; } <SENTENCE_END/>

(Copy Probability: 17.4%)

<SENTENCE_START> { this . draw contacts = draw contacts ; } <SENTENCE_END/>


Original Name get,axis

get

<SENTENCE_START> { return axis ; } <SENTENCE_END/>

(Copy Probability: 0.3%)

<SENTENCE_START> { return axis ; } <SENTENCE_END/>

axis

<SENTENCE_START> { return axis ; } <SENTENCE_END/>

(Copy Probability: 58.8%)

<SENTENCE_START> { return axis ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { return axis ; } <SENTENCE_END/>

(Copy Probability: 1.3%)

<SENTENCE_START> { return axis ; } <SENTENCE_END/>


Original Name set,axis

set

<SENTENCE_START> { box 2 d debug renderer . axis = axis ; } <SENTENCE_END/>

(Copy Probability: 1.2%)

<SENTENCE_START> { box 2 d debug renderer . axis = axis ; } <SENTENCE_END/>

axis

<SENTENCE_START> { box 2 d debug renderer . axis = axis ; } <SENTENCE_END/>

(Copy Probability: 97.3%)

<SENTENCE_START> { box 2 d debug renderer . axis = axis ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { box 2 d debug renderer . axis = axis ; } <SENTENCE_END/>

(Copy Probability: 9.5%)

<SENTENCE_START> { box 2 d debug renderer . axis = axis ; } <SENTENCE_END/>


Original Name dispose

dispose

<SENTENCE_START> { batch . %SELF% ( ) ; } <SENTENCE_END/>

(Copy Probability: 0.4%)

<SENTENCE_START> { batch . %SELF% ( ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { batch . %SELF% ( ) ; } <SENTENCE_END/>

(Copy Probability: 0.1%)

<SENTENCE_START> { batch . %SELF% ( ) ; } <SENTENCE_END/>


Original Name add,processor

add

<SENTENCE_START> { if ( processor == null ) throw new null pointer exception ( "processor cannot be null" ) ; processors . insert ( index , processor ) ; } <SENTENCE_END/>

(Copy Probability: 1.3%)

<SENTENCE_START> { if ( processor == null ) throw new null pointer exception ( "processor cannot be null" ) ; processors . insert ( index , processor ) ; } <SENTENCE_END/>

processor

<SENTENCE_START> { if ( processor == null ) throw new null pointer exception ( "processor cannot be null" ) ; processors . insert ( index , processor ) ; } <SENTENCE_END/>

(Copy Probability: 4.4%)

<SENTENCE_START> { if ( processor == null ) throw new null pointer exception ( "processor cannot be null" ) ; processors . insert ( index , processor ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { if ( processor == null ) throw new null pointer exception ( "processor cannot be null" ) ; processors . insert ( index , processor ) ; } <SENTENCE_END/>

(Copy Probability: 1.0%)

<SENTENCE_START> { if ( processor == null ) throw new null pointer exception ( "processor cannot be null" ) ; processors . insert ( index , processor ) ; } <SENTENCE_END/>


Original Name remove,processor

remove

<SENTENCE_START> { processors . remove index ( index ) ; } <SENTENCE_END/>

(Copy Probability: 0.5%)

<SENTENCE_START> { processors . remove index ( index ) ; } <SENTENCE_END/>

processor

<SENTENCE_START> { processors . remove index ( index ) ; } <SENTENCE_END/>

(Copy Probability: 0.2%)

<SENTENCE_START> { processors . remove index ( index ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { processors . remove index ( index ) ; } <SENTENCE_END/>

(Copy Probability: 0.4%)

<SENTENCE_START> { processors . remove index ( index ) ; } <SENTENCE_END/>


Original Name add,processor

add

<SENTENCE_START> { if ( processor == null ) throw new null pointer exception ( "processor cannot be null" ) ; processors . add ( processor ) ; } <SENTENCE_END/>

(Copy Probability: 1.3%)

<SENTENCE_START> { if ( processor == null ) throw new null pointer exception ( "processor cannot be null" ) ; processors . add ( processor ) ; } <SENTENCE_END/>

processor

<SENTENCE_START> { if ( processor == null ) throw new null pointer exception ( "processor cannot be null" ) ; processors . add ( processor ) ; } <SENTENCE_END/>

(Copy Probability: 4.0%)

<SENTENCE_START> { if ( processor == null ) throw new null pointer exception ( "processor cannot be null" ) ; processors . add ( processor ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { if ( processor == null ) throw new null pointer exception ( "processor cannot be null" ) ; processors . add ( processor ) ; } <SENTENCE_END/>

(Copy Probability: 0.9%)

<SENTENCE_START> { if ( processor == null ) throw new null pointer exception ( "processor cannot be null" ) ; processors . add ( processor ) ; } <SENTENCE_END/>


Original Name remove,processor

remove

<SENTENCE_START> { processors . remove value ( processor , true ) ; } <SENTENCE_END/>

(Copy Probability: 0.6%)

<SENTENCE_START> { processors . remove value ( processor , true ) ; } <SENTENCE_END/>

processor

<SENTENCE_START> { processors . remove value ( processor , true ) ; } <SENTENCE_END/>

(Copy Probability: 0.8%)

<SENTENCE_START> { processors . remove value ( processor , true ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { processors . remove value ( processor , true ) ; } <SENTENCE_END/>

(Copy Probability: 0.2%)

<SENTENCE_START> { processors . remove value ( processor , true ) ; } <SENTENCE_END/>


Original Name size

size

<SENTENCE_START> { return processors . %SELF% ; } <SENTENCE_END/>

(Copy Probability: 0.3%)

<SENTENCE_START> { return processors . %SELF% ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { return processors . %SELF% ; } <SENTENCE_END/>

(Copy Probability: 0.4%)

<SENTENCE_START> { return processors . %SELF% ; } <SENTENCE_END/>


Original Name clear

clear

<SENTENCE_START> { processors . %SELF% ( ) ; } <SENTENCE_END/>

(Copy Probability: 0.3%)

<SENTENCE_START> { processors . %SELF% ( ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { processors . %SELF% ( ) ; } <SENTENCE_END/>

(Copy Probability: 0.1%)

<SENTENCE_START> { processors . %SELF% ( ) ; } <SENTENCE_END/>


Original Name set,processors

set

<SENTENCE_START> { this . processors = processors ; } <SENTENCE_END/>

(Copy Probability: 0.9%)

<SENTENCE_START> { this . processors = processors ; } <SENTENCE_END/>

processors

<SENTENCE_START> { this . processors = processors ; } <SENTENCE_END/>

(Copy Probability: 90.0%)

<SENTENCE_START> { this . processors = processors ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { this . processors = processors ; } <SENTENCE_END/>

(Copy Probability: 0.8%)

<SENTENCE_START> { this . processors = processors ; } <SENTENCE_END/>


Original Name get,processors

get

<SENTENCE_START> { return processors ; } <SENTENCE_END/>

(Copy Probability: 0.3%)

<SENTENCE_START> { return processors ; } <SENTENCE_END/>

processors

<SENTENCE_START> { return processors ; } <SENTENCE_END/>

(Copy Probability: 21.6%)

<SENTENCE_START> { return processors ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { return processors ; } <SENTENCE_END/>

(Copy Probability: 0.8%)

<SENTENCE_START> { return processors ; } <SENTENCE_END/>


Original Name key,down

key

<SENTENCE_START> { for ( int i = 0 , n = processors . size ; i < n ; i ++ ) if ( processors . get ( i ) . %SELF% ( keycode ) ) return true ; return false ; } <SENTENCE_END/>

(Copy Probability: 2.0%)

<SENTENCE_START> { for ( int i = 0 , n = processors . size ; i < n ; i ++ ) if ( processors . get ( i ) . %SELF% ( keycode ) ) return true ; return false ; } <SENTENCE_END/>

down

<SENTENCE_START> { for ( int i = 0 , n = processors . size ; i < n ; i ++ ) if ( processors . get ( i ) . %SELF% ( keycode ) ) return true ; return false ; } <SENTENCE_END/>

(Copy Probability: 2.1%)

<SENTENCE_START> { for ( int i = 0 , n = processors . size ; i < n ; i ++ ) if ( processors . get ( i ) . %SELF% ( keycode ) ) return true ; return false ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { for ( int i = 0 , n = processors . size ; i < n ; i ++ ) if ( processors . get ( i ) . %SELF% ( keycode ) ) return true ; return false ; } <SENTENCE_END/>

(Copy Probability: 1.5%)

<SENTENCE_START> { for ( int i = 0 , n = processors . size ; i < n ; i ++ ) if ( processors . get ( i ) . %SELF% ( keycode ) ) return true ; return false ; } <SENTENCE_END/>


Original Name key,up

key

<SENTENCE_START> { for ( int i = 0 , n = processors . size ; i < n ; i ++ ) if ( processors . get ( i ) . %SELF% ( keycode ) ) return true ; return false ; } <SENTENCE_END/>

(Copy Probability: 2.0%)

<SENTENCE_START> { for ( int i = 0 , n = processors . size ; i < n ; i ++ ) if ( processors . get ( i ) . %SELF% ( keycode ) ) return true ; return false ; } <SENTENCE_END/>

up

<SENTENCE_START> { for ( int i = 0 , n = processors . size ; i < n ; i ++ ) if ( processors . get ( i ) . %SELF% ( keycode ) ) return true ; return false ; } <SENTENCE_END/>

(Copy Probability: 2.1%)

<SENTENCE_START> { for ( int i = 0 , n = processors . size ; i < n ; i ++ ) if ( processors . get ( i ) . %SELF% ( keycode ) ) return true ; return false ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { for ( int i = 0 , n = processors . size ; i < n ; i ++ ) if ( processors . get ( i ) . %SELF% ( keycode ) ) return true ; return false ; } <SENTENCE_END/>

(Copy Probability: 1.5%)

<SENTENCE_START> { for ( int i = 0 , n = processors . size ; i < n ; i ++ ) if ( processors . get ( i ) . %SELF% ( keycode ) ) return true ; return false ; } <SENTENCE_END/>


Original Name key,typed

key

<SENTENCE_START> { for ( int i = 0 , n = processors . size ; i < n ; i ++ ) if ( processors . get ( i ) . %SELF% ( character ) ) return true ; return false ; } <SENTENCE_END/>

(Copy Probability: 2.0%)

<SENTENCE_START> { for ( int i = 0 , n = processors . size ; i < n ; i ++ ) if ( processors . get ( i ) . %SELF% ( character ) ) return true ; return false ; } <SENTENCE_END/>

typed

<SENTENCE_START> { for ( int i = 0 , n = processors . size ; i < n ; i ++ ) if ( processors . get ( i ) . %SELF% ( character ) ) return true ; return false ; } <SENTENCE_END/>

(Copy Probability: 1.9%)

<SENTENCE_START> { for ( int i = 0 , n = processors . size ; i < n ; i ++ ) if ( processors . get ( i ) . %SELF% ( character ) ) return true ; return false ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { for ( int i = 0 , n = processors . size ; i < n ; i ++ ) if ( processors . get ( i ) . %SELF% ( character ) ) return true ; return false ; } <SENTENCE_END/>

(Copy Probability: 1.4%)

<SENTENCE_START> { for ( int i = 0 , n = processors . size ; i < n ; i ++ ) if ( processors . get ( i ) . %SELF% ( character ) ) return true ; return false ; } <SENTENCE_END/>


Original Name touch,down

touch

<SENTENCE_START> { for ( int i = 0 , n = processors . size ; i < n ; i ++ ) if ( processors . get ( i ) . %SELF% ( screen x , screen y , pointer , button ) ) return true ; return false ; } <SENTENCE_END/>

(Copy Probability: 2.7%)

<SENTENCE_START> { for ( int i = 0 , n = processors . size ; i < n ; i ++ ) if ( processors . get ( i ) . %SELF% ( screen x , screen y , pointer , button ) ) return true ; return false ; } <SENTENCE_END/>

down

<SENTENCE_START> { for ( int i = 0 , n = processors . size ; i < n ; i ++ ) if ( processors . get ( i ) . %SELF% ( screen x , screen y , pointer , button ) ) return true ; return false ; } <SENTENCE_END/>

(Copy Probability: 3.1%)

<SENTENCE_START> { for ( int i = 0 , n = processors . size ; i < n ; i ++ ) if ( processors . get ( i ) . %SELF% ( screen x , screen y , pointer , button ) ) return true ; return false ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { for ( int i = 0 , n = processors . size ; i < n ; i ++ ) if ( processors . get ( i ) . %SELF% ( screen x , screen y , pointer , button ) ) return true ; return false ; } <SENTENCE_END/>

(Copy Probability: 1.5%)

<SENTENCE_START> { for ( int i = 0 , n = processors . size ; i < n ; i ++ ) if ( processors . get ( i ) . %SELF% ( screen x , screen y , pointer , button ) ) return true ; return false ; } <SENTENCE_END/>


Original Name touch,up

touch

<SENTENCE_START> { for ( int i = 0 , n = processors . size ; i < n ; i ++ ) if ( processors . get ( i ) . %SELF% ( screen x , screen y , pointer , button ) ) return true ; return false ; } <SENTENCE_END/>

(Copy Probability: 2.7%)

<SENTENCE_START> { for ( int i = 0 , n = processors . size ; i < n ; i ++ ) if ( processors . get ( i ) . %SELF% ( screen x , screen y , pointer , button ) ) return true ; return false ; } <SENTENCE_END/>

up

<SENTENCE_START> { for ( int i = 0 , n = processors . size ; i < n ; i ++ ) if ( processors . get ( i ) . %SELF% ( screen x , screen y , pointer , button ) ) return true ; return false ; } <SENTENCE_END/>

(Copy Probability: 3.1%)

<SENTENCE_START> { for ( int i = 0 , n = processors . size ; i < n ; i ++ ) if ( processors . get ( i ) . %SELF% ( screen x , screen y , pointer , button ) ) return true ; return false ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { for ( int i = 0 , n = processors . size ; i < n ; i ++ ) if ( processors . get ( i ) . %SELF% ( screen x , screen y , pointer , button ) ) return true ; return false ; } <SENTENCE_END/>

(Copy Probability: 1.5%)

<SENTENCE_START> { for ( int i = 0 , n = processors . size ; i < n ; i ++ ) if ( processors . get ( i ) . %SELF% ( screen x , screen y , pointer , button ) ) return true ; return false ; } <SENTENCE_END/>


Original Name touch,dragged

touch

<SENTENCE_START> { for ( int i = 0 , n = processors . size ; i < n ; i ++ ) if ( processors . get ( i ) . %SELF% ( screen x , screen y , pointer ) ) return true ; return false ; } <SENTENCE_END/>

(Copy Probability: 2.5%)

<SENTENCE_START> { for ( int i = 0 , n = processors . size ; i < n ; i ++ ) if ( processors . get ( i ) . %SELF% ( screen x , screen y , pointer ) ) return true ; return false ; } <SENTENCE_END/>

dragged

<SENTENCE_START> { for ( int i = 0 , n = processors . size ; i < n ; i ++ ) if ( processors . get ( i ) . %SELF% ( screen x , screen y , pointer ) ) return true ; return false ; } <SENTENCE_END/>

(Copy Probability: 2.6%)

<SENTENCE_START> { for ( int i = 0 , n = processors . size ; i < n ; i ++ ) if ( processors . get ( i ) . %SELF% ( screen x , screen y , pointer ) ) return true ; return false ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { for ( int i = 0 , n = processors . size ; i < n ; i ++ ) if ( processors . get ( i ) . %SELF% ( screen x , screen y , pointer ) ) return true ; return false ; } <SENTENCE_END/>

(Copy Probability: 1.5%)

<SENTENCE_START> { for ( int i = 0 , n = processors . size ; i < n ; i ++ ) if ( processors . get ( i ) . %SELF% ( screen x , screen y , pointer ) ) return true ; return false ; } <SENTENCE_END/>


Original Name get,c,ptr

get

<SENTENCE_START> { return ( obj == null ) ? 0 : obj . swig c ptr ; } <SENTENCE_END/>

(Copy Probability: 1.5%)

<SENTENCE_START> { return ( obj == null ) ? 0 : obj . swig c ptr ; } <SENTENCE_END/>

c

<SENTENCE_START> { return ( obj == null ) ? 0 : obj . swig c ptr ; } <SENTENCE_END/>

(Copy Probability: 99.7%)

<SENTENCE_START> { return ( obj == null ) ? 0 : obj . swig c ptr ; } <SENTENCE_END/>

ptr

<SENTENCE_START> { return ( obj == null ) ? 0 : obj . swig c ptr ; } <SENTENCE_END/>

(Copy Probability: 99.8%)

<SENTENCE_START> { return ( obj == null ) ? 0 : obj . swig c ptr ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { return ( obj == null ) ? 0 : obj . swig c ptr ; } <SENTENCE_END/>

(Copy Probability: 3.7%)

<SENTENCE_START> { return ( obj == null ) ? 0 : obj . swig c ptr ; } <SENTENCE_END/>


Original Name set,vertices

set

<SENTENCE_START> { collision jni . bt convex polyhedron vertices set ( swig c ptr , this , bt vector 3 array . get c ptr ( value ) , value ) ; } <SENTENCE_END/>

(Copy Probability: 1.9%)

<SENTENCE_START> { collision jni . bt convex polyhedron vertices set ( swig c ptr , this , bt vector 3 array . get c ptr ( value ) , value ) ; } <SENTENCE_END/>

vertices

<SENTENCE_START> { collision jni . bt convex polyhedron vertices set ( swig c ptr , this , bt vector 3 array . get c ptr ( value ) , value ) ; } <SENTENCE_END/>

(Copy Probability: 99.8%)

<SENTENCE_START> { collision jni . bt convex polyhedron vertices set ( swig c ptr , this , bt vector 3 array . get c ptr ( value ) , value ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { collision jni . bt convex polyhedron vertices set ( swig c ptr , this , bt vector 3 array . get c ptr ( value ) , value ) ; } <SENTENCE_END/>

(Copy Probability: 4.4%)

<SENTENCE_START> { collision jni . bt convex polyhedron vertices set ( swig c ptr , this , bt vector 3 array . get c ptr ( value ) , value ) ; } <SENTENCE_END/>


Original Name get,vertices

get

<SENTENCE_START> { long c ptr = collision jni . bt convex polyhedron vertices get ( swig c ptr , this ) ; return ( c ptr == 0 ) ? null : new bt vector 3 array ( c ptr , false ) ; } <SENTENCE_END/>

(Copy Probability: 2.2%)

<SENTENCE_START> { long c ptr = collision jni . bt convex polyhedron vertices get ( swig c ptr , this ) ; return ( c ptr == 0 ) ? null : new bt vector 3 array ( c ptr , false ) ; } <SENTENCE_END/>

vertices

<SENTENCE_START> { long c ptr = collision jni . bt convex polyhedron vertices get ( swig c ptr , this ) ; return ( c ptr == 0 ) ? null : new bt vector 3 array ( c ptr , false ) ; } <SENTENCE_END/>

(Copy Probability: 99.8%)

<SENTENCE_START> { long c ptr = collision jni . bt convex polyhedron vertices get ( swig c ptr , this ) ; return ( c ptr == 0 ) ? null : new bt vector 3 array ( c ptr , false ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { long c ptr = collision jni . bt convex polyhedron vertices get ( swig c ptr , this ) ; return ( c ptr == 0 ) ? null : new bt vector 3 array ( c ptr , false ) ; } <SENTENCE_END/>

(Copy Probability: 9.5%)

<SENTENCE_START> { long c ptr = collision jni . bt convex polyhedron vertices get ( swig c ptr , this ) ; return ( c ptr == 0 ) ? null : new bt vector 3 array ( c ptr , false ) ; } <SENTENCE_END/>


Original Name set,faces

set

<SENTENCE_START> { collision jni . bt convex polyhedron faces set ( swig c ptr , this , swigtype p bt aligned object array t bt face t . get c ptr ( value ) ) ; } <SENTENCE_END/>

(Copy Probability: 1.9%)

<SENTENCE_START> { collision jni . bt convex polyhedron faces set ( swig c ptr , this , swigtype p bt aligned object array t bt face t . get c ptr ( value ) ) ; } <SENTENCE_END/>

faces

<SENTENCE_START> { collision jni . bt convex polyhedron faces set ( swig c ptr , this , swigtype p bt aligned object array t bt face t . get c ptr ( value ) ) ; } <SENTENCE_END/>

(Copy Probability: 99.8%)

<SENTENCE_START> { collision jni . bt convex polyhedron faces set ( swig c ptr , this , swigtype p bt aligned object array t bt face t . get c ptr ( value ) ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { collision jni . bt convex polyhedron faces set ( swig c ptr , this , swigtype p bt aligned object array t bt face t . get c ptr ( value ) ) ; } <SENTENCE_END/>

(Copy Probability: 10.7%)

<SENTENCE_START> { collision jni . bt convex polyhedron faces set ( swig c ptr , this , swigtype p bt aligned object array t bt face t . get c ptr ( value ) ) ; } <SENTENCE_END/>


Original Name get,faces

get

<SENTENCE_START> { long c ptr = collision jni . bt convex polyhedron faces get ( swig c ptr , this ) ; return ( c ptr == 0 ) ? null : new swigtype p bt aligned object array t bt face t ( c ptr , false ) ; } <SENTENCE_END/>

(Copy Probability: 2.4%)

<SENTENCE_START> { long c ptr = collision jni . bt convex polyhedron faces get ( swig c ptr , this ) ; return ( c ptr == 0 ) ? null : new swigtype p bt aligned object array t bt face t ( c ptr , false ) ; } <SENTENCE_END/>

faces

<SENTENCE_START> { long c ptr = collision jni . bt convex polyhedron faces get ( swig c ptr , this ) ; return ( c ptr == 0 ) ? null : new swigtype p bt aligned object array t bt face t ( c ptr , false ) ; } <SENTENCE_END/>

(Copy Probability: 99.7%)

<SENTENCE_START> { long c ptr = collision jni . bt convex polyhedron faces get ( swig c ptr , this ) ; return ( c ptr == 0 ) ? null : new swigtype p bt aligned object array t bt face t ( c ptr , false ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { long c ptr = collision jni . bt convex polyhedron faces get ( swig c ptr , this ) ; return ( c ptr == 0 ) ? null : new swigtype p bt aligned object array t bt face t ( c ptr , false ) ; } <SENTENCE_END/>

(Copy Probability: 20.6%)

<SENTENCE_START> { long c ptr = collision jni . bt convex polyhedron faces get ( swig c ptr , this ) ; return ( c ptr == 0 ) ? null : new swigtype p bt aligned object array t bt face t ( c ptr , false ) ; } <SENTENCE_END/>


Original Name set,unique,edges

set

<SENTENCE_START> { collision jni . bt convex polyhedron unique edges set ( swig c ptr , this , bt vector 3 array . get c ptr ( value ) , value ) ; } <SENTENCE_END/>

(Copy Probability: 3.0%)

<SENTENCE_START> { collision jni . bt convex polyhedron unique edges set ( swig c ptr , this , bt vector 3 array . get c ptr ( value ) , value ) ; } <SENTENCE_END/>

unique

<SENTENCE_START> { collision jni . bt convex polyhedron unique edges set ( swig c ptr , this , bt vector 3 array . get c ptr ( value ) , value ) ; } <SENTENCE_END/>

(Copy Probability: 99.9%)

<SENTENCE_START> { collision jni . bt convex polyhedron unique edges set ( swig c ptr , this , bt vector 3 array . get c ptr ( value ) , value ) ; } <SENTENCE_END/>

edges

<SENTENCE_START> { collision jni . bt convex polyhedron unique edges set ( swig c ptr , this , bt vector 3 array . get c ptr ( value ) , value ) ; } <SENTENCE_END/>

(Copy Probability: 98.4%)

<SENTENCE_START> { collision jni . bt convex polyhedron unique edges set ( swig c ptr , this , bt vector 3 array . get c ptr ( value ) , value ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { collision jni . bt convex polyhedron unique edges set ( swig c ptr , this , bt vector 3 array . get c ptr ( value ) , value ) ; } <SENTENCE_END/>

(Copy Probability: 4.1%)

<SENTENCE_START> { collision jni . bt convex polyhedron unique edges set ( swig c ptr , this , bt vector 3 array . get c ptr ( value ) , value ) ; } <SENTENCE_END/>


Original Name get,unique,edges

get

<SENTENCE_START> { long c ptr = collision jni . bt convex polyhedron unique edges get ( swig c ptr , this ) ; return ( c ptr == 0 ) ? null : new bt vector 3 array ( c ptr , false ) ; } <SENTENCE_END/>

(Copy Probability: 3.8%)

<SENTENCE_START> { long c ptr = collision jni . bt convex polyhedron unique edges get ( swig c ptr , this ) ; return ( c ptr == 0 ) ? null : new bt vector 3 array ( c ptr , false ) ; } <SENTENCE_END/>

unique

<SENTENCE_START> { long c ptr = collision jni . bt convex polyhedron unique edges get ( swig c ptr , this ) ; return ( c ptr == 0 ) ? null : new bt vector 3 array ( c ptr , false ) ; } <SENTENCE_END/>

(Copy Probability: 99.9%)

<SENTENCE_START> { long c ptr = collision jni . bt convex polyhedron unique edges get ( swig c ptr , this ) ; return ( c ptr == 0 ) ? null : new bt vector 3 array ( c ptr , false ) ; } <SENTENCE_END/>

edges

<SENTENCE_START> { long c ptr = collision jni . bt convex polyhedron unique edges get ( swig c ptr , this ) ; return ( c ptr == 0 ) ? null : new bt vector 3 array ( c ptr , false ) ; } <SENTENCE_END/>

(Copy Probability: 98.7%)

<SENTENCE_START> { long c ptr = collision jni . bt convex polyhedron unique edges get ( swig c ptr , this ) ; return ( c ptr == 0 ) ? null : new bt vector 3 array ( c ptr , false ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { long c ptr = collision jni . bt convex polyhedron unique edges get ( swig c ptr , this ) ; return ( c ptr == 0 ) ? null : new bt vector 3 array ( c ptr , false ) ; } <SENTENCE_END/>

(Copy Probability: 3.5%)

<SENTENCE_START> { long c ptr = collision jni . bt convex polyhedron unique edges get ( swig c ptr , this ) ; return ( c ptr == 0 ) ? null : new bt vector 3 array ( c ptr , false ) ; } <SENTENCE_END/>


Original Name set,local,center

set

<SENTENCE_START> { collision jni . bt convex polyhedron local center set ( swig c ptr , this , bt vector 3 . get c ptr ( value ) , value ) ; } <SENTENCE_END/>

(Copy Probability: 1.6%)

<SENTENCE_START> { collision jni . bt convex polyhedron local center set ( swig c ptr , this , bt vector 3 . get c ptr ( value ) , value ) ; } <SENTENCE_END/>

local

<SENTENCE_START> { collision jni . bt convex polyhedron local center set ( swig c ptr , this , bt vector 3 . get c ptr ( value ) , value ) ; } <SENTENCE_END/>

(Copy Probability: 99.8%)

<SENTENCE_START> { collision jni . bt convex polyhedron local center set ( swig c ptr , this , bt vector 3 . get c ptr ( value ) , value ) ; } <SENTENCE_END/>

center

<SENTENCE_START> { collision jni . bt convex polyhedron local center set ( swig c ptr , this , bt vector 3 . get c ptr ( value ) , value ) ; } <SENTENCE_END/>

(Copy Probability: 82.2%)

<SENTENCE_START> { collision jni . bt convex polyhedron local center set ( swig c ptr , this , bt vector 3 . get c ptr ( value ) , value ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { collision jni . bt convex polyhedron local center set ( swig c ptr , this , bt vector 3 . get c ptr ( value ) , value ) ; } <SENTENCE_END/>

(Copy Probability: 3.3%)

<SENTENCE_START> { collision jni . bt convex polyhedron local center set ( swig c ptr , this , bt vector 3 . get c ptr ( value ) , value ) ; } <SENTENCE_END/>


Original Name get,local,center

get

<SENTENCE_START> { long c ptr = collision jni . bt convex polyhedron local center get ( swig c ptr , this ) ; return ( c ptr == 0 ) ? null : new bt vector 3 ( c ptr , false ) ; } <SENTENCE_END/>

(Copy Probability: 2.0%)

<SENTENCE_START> { long c ptr = collision jni . bt convex polyhedron local center get ( swig c ptr , this ) ; return ( c ptr == 0 ) ? null : new bt vector 3 ( c ptr , false ) ; } <SENTENCE_END/>

local

<SENTENCE_START> { long c ptr = collision jni . bt convex polyhedron local center get ( swig c ptr , this ) ; return ( c ptr == 0 ) ? null : new bt vector 3 ( c ptr , false ) ; } <SENTENCE_END/>

(Copy Probability: 99.8%)

<SENTENCE_START> { long c ptr = collision jni . bt convex polyhedron local center get ( swig c ptr , this ) ; return ( c ptr == 0 ) ? null : new bt vector 3 ( c ptr , false ) ; } <SENTENCE_END/>

center

<SENTENCE_START> { long c ptr = collision jni . bt convex polyhedron local center get ( swig c ptr , this ) ; return ( c ptr == 0 ) ? null : new bt vector 3 ( c ptr , false ) ; } <SENTENCE_END/>

(Copy Probability: 90.0%)

<SENTENCE_START> { long c ptr = collision jni . bt convex polyhedron local center get ( swig c ptr , this ) ; return ( c ptr == 0 ) ? null : new bt vector 3 ( c ptr , false ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { long c ptr = collision jni . bt convex polyhedron local center get ( swig c ptr , this ) ; return ( c ptr == 0 ) ? null : new bt vector 3 ( c ptr , false ) ; } <SENTENCE_END/>

(Copy Probability: 3.1%)

<SENTENCE_START> { long c ptr = collision jni . bt convex polyhedron local center get ( swig c ptr , this ) ; return ( c ptr == 0 ) ? null : new bt vector 3 ( c ptr , false ) ; } <SENTENCE_END/>


Original Name set,extents

set

<SENTENCE_START> { collision jni . bt convex polyhedron extents set ( swig c ptr , this , bt vector 3 . get c ptr ( value ) , value ) ; } <SENTENCE_END/>

(Copy Probability: 2.5%)

<SENTENCE_START> { collision jni . bt convex polyhedron extents set ( swig c ptr , this , bt vector 3 . get c ptr ( value ) , value ) ; } <SENTENCE_END/>

extents

<SENTENCE_START> { collision jni . bt convex polyhedron extents set ( swig c ptr , this , bt vector 3 . get c ptr ( value ) , value ) ; } <SENTENCE_END/>

(Copy Probability: 99.8%)

<SENTENCE_START> { collision jni . bt convex polyhedron extents set ( swig c ptr , this , bt vector 3 . get c ptr ( value ) , value ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { collision jni . bt convex polyhedron extents set ( swig c ptr , this , bt vector 3 . get c ptr ( value ) , value ) ; } <SENTENCE_END/>

(Copy Probability: 2.7%)

<SENTENCE_START> { collision jni . bt convex polyhedron extents set ( swig c ptr , this , bt vector 3 . get c ptr ( value ) , value ) ; } <SENTENCE_END/>


Original Name get,extents

get

<SENTENCE_START> { long c ptr = collision jni . bt convex polyhedron extents get ( swig c ptr , this ) ; return ( c ptr == 0 ) ? null : new bt vector 3 ( c ptr , false ) ; } <SENTENCE_END/>

(Copy Probability: 2.8%)

<SENTENCE_START> { long c ptr = collision jni . bt convex polyhedron extents get ( swig c ptr , this ) ; return ( c ptr == 0 ) ? null : new bt vector 3 ( c ptr , false ) ; } <SENTENCE_END/>

extents

<SENTENCE_START> { long c ptr = collision jni . bt convex polyhedron extents get ( swig c ptr , this ) ; return ( c ptr == 0 ) ? null : new bt vector 3 ( c ptr , false ) ; } <SENTENCE_END/>

(Copy Probability: 99.9%)

<SENTENCE_START> { long c ptr = collision jni . bt convex polyhedron extents get ( swig c ptr , this ) ; return ( c ptr == 0 ) ? null : new bt vector 3 ( c ptr , false ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { long c ptr = collision jni . bt convex polyhedron extents get ( swig c ptr , this ) ; return ( c ptr == 0 ) ? null : new bt vector 3 ( c ptr , false ) ; } <SENTENCE_END/>

(Copy Probability: 10.8%)

<SENTENCE_START> { long c ptr = collision jni . bt convex polyhedron extents get ( swig c ptr , this ) ; return ( c ptr == 0 ) ? null : new bt vector 3 ( c ptr , false ) ; } <SENTENCE_END/>


Original Name set,radius

set

<SENTENCE_START> { collision jni . bt convex polyhedron radius set ( swig c ptr , this , value ) ; } <SENTENCE_END/>

(Copy Probability: 1.6%)

<SENTENCE_START> { collision jni . bt convex polyhedron radius set ( swig c ptr , this , value ) ; } <SENTENCE_END/>

radius

<SENTENCE_START> { collision jni . bt convex polyhedron radius set ( swig c ptr , this , value ) ; } <SENTENCE_END/>

(Copy Probability: 99.5%)

<SENTENCE_START> { collision jni . bt convex polyhedron radius set ( swig c ptr , this , value ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { collision jni . bt convex polyhedron radius set ( swig c ptr , this , value ) ; } <SENTENCE_END/>

(Copy Probability: 0.8%)

<SENTENCE_START> { collision jni . bt convex polyhedron radius set ( swig c ptr , this , value ) ; } <SENTENCE_END/>


Original Name get,radius

get

<SENTENCE_START> { return collision jni . bt convex polyhedron radius get ( swig c ptr , this ) ; } <SENTENCE_END/>

(Copy Probability: 1.6%)

<SENTENCE_START> { return collision jni . bt convex polyhedron radius get ( swig c ptr , this ) ; } <SENTENCE_END/>

radius

<SENTENCE_START> { return collision jni . bt convex polyhedron radius get ( swig c ptr , this ) ; } <SENTENCE_END/>

(Copy Probability: 99.2%)

<SENTENCE_START> { return collision jni . bt convex polyhedron radius get ( swig c ptr , this ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { return collision jni . bt convex polyhedron radius get ( swig c ptr , this ) ; } <SENTENCE_END/>

(Copy Probability: 0.9%)

<SENTENCE_START> { return collision jni . bt convex polyhedron radius get ( swig c ptr , this ) ; } <SENTENCE_END/>


Original Name set,mc

set

<SENTENCE_START> { collision jni . bt convex polyhedron m c set ( swig c ptr , this , bt vector 3 . get c ptr ( value ) , value ) ; } <SENTENCE_END/>

(Copy Probability: 1.6%)

<SENTENCE_START> { collision jni . bt convex polyhedron m c set ( swig c ptr , this , bt vector 3 . get c ptr ( value ) , value ) ; } <SENTENCE_END/>

mc

<SENTENCE_START> { collision jni . bt convex polyhedron m c set ( swig c ptr , this , bt vector 3 . get c ptr ( value ) , value ) ; } <SENTENCE_END/>

(Copy Probability: 99.7%)

<SENTENCE_START> { collision jni . bt convex polyhedron m c set ( swig c ptr , this , bt vector 3 . get c ptr ( value ) , value ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { collision jni . bt convex polyhedron m c set ( swig c ptr , this , bt vector 3 . get c ptr ( value ) , value ) ; } <SENTENCE_END/>

(Copy Probability: 2.2%)

<SENTENCE_START> { collision jni . bt convex polyhedron m c set ( swig c ptr , this , bt vector 3 . get c ptr ( value ) , value ) ; } <SENTENCE_END/>


Original Name get,mc

get

<SENTENCE_START> { long c ptr = collision jni . bt convex polyhedron m c get ( swig c ptr , this ) ; return ( c ptr == 0 ) ? null : new bt vector 3 ( c ptr , false ) ; } <SENTENCE_END/>

(Copy Probability: 1.6%)

<SENTENCE_START> { long c ptr = collision jni . bt convex polyhedron m c get ( swig c ptr , this ) ; return ( c ptr == 0 ) ? null : new bt vector 3 ( c ptr , false ) ; } <SENTENCE_END/>

mc

<SENTENCE_START> { long c ptr = collision jni . bt convex polyhedron m c get ( swig c ptr , this ) ; return ( c ptr == 0 ) ? null : new bt vector 3 ( c ptr , false ) ; } <SENTENCE_END/>

(Copy Probability: 99.6%)

<SENTENCE_START> { long c ptr = collision jni . bt convex polyhedron m c get ( swig c ptr , this ) ; return ( c ptr == 0 ) ? null : new bt vector 3 ( c ptr , false ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { long c ptr = collision jni . bt convex polyhedron m c get ( swig c ptr , this ) ; return ( c ptr == 0 ) ? null : new bt vector 3 ( c ptr , false ) ; } <SENTENCE_END/>

(Copy Probability: 7.6%)

<SENTENCE_START> { long c ptr = collision jni . bt convex polyhedron m c get ( swig c ptr , this ) ; return ( c ptr == 0 ) ? null : new bt vector 3 ( c ptr , false ) ; } <SENTENCE_END/>


Original Name set,me

set

<SENTENCE_START> { collision jni . bt convex polyhedron m e set ( swig c ptr , this , bt vector 3 . get c ptr ( value ) , value ) ; } <SENTENCE_END/>

(Copy Probability: 1.7%)

<SENTENCE_START> { collision jni . bt convex polyhedron m e set ( swig c ptr , this , bt vector 3 . get c ptr ( value ) , value ) ; } <SENTENCE_END/>

me

<SENTENCE_START> { collision jni . bt convex polyhedron m e set ( swig c ptr , this , bt vector 3 . get c ptr ( value ) , value ) ; } <SENTENCE_END/>

(Copy Probability: 99.5%)

<SENTENCE_START> { collision jni . bt convex polyhedron m e set ( swig c ptr , this , bt vector 3 . get c ptr ( value ) , value ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { collision jni . bt convex polyhedron m e set ( swig c ptr , this , bt vector 3 . get c ptr ( value ) , value ) ; } <SENTENCE_END/>

(Copy Probability: 2.0%)

<SENTENCE_START> { collision jni . bt convex polyhedron m e set ( swig c ptr , this , bt vector 3 . get c ptr ( value ) , value ) ; } <SENTENCE_END/>


Original Name get,me

get

<SENTENCE_START> { long c ptr = collision jni . bt convex polyhedron m e get ( swig c ptr , this ) ; return ( c ptr == 0 ) ? null : new bt vector 3 ( c ptr , false ) ; } <SENTENCE_END/>

(Copy Probability: 1.7%)

<SENTENCE_START> { long c ptr = collision jni . bt convex polyhedron m e get ( swig c ptr , this ) ; return ( c ptr == 0 ) ? null : new bt vector 3 ( c ptr , false ) ; } <SENTENCE_END/>

me

<SENTENCE_START> { long c ptr = collision jni . bt convex polyhedron m e get ( swig c ptr , this ) ; return ( c ptr == 0 ) ? null : new bt vector 3 ( c ptr , false ) ; } <SENTENCE_END/>

(Copy Probability: 99.3%)

<SENTENCE_START> { long c ptr = collision jni . bt convex polyhedron m e get ( swig c ptr , this ) ; return ( c ptr == 0 ) ? null : new bt vector 3 ( c ptr , false ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { long c ptr = collision jni . bt convex polyhedron m e get ( swig c ptr , this ) ; return ( c ptr == 0 ) ? null : new bt vector 3 ( c ptr , false ) ; } <SENTENCE_END/>

(Copy Probability: 5.9%)

<SENTENCE_START> { long c ptr = collision jni . bt convex polyhedron m e get ( swig c ptr , this ) ; return ( c ptr == 0 ) ? null : new bt vector 3 ( c ptr , false ) ; } <SENTENCE_END/>


Original Name initialize

initialize

<SENTENCE_START> { collision jni . bt convex polyhedron initialize ( swig c ptr , this ) ; } <SENTENCE_END/>

(Copy Probability: 2.6%)

<SENTENCE_START> { collision jni . bt convex polyhedron initialize ( swig c ptr , this ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { collision jni . bt convex polyhedron initialize ( swig c ptr , this ) ; } <SENTENCE_END/>

(Copy Probability: 80.2%)

<SENTENCE_START> { collision jni . bt convex polyhedron initialize ( swig c ptr , this ) ; } <SENTENCE_END/>


Original Name test,containment

test

<SENTENCE_START> { return collision jni . bt convex polyhedron test containment ( swig c ptr , this ) ; } <SENTENCE_END/>

(Copy Probability: 10.1%)

<SENTENCE_START> { return collision jni . bt convex polyhedron test containment ( swig c ptr , this ) ; } <SENTENCE_END/>

containment

<SENTENCE_START> { return collision jni . bt convex polyhedron test containment ( swig c ptr , this ) ; } <SENTENCE_END/>

(Copy Probability: 77.9%)

<SENTENCE_START> { return collision jni . bt convex polyhedron test containment ( swig c ptr , this ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { return collision jni . bt convex polyhedron test containment ( swig c ptr , this ) ; } <SENTENCE_END/>

(Copy Probability: 0.7%)

<SENTENCE_START> { return collision jni . bt convex polyhedron test containment ( swig c ptr , this ) ; } <SENTENCE_END/>


Original Name project

project

<SENTENCE_START> { collision jni . bt convex polyhedron project ( swig c ptr , this , trans , dir , swigtype p float . get c ptr ( min proj ) , swigtype p float . get c ptr ( max proj ) , witnes pt min , witnes pt max ) ; } <SENTENCE_END/>

(Copy Probability: 17.1%)

<SENTENCE_START> { collision jni . bt convex polyhedron project ( swig c ptr , this , trans , dir , swigtype p float . get c ptr ( min proj ) , swigtype p float . get c ptr ( max proj ) , witnes pt min , witnes pt max ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { collision jni . bt convex polyhedron project ( swig c ptr , this , trans , dir , swigtype p float . get c ptr ( min proj ) , swigtype p float . get c ptr ( max proj ) , witnes pt min , witnes pt max ) ; } <SENTENCE_END/>

(Copy Probability: 58.0%)

<SENTENCE_START> { collision jni . bt convex polyhedron project ( swig c ptr , this , trans , dir , swigtype p float . get c ptr ( min proj ) , swigtype p float . get c ptr ( max proj ) , witnes pt min , witnes pt max ) ; } <SENTENCE_END/>


Original Name idt

idt

<SENTENCE_START> { float [ ] val = this . val ; val [ m 00 ] = 1 ; val [ m 10 ] = 0 ; val [ m 20 ] = 0 ; val [ m 01 ] = 0 ; val [ m 11 ] = 1 ; val [ m 21 ] = 0 ; val [ m 02 ] = 0 ; val [ m 12 ] = 0 ; val [ m 22 ] = 1 ; return this ; } <SENTENCE_END/>

(Copy Probability: 2.1%)

<SENTENCE_START> { float [ ] val = this . val ; val [ m 00 ] = 1 ; val [ m 10 ] = 0 ; val [ m 20 ] = 0 ; val [ m 01 ] = 0 ; val [ m 11 ] = 1 ; val [ m 21 ] = 0 ; val [ m 02 ] = 0 ; val [ m 12 ] = 0 ; val [ m 22 ] = 1 ; return this ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { float [ ] val = this . val ; val [ m 00 ] = 1 ; val [ m 10 ] = 0 ; val [ m 20 ] = 0 ; val [ m 01 ] = 0 ; val [ m 11 ] = 1 ; val [ m 21 ] = 0 ; val [ m 02 ] = 0 ; val [ m 12 ] = 0 ; val [ m 22 ] = 1 ; return this ; } <SENTENCE_END/>

(Copy Probability: 2.6%)

<SENTENCE_START> { float [ ] val = this . val ; val [ m 00 ] = 1 ; val [ m 10 ] = 0 ; val [ m 20 ] = 0 ; val [ m 01 ] = 0 ; val [ m 11 ] = 1 ; val [ m 21 ] = 0 ; val [ m 02 ] = 0 ; val [ m 12 ] = 0 ; val [ m 22 ] = 1 ; return this ; } <SENTENCE_END/>


Original Name mul

mul

<SENTENCE_START> { float [ ] val = this . val ; float v 00 = val [ m 00 ] * m . val [ m 00 ] + val [ m 01 ] * m . val [ m 10 ] + val [ m 02 ] * m . val [ m 20 ] ; float v 01 = val [ m 00 ] * m . val [ m 01 ] + val [ m 01 ] * m . val [ m 11 ] + val [ m 02 ] * m . val [ m 21 ] ; float v 02 = val [ m 00 ] * m . val [ m 02 ] + val [ m 01 ] * m . val [ m 12 ] + val [ m 02 ] * m . val [ m 22 ] ; float v 10 = val [ m 10 ] * m . val [ m 00 ] + val [ m 11 ] * m . val [ m 10 ] + val [ m 12 ] * m . val [ m 20 ] ; float v 11 = val [ m 10 ] * m . val [ m 01 ] + val [ m 11 ] * m . val [ m 11 ] + val [ m 12 ] * m . val [ m 21 ] ; float v 12 = val [ m 10 ] * m . val [ m 02 ] + val [ m 11 ] * m . val [ m 12 ] + val [ m 12 ] * m . val [ m 22 ] ; float v 20 = val [ m 20 ] * m . val [ m 00 ] + val [ m 21 ] * m . val [ m 10 ] + val [ m 22 ] * m . val [ m 20 ] ; float v 21 = val [ m 20 ] * m . val [ m 01 ] + val [ m 21 ] * m . val [ m 11 ] + val [ m 22 ] * m . val [ m 21 ] ; float v 22 = val [ m 20 ] * m . val [ m 02 ] + val [ m 21 ] * m . val [ m 12 ] + val [ m 22 ] * m . val [ m 22 ] ; val [ m 00 ] = v 00 ; val [ m 10 ] = v 10 ; val [ m 20 ] = v 20 ; val [ m 01 ] = v 01 ; val [ m 11 ] = v 11 ; val [ m 21 ] = v 21 ; val [ m 02 ] = v 02 ; val [ m 12 ] = v 12 ; val [ m 22 ] = v 22 ; return this ; } <SENTENCE_END/>

(Copy Probability: 2.6%)

<SENTENCE_START> { float [ ] val = this . val ; float v 00 = val [ m 00 ] * m . val [ m 00 ] + val [ m 01 ] * m . val [ m 10 ] + val [ m 02 ] * m . val [ m 20 ] ; float v 01 = val [ m 00 ] * m . val [ m 01 ] + val [ m 01 ] * m . val [ m 11 ] + val [ m 02 ] * m . val [ m 21 ] ; float v 02 = val [ m 00 ] * m . val [ m 02 ] + val [ m 01 ] * m . val [ m 12 ] + val [ m 02 ] * m . val [ m 22 ] ; float v 10 = val [ m 10 ] * m . val [ m 00 ] + val [ m 11 ] * m . val [ m 10 ] + val [ m 12 ] * m . val [ m 20 ] ; float v 11 = val [ m 10 ] * m . val [ m 01 ] + val [ m 11 ] * m . val [ m 11 ] + val [ m 12 ] * m . val [ m 21 ] ; float v 12 = val [ m 10 ] * m . val [ m 02 ] + val [ m 11 ] * m . val [ m 12 ] + val [ m 12 ] * m . val [ m 22 ] ; float v 20 = val [ m 20 ] * m . val [ m 00 ] + val [ m 21 ] * m . val [ m 10 ] + val [ m 22 ] * m . val [ m 20 ] ; float v 21 = val [ m 20 ] * m . val [ m 01 ] + val [ m 21 ] * m . val [ m 11 ] + val [ m 22 ] * m . val [ m 21 ] ; float v 22 = val [ m 20 ] * m . val [ m 02 ] + val [ m 21 ] * m . val [ m 12 ] + val [ m 22 ] * m . val [ m 22 ] ; val [ m 00 ] = v 00 ; val [ m 10 ] = v 10 ; val [ m 20 ] = v 20 ; val [ m 01 ] = v 01 ; val [ m 11 ] = v 11 ; val [ m 21 ] = v 21 ; val [ m 02 ] = v 02 ; val [ m 12 ] = v 12 ; val [ m 22 ] = v 22 ; return this ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { float [ ] val = this . val ; float v 00 = val [ m 00 ] * m . val [ m 00 ] + val [ m 01 ] * m . val [ m 10 ] + val [ m 02 ] * m . val [ m 20 ] ; float v 01 = val [ m 00 ] * m . val [ m 01 ] + val [ m 01 ] * m . val [ m 11 ] + val [ m 02 ] * m . val [ m 21 ] ; float v 02 = val [ m 00 ] * m . val [ m 02 ] + val [ m 01 ] * m . val [ m 12 ] + val [ m 02 ] * m . val [ m 22 ] ; float v 10 = val [ m 10 ] * m . val [ m 00 ] + val [ m 11 ] * m . val [ m 10 ] + val [ m 12 ] * m . val [ m 20 ] ; float v 11 = val [ m 10 ] * m . val [ m 01 ] + val [ m 11 ] * m . val [ m 11 ] + val [ m 12 ] * m . val [ m 21 ] ; float v 12 = val [ m 10 ] * m . val [ m 02 ] + val [ m 11 ] * m . val [ m 12 ] + val [ m 12 ] * m . val [ m 22 ] ; float v 20 = val [ m 20 ] * m . val [ m 00 ] + val [ m 21 ] * m . val [ m 10 ] + val [ m 22 ] * m . val [ m 20 ] ; float v 21 = val [ m 20 ] * m . val [ m 01 ] + val [ m 21 ] * m . val [ m 11 ] + val [ m 22 ] * m . val [ m 21 ] ; float v 22 = val [ m 20 ] * m . val [ m 02 ] + val [ m 21 ] * m . val [ m 12 ] + val [ m 22 ] * m . val [ m 22 ] ; val [ m 00 ] = v 00 ; val [ m 10 ] = v 10 ; val [ m 20 ] = v 20 ; val [ m 01 ] = v 01 ; val [ m 11 ] = v 11 ; val [ m 21 ] = v 21 ; val [ m 02 ] = v 02 ; val [ m 12 ] = v 12 ; val [ m 22 ] = v 22 ; return this ; } <SENTENCE_END/>

(Copy Probability: 3.1%)

<SENTENCE_START> { float [ ] val = this . val ; float v 00 = val [ m 00 ] * m . val [ m 00 ] + val [ m 01 ] * m . val [ m 10 ] + val [ m 02 ] * m . val [ m 20 ] ; float v 01 = val [ m 00 ] * m . val [ m 01 ] + val [ m 01 ] * m . val [ m 11 ] + val [ m 02 ] * m . val [ m 21 ] ; float v 02 = val [ m 00 ] * m . val [ m 02 ] + val [ m 01 ] * m . val [ m 12 ] + val [ m 02 ] * m . val [ m 22 ] ; float v 10 = val [ m 10 ] * m . val [ m 00 ] + val [ m 11 ] * m . val [ m 10 ] + val [ m 12 ] * m . val [ m 20 ] ; float v 11 = val [ m 10 ] * m . val [ m 01 ] + val [ m 11 ] * m . val [ m 11 ] + val [ m 12 ] * m . val [ m 21 ] ; float v 12 = val [ m 10 ] * m . val [ m 02 ] + val [ m 11 ] * m . val [ m 12 ] + val [ m 12 ] * m . val [ m 22 ] ; float v 20 = val [ m 20 ] * m . val [ m 00 ] + val [ m 21 ] * m . val [ m 10 ] + val [ m 22 ] * m . val [ m 20 ] ; float v 21 = val [ m 20 ] * m . val [ m 01 ] + val [ m 21 ] * m . val [ m 11 ] + val [ m 22 ] * m . val [ m 21 ] ; float v 22 = val [ m 20 ] * m . val [ m 02 ] + val [ m 21 ] * m . val [ m 12 ] + val [ m 22 ] * m . val [ m 22 ] ; val [ m 00 ] = v 00 ; val [ m 10 ] = v 10 ; val [ m 20 ] = v 20 ; val [ m 01 ] = v 01 ; val [ m 11 ] = v 11 ; val [ m 21 ] = v 21 ; val [ m 02 ] = v 02 ; val [ m 12 ] = v 12 ; val [ m 22 ] = v 22 ; return this ; } <SENTENCE_END/>


Original Name mul,left

mul

<SENTENCE_START> { float [ ] val = this . val ; float v 00 = m . val [ m 00 ] * val [ m 00 ] + m . val [ m 01 ] * val [ m 10 ] + m . val [ m 02 ] * val [ m 20 ] ; float v 01 = m . val [ m 00 ] * val [ m 01 ] + m . val [ m 01 ] * val [ m 11 ] + m . val [ m 02 ] * val [ m 21 ] ; float v 02 = m . val [ m 00 ] * val [ m 02 ] + m . val [ m 01 ] * val [ m 12 ] + m . val [ m 02 ] * val [ m 22 ] ; float v 10 = m . val [ m 10 ] * val [ m 00 ] + m . val [ m 11 ] * val [ m 10 ] + m . val [ m 12 ] * val [ m 20 ] ; float v 11 = m . val [ m 10 ] * val [ m 01 ] + m . val [ m 11 ] * val [ m 11 ] + m . val [ m 12 ] * val [ m 21 ] ; float v 12 = m . val [ m 10 ] * val [ m 02 ] + m . val [ m 11 ] * val [ m 12 ] + m . val [ m 12 ] * val [ m 22 ] ; float v 20 = m . val [ m 20 ] * val [ m 00 ] + m . val [ m 21 ] * val [ m 10 ] + m . val [ m 22 ] * val [ m 20 ] ; float v 21 = m . val [ m 20 ] * val [ m 01 ] + m . val [ m 21 ] * val [ m 11 ] + m . val [ m 22 ] * val [ m 21 ] ; float v 22 = m . val [ m 20 ] * val [ m 02 ] + m . val [ m 21 ] * val [ m 12 ] + m . val [ m 22 ] * val [ m 22 ] ; val [ m 00 ] = v 00 ; val [ m 10 ] = v 10 ; val [ m 20 ] = v 20 ; val [ m 01 ] = v 01 ; val [ m 11 ] = v 11 ; val [ m 21 ] = v 21 ; val [ m 02 ] = v 02 ; val [ m 12 ] = v 12 ; val [ m 22 ] = v 22 ; return this ; } <SENTENCE_END/>

(Copy Probability: 2.9%)

<SENTENCE_START> { float [ ] val = this . val ; float v 00 = m . val [ m 00 ] * val [ m 00 ] + m . val [ m 01 ] * val [ m 10 ] + m . val [ m 02 ] * val [ m 20 ] ; float v 01 = m . val [ m 00 ] * val [ m 01 ] + m . val [ m 01 ] * val [ m 11 ] + m . val [ m 02 ] * val [ m 21 ] ; float v 02 = m . val [ m 00 ] * val [ m 02 ] + m . val [ m 01 ] * val [ m 12 ] + m . val [ m 02 ] * val [ m 22 ] ; float v 10 = m . val [ m 10 ] * val [ m 00 ] + m . val [ m 11 ] * val [ m 10 ] + m . val [ m 12 ] * val [ m 20 ] ; float v 11 = m . val [ m 10 ] * val [ m 01 ] + m . val [ m 11 ] * val [ m 11 ] + m . val [ m 12 ] * val [ m 21 ] ; float v 12 = m . val [ m 10 ] * val [ m 02 ] + m . val [ m 11 ] * val [ m 12 ] + m . val [ m 12 ] * val [ m 22 ] ; float v 20 = m . val [ m 20 ] * val [ m 00 ] + m . val [ m 21 ] * val [ m 10 ] + m . val [ m 22 ] * val [ m 20 ] ; float v 21 = m . val [ m 20 ] * val [ m 01 ] + m . val [ m 21 ] * val [ m 11 ] + m . val [ m 22 ] * val [ m 21 ] ; float v 22 = m . val [ m 20 ] * val [ m 02 ] + m . val [ m 21 ] * val [ m 12 ] + m . val [ m 22 ] * val [ m 22 ] ; val [ m 00 ] = v 00 ; val [ m 10 ] = v 10 ; val [ m 20 ] = v 20 ; val [ m 01 ] = v 01 ; val [ m 11 ] = v 11 ; val [ m 21 ] = v 21 ; val [ m 02 ] = v 02 ; val [ m 12 ] = v 12 ; val [ m 22 ] = v 22 ; return this ; } <SENTENCE_END/>

left

<SENTENCE_START> { float [ ] val = this . val ; float v 00 = m . val [ m 00 ] * val [ m 00 ] + m . val [ m 01 ] * val [ m 10 ] + m . val [ m 02 ] * val [ m 20 ] ; float v 01 = m . val [ m 00 ] * val [ m 01 ] + m . val [ m 01 ] * val [ m 11 ] + m . val [ m 02 ] * val [ m 21 ] ; float v 02 = m . val [ m 00 ] * val [ m 02 ] + m . val [ m 01 ] * val [ m 12 ] + m . val [ m 02 ] * val [ m 22 ] ; float v 10 = m . val [ m 10 ] * val [ m 00 ] + m . val [ m 11 ] * val [ m 10 ] + m . val [ m 12 ] * val [ m 20 ] ; float v 11 = m . val [ m 10 ] * val [ m 01 ] + m . val [ m 11 ] * val [ m 11 ] + m . val [ m 12 ] * val [ m 21 ] ; float v 12 = m . val [ m 10 ] * val [ m 02 ] + m . val [ m 11 ] * val [ m 12 ] + m . val [ m 12 ] * val [ m 22 ] ; float v 20 = m . val [ m 20 ] * val [ m 00 ] + m . val [ m 21 ] * val [ m 10 ] + m . val [ m 22 ] * val [ m 20 ] ; float v 21 = m . val [ m 20 ] * val [ m 01 ] + m . val [ m 21 ] * val [ m 11 ] + m . val [ m 22 ] * val [ m 21 ] ; float v 22 = m . val [ m 20 ] * val [ m 02 ] + m . val [ m 21 ] * val [ m 12 ] + m . val [ m 22 ] * val [ m 22 ] ; val [ m 00 ] = v 00 ; val [ m 10 ] = v 10 ; val [ m 20 ] = v 20 ; val [ m 01 ] = v 01 ; val [ m 11 ] = v 11 ; val [ m 21 ] = v 21 ; val [ m 02 ] = v 02 ; val [ m 12 ] = v 12 ; val [ m 22 ] = v 22 ; return this ; } <SENTENCE_END/>

(Copy Probability: 3.2%)

<SENTENCE_START> { float [ ] val = this . val ; float v 00 = m . val [ m 00 ] * val [ m 00 ] + m . val [ m 01 ] * val [ m 10 ] + m . val [ m 02 ] * val [ m 20 ] ; float v 01 = m . val [ m 00 ] * val [ m 01 ] + m . val [ m 01 ] * val [ m 11 ] + m . val [ m 02 ] * val [ m 21 ] ; float v 02 = m . val [ m 00 ] * val [ m 02 ] + m . val [ m 01 ] * val [ m 12 ] + m . val [ m 02 ] * val [ m 22 ] ; float v 10 = m . val [ m 10 ] * val [ m 00 ] + m . val [ m 11 ] * val [ m 10 ] + m . val [ m 12 ] * val [ m 20 ] ; float v 11 = m . val [ m 10 ] * val [ m 01 ] + m . val [ m 11 ] * val [ m 11 ] + m . val [ m 12 ] * val [ m 21 ] ; float v 12 = m . val [ m 10 ] * val [ m 02 ] + m . val [ m 11 ] * val [ m 12 ] + m . val [ m 12 ] * val [ m 22 ] ; float v 20 = m . val [ m 20 ] * val [ m 00 ] + m . val [ m 21 ] * val [ m 10 ] + m . val [ m 22 ] * val [ m 20 ] ; float v 21 = m . val [ m 20 ] * val [ m 01 ] + m . val [ m 21 ] * val [ m 11 ] + m . val [ m 22 ] * val [ m 21 ] ; float v 22 = m . val [ m 20 ] * val [ m 02 ] + m . val [ m 21 ] * val [ m 12 ] + m . val [ m 22 ] * val [ m 22 ] ; val [ m 00 ] = v 00 ; val [ m 10 ] = v 10 ; val [ m 20 ] = v 20 ; val [ m 01 ] = v 01 ; val [ m 11 ] = v 11 ; val [ m 21 ] = v 21 ; val [ m 02 ] = v 02 ; val [ m 12 ] = v 12 ; val [ m 22 ] = v 22 ; return this ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { float [ ] val = this . val ; float v 00 = m . val [ m 00 ] * val [ m 00 ] + m . val [ m 01 ] * val [ m 10 ] + m . val [ m 02 ] * val [ m 20 ] ; float v 01 = m . val [ m 00 ] * val [ m 01 ] + m . val [ m 01 ] * val [ m 11 ] + m . val [ m 02 ] * val [ m 21 ] ; float v 02 = m . val [ m 00 ] * val [ m 02 ] + m . val [ m 01 ] * val [ m 12 ] + m . val [ m 02 ] * val [ m 22 ] ; float v 10 = m . val [ m 10 ] * val [ m 00 ] + m . val [ m 11 ] * val [ m 10 ] + m . val [ m 12 ] * val [ m 20 ] ; float v 11 = m . val [ m 10 ] * val [ m 01 ] + m . val [ m 11 ] * val [ m 11 ] + m . val [ m 12 ] * val [ m 21 ] ; float v 12 = m . val [ m 10 ] * val [ m 02 ] + m . val [ m 11 ] * val [ m 12 ] + m . val [ m 12 ] * val [ m 22 ] ; float v 20 = m . val [ m 20 ] * val [ m 00 ] + m . val [ m 21 ] * val [ m 10 ] + m . val [ m 22 ] * val [ m 20 ] ; float v 21 = m . val [ m 20 ] * val [ m 01 ] + m . val [ m 21 ] * val [ m 11 ] + m . val [ m 22 ] * val [ m 21 ] ; float v 22 = m . val [ m 20 ] * val [ m 02 ] + m . val [ m 21 ] * val [ m 12 ] + m . val [ m 22 ] * val [ m 22 ] ; val [ m 00 ] = v 00 ; val [ m 10 ] = v 10 ; val [ m 20 ] = v 20 ; val [ m 01 ] = v 01 ; val [ m 11 ] = v 11 ; val [ m 21 ] = v 21 ; val [ m 02 ] = v 02 ; val [ m 12 ] = v 12 ; val [ m 22 ] = v 22 ; return this ; } <SENTENCE_END/>

(Copy Probability: 2.2%)

<SENTENCE_START> { float [ ] val = this . val ; float v 00 = m . val [ m 00 ] * val [ m 00 ] + m . val [ m 01 ] * val [ m 10 ] + m . val [ m 02 ] * val [ m 20 ] ; float v 01 = m . val [ m 00 ] * val [ m 01 ] + m . val [ m 01 ] * val [ m 11 ] + m . val [ m 02 ] * val [ m 21 ] ; float v 02 = m . val [ m 00 ] * val [ m 02 ] + m . val [ m 01 ] * val [ m 12 ] + m . val [ m 02 ] * val [ m 22 ] ; float v 10 = m . val [ m 10 ] * val [ m 00 ] + m . val [ m 11 ] * val [ m 10 ] + m . val [ m 12 ] * val [ m 20 ] ; float v 11 = m . val [ m 10 ] * val [ m 01 ] + m . val [ m 11 ] * val [ m 11 ] + m . val [ m 12 ] * val [ m 21 ] ; float v 12 = m . val [ m 10 ] * val [ m 02 ] + m . val [ m 11 ] * val [ m 12 ] + m . val [ m 12 ] * val [ m 22 ] ; float v 20 = m . val [ m 20 ] * val [ m 00 ] + m . val [ m 21 ] * val [ m 10 ] + m . val [ m 22 ] * val [ m 20 ] ; float v 21 = m . val [ m 20 ] * val [ m 01 ] + m . val [ m 21 ] * val [ m 11 ] + m . val [ m 22 ] * val [ m 21 ] ; float v 22 = m . val [ m 20 ] * val [ m 02 ] + m . val [ m 21 ] * val [ m 12 ] + m . val [ m 22 ] * val [ m 22 ] ; val [ m 00 ] = v 00 ; val [ m 10 ] = v 10 ; val [ m 20 ] = v 20 ; val [ m 01 ] = v 01 ; val [ m 11 ] = v 11 ; val [ m 21 ] = v 21 ; val [ m 02 ] = v 02 ; val [ m 12 ] = v 12 ; val [ m 22 ] = v 22 ; return this ; } <SENTENCE_END/>


Original Name set,to,rotation

set

<SENTENCE_START> { return set to rotation rad ( math utils . degrees to radians * degrees ) ; } <SENTENCE_END/>

(Copy Probability: 1.4%)

<SENTENCE_START> { return set to rotation rad ( math utils . degrees to radians * degrees ) ; } <SENTENCE_END/>

to

<SENTENCE_START> { return set to rotation rad ( math utils . degrees to radians * degrees ) ; } <SENTENCE_END/>

(Copy Probability: 91.8%)

<SENTENCE_START> { return set to rotation rad ( math utils . degrees to radians * degrees ) ; } <SENTENCE_END/>

rotation

<SENTENCE_START> { return set to rotation rad ( math utils . degrees to radians * degrees ) ; } <SENTENCE_END/>

(Copy Probability: 72.3%)

<SENTENCE_START> { return set to rotation rad ( math utils . degrees to radians * degrees ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { return set to rotation rad ( math utils . degrees to radians * degrees ) ; } <SENTENCE_END/>

(Copy Probability: 5.3%)

<SENTENCE_START> { return set to rotation rad ( math utils . degrees to radians * degrees ) ; } <SENTENCE_END/>


Original Name set,to,rotation,rad

set

<SENTENCE_START> { float cos = ( float ) math . cos ( radians ) ; float sin = ( float ) math . sin ( radians ) ; float [ ] val = this . val ; val [ m 00 ] = cos ; val [ m 10 ] = sin ; val [ m 20 ] = 0 ; val [ m 01 ] = - sin ; val [ m 11 ] = cos ; val [ m 21 ] = 0 ; val [ m 02 ] = 0 ; val [ m 12 ] = 0 ; val [ m 22 ] = 1 ; return this ; } <SENTENCE_END/>

(Copy Probability: 2.5%)

<SENTENCE_START> { float cos = ( float ) math . cos ( radians ) ; float sin = ( float ) math . sin ( radians ) ; float [ ] val = this . val ; val [ m 00 ] = cos ; val [ m 10 ] = sin ; val [ m 20 ] = 0 ; val [ m 01 ] = - sin ; val [ m 11 ] = cos ; val [ m 21 ] = 0 ; val [ m 02 ] = 0 ; val [ m 12 ] = 0 ; val [ m 22 ] = 1 ; return this ; } <SENTENCE_END/>

to

<SENTENCE_START> { float cos = ( float ) math . cos ( radians ) ; float sin = ( float ) math . sin ( radians ) ; float [ ] val = this . val ; val [ m 00 ] = cos ; val [ m 10 ] = sin ; val [ m 20 ] = 0 ; val [ m 01 ] = - sin ; val [ m 11 ] = cos ; val [ m 21 ] = 0 ; val [ m 02 ] = 0 ; val [ m 12 ] = 0 ; val [ m 22 ] = 1 ; return this ; } <SENTENCE_END/>

(Copy Probability: 3.8%)

<SENTENCE_START> { float cos = ( float ) math . cos ( radians ) ; float sin = ( float ) math . sin ( radians ) ; float [ ] val = this . val ; val [ m 00 ] = cos ; val [ m 10 ] = sin ; val [ m 20 ] = 0 ; val [ m 01 ] = - sin ; val [ m 11 ] = cos ; val [ m 21 ] = 0 ; val [ m 02 ] = 0 ; val [ m 12 ] = 0 ; val [ m 22 ] = 1 ; return this ; } <SENTENCE_END/>

rotation

<SENTENCE_START> { float cos = ( float ) math . cos ( radians ) ; float sin = ( float ) math . sin ( radians ) ; float [ ] val = this . val ; val [ m 00 ] = cos ; val [ m 10 ] = sin ; val [ m 20 ] = 0 ; val [ m 01 ] = - sin ; val [ m 11 ] = cos ; val [ m 21 ] = 0 ; val [ m 02 ] = 0 ; val [ m 12 ] = 0 ; val [ m 22 ] = 1 ; return this ; } <SENTENCE_END/>

(Copy Probability: 2.0%)

<SENTENCE_START> { float cos = ( float ) math . cos ( radians ) ; float sin = ( float ) math . sin ( radians ) ; float [ ] val = this . val ; val [ m 00 ] = cos ; val [ m 10 ] = sin ; val [ m 20 ] = 0 ; val [ m 01 ] = - sin ; val [ m 11 ] = cos ; val [ m 21 ] = 0 ; val [ m 02 ] = 0 ; val [ m 12 ] = 0 ; val [ m 22 ] = 1 ; return this ; } <SENTENCE_END/>

rad

<SENTENCE_START> { float cos = ( float ) math . cos ( radians ) ; float sin = ( float ) math . sin ( radians ) ; float [ ] val = this . val ; val [ m 00 ] = cos ; val [ m 10 ] = sin ; val [ m 20 ] = 0 ; val [ m 01 ] = - sin ; val [ m 11 ] = cos ; val [ m 21 ] = 0 ; val [ m 02 ] = 0 ; val [ m 12 ] = 0 ; val [ m 22 ] = 1 ; return this ; } <SENTENCE_END/>

(Copy Probability: 2.5%)

<SENTENCE_START> { float cos = ( float ) math . cos ( radians ) ; float sin = ( float ) math . sin ( radians ) ; float [ ] val = this . val ; val [ m 00 ] = cos ; val [ m 10 ] = sin ; val [ m 20 ] = 0 ; val [ m 01 ] = - sin ; val [ m 11 ] = cos ; val [ m 21 ] = 0 ; val [ m 02 ] = 0 ; val [ m 12 ] = 0 ; val [ m 22 ] = 1 ; return this ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { float cos = ( float ) math . cos ( radians ) ; float sin = ( float ) math . sin ( radians ) ; float [ ] val = this . val ; val [ m 00 ] = cos ; val [ m 10 ] = sin ; val [ m 20 ] = 0 ; val [ m 01 ] = - sin ; val [ m 11 ] = cos ; val [ m 21 ] = 0 ; val [ m 02 ] = 0 ; val [ m 12 ] = 0 ; val [ m 22 ] = 1 ; return this ; } <SENTENCE_END/>

(Copy Probability: 3.7%)

<SENTENCE_START> { float cos = ( float ) math . cos ( radians ) ; float sin = ( float ) math . sin ( radians ) ; float [ ] val = this . val ; val [ m 00 ] = cos ; val [ m 10 ] = sin ; val [ m 20 ] = 0 ; val [ m 01 ] = - sin ; val [ m 11 ] = cos ; val [ m 21 ] = 0 ; val [ m 02 ] = 0 ; val [ m 12 ] = 0 ; val [ m 22 ] = 1 ; return this ; } <SENTENCE_END/>


Original Name set,to,rotation

set

<SENTENCE_START> { return %SELF% ( axis , math utils . cos deg ( degrees ) , math utils . sin deg ( degrees ) ) ; } <SENTENCE_END/>

(Copy Probability: 1.4%)

<SENTENCE_START> { return %SELF% ( axis , math utils . cos deg ( degrees ) , math utils . sin deg ( degrees ) ) ; } <SENTENCE_END/>

to

<SENTENCE_START> { return %SELF% ( axis , math utils . cos deg ( degrees ) , math utils . sin deg ( degrees ) ) ; } <SENTENCE_END/>

(Copy Probability: 2.3%)

<SENTENCE_START> { return %SELF% ( axis , math utils . cos deg ( degrees ) , math utils . sin deg ( degrees ) ) ; } <SENTENCE_END/>

rotation

<SENTENCE_START> { return %SELF% ( axis , math utils . cos deg ( degrees ) , math utils . sin deg ( degrees ) ) ; } <SENTENCE_END/>

(Copy Probability: 1.2%)

<SENTENCE_START> { return %SELF% ( axis , math utils . cos deg ( degrees ) , math utils . sin deg ( degrees ) ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { return %SELF% ( axis , math utils . cos deg ( degrees ) , math utils . sin deg ( degrees ) ) ; } <SENTENCE_END/>

(Copy Probability: 1.5%)

<SENTENCE_START> { return %SELF% ( axis , math utils . cos deg ( degrees ) , math utils . sin deg ( degrees ) ) ; } <SENTENCE_END/>


Original Name set,to,rotation

set

<SENTENCE_START> { float [ ] val = this . val ; float oc = 1.0f - cos ; val [ m 00 ] = oc * axis . x * axis . x + cos ; val [ m 10 ] = oc * axis . x * axis . y - axis . z * sin ; val [ m 20 ] = oc * axis . z * axis . x + axis . y * sin ; val [ m 01 ] = oc * axis . x * axis . y + axis . z * sin ; val [ m 11 ] = oc * axis . y * axis . y + cos ; val [ m 21 ] = oc * axis . y * axis . z - axis . x * sin ; val [ m 02 ] = oc * axis . z * axis . x - axis . y * sin ; val [ m 12 ] = oc * axis . y * axis . z + axis . x * sin ; val [ m 22 ] = oc * axis . z * axis . z + cos ; return this ; } <SENTENCE_END/>

(Copy Probability: 2.2%)

<SENTENCE_START> { float [ ] val = this . val ; float oc = 1.0f - cos ; val [ m 00 ] = oc * axis . x * axis . x + cos ; val [ m 10 ] = oc * axis . x * axis . y - axis . z * sin ; val [ m 20 ] = oc * axis . z * axis . x + axis . y * sin ; val [ m 01 ] = oc * axis . x * axis . y + axis . z * sin ; val [ m 11 ] = oc * axis . y * axis . y + cos ; val [ m 21 ] = oc * axis . y * axis . z - axis . x * sin ; val [ m 02 ] = oc * axis . z * axis . x - axis . y * sin ; val [ m 12 ] = oc * axis . y * axis . z + axis . x * sin ; val [ m 22 ] = oc * axis . z * axis . z + cos ; return this ; } <SENTENCE_END/>

to

<SENTENCE_START> { float [ ] val = this . val ; float oc = 1.0f - cos ; val [ m 00 ] = oc * axis . x * axis . x + cos ; val [ m 10 ] = oc * axis . x * axis . y - axis . z * sin ; val [ m 20 ] = oc * axis . z * axis . x + axis . y * sin ; val [ m 01 ] = oc * axis . x * axis . y + axis . z * sin ; val [ m 11 ] = oc * axis . y * axis . y + cos ; val [ m 21 ] = oc * axis . y * axis . z - axis . x * sin ; val [ m 02 ] = oc * axis . z * axis . x - axis . y * sin ; val [ m 12 ] = oc * axis . y * axis . z + axis . x * sin ; val [ m 22 ] = oc * axis . z * axis . z + cos ; return this ; } <SENTENCE_END/>

(Copy Probability: 2.6%)

<SENTENCE_START> { float [ ] val = this . val ; float oc = 1.0f - cos ; val [ m 00 ] = oc * axis . x * axis . x + cos ; val [ m 10 ] = oc * axis . x * axis . y - axis . z * sin ; val [ m 20 ] = oc * axis . z * axis . x + axis . y * sin ; val [ m 01 ] = oc * axis . x * axis . y + axis . z * sin ; val [ m 11 ] = oc * axis . y * axis . y + cos ; val [ m 21 ] = oc * axis . y * axis . z - axis . x * sin ; val [ m 02 ] = oc * axis . z * axis . x - axis . y * sin ; val [ m 12 ] = oc * axis . y * axis . z + axis . x * sin ; val [ m 22 ] = oc * axis . z * axis . z + cos ; return this ; } <SENTENCE_END/>

rotation

<SENTENCE_START> { float [ ] val = this . val ; float oc = 1.0f - cos ; val [ m 00 ] = oc * axis . x * axis . x + cos ; val [ m 10 ] = oc * axis . x * axis . y - axis . z * sin ; val [ m 20 ] = oc * axis . z * axis . x + axis . y * sin ; val [ m 01 ] = oc * axis . x * axis . y + axis . z * sin ; val [ m 11 ] = oc * axis . y * axis . y + cos ; val [ m 21 ] = oc * axis . y * axis . z - axis . x * sin ; val [ m 02 ] = oc * axis . z * axis . x - axis . y * sin ; val [ m 12 ] = oc * axis . y * axis . z + axis . x * sin ; val [ m 22 ] = oc * axis . z * axis . z + cos ; return this ; } <SENTENCE_END/>

(Copy Probability: 2.3%)

<SENTENCE_START> { float [ ] val = this . val ; float oc = 1.0f - cos ; val [ m 00 ] = oc * axis . x * axis . x + cos ; val [ m 10 ] = oc * axis . x * axis . y - axis . z * sin ; val [ m 20 ] = oc * axis . z * axis . x + axis . y * sin ; val [ m 01 ] = oc * axis . x * axis . y + axis . z * sin ; val [ m 11 ] = oc * axis . y * axis . y + cos ; val [ m 21 ] = oc * axis . y * axis . z - axis . x * sin ; val [ m 02 ] = oc * axis . z * axis . x - axis . y * sin ; val [ m 12 ] = oc * axis . y * axis . z + axis . x * sin ; val [ m 22 ] = oc * axis . z * axis . z + cos ; return this ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { float [ ] val = this . val ; float oc = 1.0f - cos ; val [ m 00 ] = oc * axis . x * axis . x + cos ; val [ m 10 ] = oc * axis . x * axis . y - axis . z * sin ; val [ m 20 ] = oc * axis . z * axis . x + axis . y * sin ; val [ m 01 ] = oc * axis . x * axis . y + axis . z * sin ; val [ m 11 ] = oc * axis . y * axis . y + cos ; val [ m 21 ] = oc * axis . y * axis . z - axis . x * sin ; val [ m 02 ] = oc * axis . z * axis . x - axis . y * sin ; val [ m 12 ] = oc * axis . y * axis . z + axis . x * sin ; val [ m 22 ] = oc * axis . z * axis . z + cos ; return this ; } <SENTENCE_END/>

(Copy Probability: 2.8%)

<SENTENCE_START> { float [ ] val = this . val ; float oc = 1.0f - cos ; val [ m 00 ] = oc * axis . x * axis . x + cos ; val [ m 10 ] = oc * axis . x * axis . y - axis . z * sin ; val [ m 20 ] = oc * axis . z * axis . x + axis . y * sin ; val [ m 01 ] = oc * axis . x * axis . y + axis . z * sin ; val [ m 11 ] = oc * axis . y * axis . y + cos ; val [ m 21 ] = oc * axis . y * axis . z - axis . x * sin ; val [ m 02 ] = oc * axis . z * axis . x - axis . y * sin ; val [ m 12 ] = oc * axis . y * axis . z + axis . x * sin ; val [ m 22 ] = oc * axis . z * axis . z + cos ; return this ; } <SENTENCE_END/>


Original Name set,to,translation

set

<SENTENCE_START> { float [ ] val = this . val ; val [ m 00 ] = 1 ; val [ m 10 ] = 0 ; val [ m 20 ] = 0 ; val [ m 01 ] = 0 ; val [ m 11 ] = 1 ; val [ m 21 ] = 0 ; val [ m 02 ] = x ; val [ m 12 ] = y ; val [ m 22 ] = 1 ; return this ; } <SENTENCE_END/>

(Copy Probability: 2.1%)

<SENTENCE_START> { float [ ] val = this . val ; val [ m 00 ] = 1 ; val [ m 10 ] = 0 ; val [ m 20 ] = 0 ; val [ m 01 ] = 0 ; val [ m 11 ] = 1 ; val [ m 21 ] = 0 ; val [ m 02 ] = x ; val [ m 12 ] = y ; val [ m 22 ] = 1 ; return this ; } <SENTENCE_END/>

to

<SENTENCE_START> { float [ ] val = this . val ; val [ m 00 ] = 1 ; val [ m 10 ] = 0 ; val [ m 20 ] = 0 ; val [ m 01 ] = 0 ; val [ m 11 ] = 1 ; val [ m 21 ] = 0 ; val [ m 02 ] = x ; val [ m 12 ] = y ; val [ m 22 ] = 1 ; return this ; } <SENTENCE_END/>

(Copy Probability: 2.8%)

<SENTENCE_START> { float [ ] val = this . val ; val [ m 00 ] = 1 ; val [ m 10 ] = 0 ; val [ m 20 ] = 0 ; val [ m 01 ] = 0 ; val [ m 11 ] = 1 ; val [ m 21 ] = 0 ; val [ m 02 ] = x ; val [ m 12 ] = y ; val [ m 22 ] = 1 ; return this ; } <SENTENCE_END/>

translation

<SENTENCE_START> { float [ ] val = this . val ; val [ m 00 ] = 1 ; val [ m 10 ] = 0 ; val [ m 20 ] = 0 ; val [ m 01 ] = 0 ; val [ m 11 ] = 1 ; val [ m 21 ] = 0 ; val [ m 02 ] = x ; val [ m 12 ] = y ; val [ m 22 ] = 1 ; return this ; } <SENTENCE_END/>

(Copy Probability: 1.6%)

<SENTENCE_START> { float [ ] val = this . val ; val [ m 00 ] = 1 ; val [ m 10 ] = 0 ; val [ m 20 ] = 0 ; val [ m 01 ] = 0 ; val [ m 11 ] = 1 ; val [ m 21 ] = 0 ; val [ m 02 ] = x ; val [ m 12 ] = y ; val [ m 22 ] = 1 ; return this ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { float [ ] val = this . val ; val [ m 00 ] = 1 ; val [ m 10 ] = 0 ; val [ m 20 ] = 0 ; val [ m 01 ] = 0 ; val [ m 11 ] = 1 ; val [ m 21 ] = 0 ; val [ m 02 ] = x ; val [ m 12 ] = y ; val [ m 22 ] = 1 ; return this ; } <SENTENCE_END/>

(Copy Probability: 2.5%)

<SENTENCE_START> { float [ ] val = this . val ; val [ m 00 ] = 1 ; val [ m 10 ] = 0 ; val [ m 20 ] = 0 ; val [ m 01 ] = 0 ; val [ m 11 ] = 1 ; val [ m 21 ] = 0 ; val [ m 02 ] = x ; val [ m 12 ] = y ; val [ m 22 ] = 1 ; return this ; } <SENTENCE_END/>


Original Name set,to,translation

set

<SENTENCE_START> { float [ ] val = this . val ; val [ m 00 ] = 1 ; val [ m 10 ] = 0 ; val [ m 20 ] = 0 ; val [ m 01 ] = 0 ; val [ m 11 ] = 1 ; val [ m 21 ] = 0 ; val [ m 02 ] = translation . x ; val [ m 12 ] = translation . y ; val [ m 22 ] = 1 ; return this ; } <SENTENCE_END/>

(Copy Probability: 2.1%)

<SENTENCE_START> { float [ ] val = this . val ; val [ m 00 ] = 1 ; val [ m 10 ] = 0 ; val [ m 20 ] = 0 ; val [ m 01 ] = 0 ; val [ m 11 ] = 1 ; val [ m 21 ] = 0 ; val [ m 02 ] = translation . x ; val [ m 12 ] = translation . y ; val [ m 22 ] = 1 ; return this ; } <SENTENCE_END/>

to

<SENTENCE_START> { float [ ] val = this . val ; val [ m 00 ] = 1 ; val [ m 10 ] = 0 ; val [ m 20 ] = 0 ; val [ m 01 ] = 0 ; val [ m 11 ] = 1 ; val [ m 21 ] = 0 ; val [ m 02 ] = translation . x ; val [ m 12 ] = translation . y ; val [ m 22 ] = 1 ; return this ; } <SENTENCE_END/>

(Copy Probability: 2.6%)

<SENTENCE_START> { float [ ] val = this . val ; val [ m 00 ] = 1 ; val [ m 10 ] = 0 ; val [ m 20 ] = 0 ; val [ m 01 ] = 0 ; val [ m 11 ] = 1 ; val [ m 21 ] = 0 ; val [ m 02 ] = translation . x ; val [ m 12 ] = translation . y ; val [ m 22 ] = 1 ; return this ; } <SENTENCE_END/>

translation

<SENTENCE_START> { float [ ] val = this . val ; val [ m 00 ] = 1 ; val [ m 10 ] = 0 ; val [ m 20 ] = 0 ; val [ m 01 ] = 0 ; val [ m 11 ] = 1 ; val [ m 21 ] = 0 ; val [ m 02 ] = translation . x ; val [ m 12 ] = translation . y ; val [ m 22 ] = 1 ; return this ; } <SENTENCE_END/>

(Copy Probability: 1.6%)

<SENTENCE_START> { float [ ] val = this . val ; val [ m 00 ] = 1 ; val [ m 10 ] = 0 ; val [ m 20 ] = 0 ; val [ m 01 ] = 0 ; val [ m 11 ] = 1 ; val [ m 21 ] = 0 ; val [ m 02 ] = translation . x ; val [ m 12 ] = translation . y ; val [ m 22 ] = 1 ; return this ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { float [ ] val = this . val ; val [ m 00 ] = 1 ; val [ m 10 ] = 0 ; val [ m 20 ] = 0 ; val [ m 01 ] = 0 ; val [ m 11 ] = 1 ; val [ m 21 ] = 0 ; val [ m 02 ] = translation . x ; val [ m 12 ] = translation . y ; val [ m 22 ] = 1 ; return this ; } <SENTENCE_END/>

(Copy Probability: 3.0%)

<SENTENCE_START> { float [ ] val = this . val ; val [ m 00 ] = 1 ; val [ m 10 ] = 0 ; val [ m 20 ] = 0 ; val [ m 01 ] = 0 ; val [ m 11 ] = 1 ; val [ m 21 ] = 0 ; val [ m 02 ] = translation . x ; val [ m 12 ] = translation . y ; val [ m 22 ] = 1 ; return this ; } <SENTENCE_END/>


Original Name set,to,scaling

set

<SENTENCE_START> { float [ ] val = this . val ; val [ m 00 ] = scale x ; val [ m 10 ] = 0 ; val [ m 20 ] = 0 ; val [ m 01 ] = 0 ; val [ m 11 ] = scale y ; val [ m 21 ] = 0 ; val [ m 02 ] = 0 ; val [ m 12 ] = 0 ; val [ m 22 ] = 1 ; return this ; } <SENTENCE_END/>

(Copy Probability: 2.1%)

<SENTENCE_START> { float [ ] val = this . val ; val [ m 00 ] = scale x ; val [ m 10 ] = 0 ; val [ m 20 ] = 0 ; val [ m 01 ] = 0 ; val [ m 11 ] = scale y ; val [ m 21 ] = 0 ; val [ m 02 ] = 0 ; val [ m 12 ] = 0 ; val [ m 22 ] = 1 ; return this ; } <SENTENCE_END/>

to

<SENTENCE_START> { float [ ] val = this . val ; val [ m 00 ] = scale x ; val [ m 10 ] = 0 ; val [ m 20 ] = 0 ; val [ m 01 ] = 0 ; val [ m 11 ] = scale y ; val [ m 21 ] = 0 ; val [ m 02 ] = 0 ; val [ m 12 ] = 0 ; val [ m 22 ] = 1 ; return this ; } <SENTENCE_END/>

(Copy Probability: 2.6%)

<SENTENCE_START> { float [ ] val = this . val ; val [ m 00 ] = scale x ; val [ m 10 ] = 0 ; val [ m 20 ] = 0 ; val [ m 01 ] = 0 ; val [ m 11 ] = scale y ; val [ m 21 ] = 0 ; val [ m 02 ] = 0 ; val [ m 12 ] = 0 ; val [ m 22 ] = 1 ; return this ; } <SENTENCE_END/>

scaling

<SENTENCE_START> { float [ ] val = this . val ; val [ m 00 ] = scale x ; val [ m 10 ] = 0 ; val [ m 20 ] = 0 ; val [ m 01 ] = 0 ; val [ m 11 ] = scale y ; val [ m 21 ] = 0 ; val [ m 02 ] = 0 ; val [ m 12 ] = 0 ; val [ m 22 ] = 1 ; return this ; } <SENTENCE_END/>

(Copy Probability: 1.6%)

<SENTENCE_START> { float [ ] val = this . val ; val [ m 00 ] = scale x ; val [ m 10 ] = 0 ; val [ m 20 ] = 0 ; val [ m 01 ] = 0 ; val [ m 11 ] = scale y ; val [ m 21 ] = 0 ; val [ m 02 ] = 0 ; val [ m 12 ] = 0 ; val [ m 22 ] = 1 ; return this ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { float [ ] val = this . val ; val [ m 00 ] = scale x ; val [ m 10 ] = 0 ; val [ m 20 ] = 0 ; val [ m 01 ] = 0 ; val [ m 11 ] = scale y ; val [ m 21 ] = 0 ; val [ m 02 ] = 0 ; val [ m 12 ] = 0 ; val [ m 22 ] = 1 ; return this ; } <SENTENCE_END/>

(Copy Probability: 3.1%)

<SENTENCE_START> { float [ ] val = this . val ; val [ m 00 ] = scale x ; val [ m 10 ] = 0 ; val [ m 20 ] = 0 ; val [ m 01 ] = 0 ; val [ m 11 ] = scale y ; val [ m 21 ] = 0 ; val [ m 02 ] = 0 ; val [ m 12 ] = 0 ; val [ m 22 ] = 1 ; return this ; } <SENTENCE_END/>


Original Name set,to,scaling

set

<SENTENCE_START> { float [ ] val = this . val ; val [ m 00 ] = scale . x ; val [ m 10 ] = 0 ; val [ m 20 ] = 0 ; val [ m 01 ] = 0 ; val [ m 11 ] = scale . y ; val [ m 21 ] = 0 ; val [ m 02 ] = 0 ; val [ m 12 ] = 0 ; val [ m 22 ] = 1 ; return this ; } <SENTENCE_END/>

(Copy Probability: 2.1%)

<SENTENCE_START> { float [ ] val = this . val ; val [ m 00 ] = scale . x ; val [ m 10 ] = 0 ; val [ m 20 ] = 0 ; val [ m 01 ] = 0 ; val [ m 11 ] = scale . y ; val [ m 21 ] = 0 ; val [ m 02 ] = 0 ; val [ m 12 ] = 0 ; val [ m 22 ] = 1 ; return this ; } <SENTENCE_END/>

to

<SENTENCE_START> { float [ ] val = this . val ; val [ m 00 ] = scale . x ; val [ m 10 ] = 0 ; val [ m 20 ] = 0 ; val [ m 01 ] = 0 ; val [ m 11 ] = scale . y ; val [ m 21 ] = 0 ; val [ m 02 ] = 0 ; val [ m 12 ] = 0 ; val [ m 22 ] = 1 ; return this ; } <SENTENCE_END/>

(Copy Probability: 2.6%)

<SENTENCE_START> { float [ ] val = this . val ; val [ m 00 ] = scale . x ; val [ m 10 ] = 0 ; val [ m 20 ] = 0 ; val [ m 01 ] = 0 ; val [ m 11 ] = scale . y ; val [ m 21 ] = 0 ; val [ m 02 ] = 0 ; val [ m 12 ] = 0 ; val [ m 22 ] = 1 ; return this ; } <SENTENCE_END/>

scaling

<SENTENCE_START> { float [ ] val = this . val ; val [ m 00 ] = scale . x ; val [ m 10 ] = 0 ; val [ m 20 ] = 0 ; val [ m 01 ] = 0 ; val [ m 11 ] = scale . y ; val [ m 21 ] = 0 ; val [ m 02 ] = 0 ; val [ m 12 ] = 0 ; val [ m 22 ] = 1 ; return this ; } <SENTENCE_END/>

(Copy Probability: 1.6%)

<SENTENCE_START> { float [ ] val = this . val ; val [ m 00 ] = scale . x ; val [ m 10 ] = 0 ; val [ m 20 ] = 0 ; val [ m 01 ] = 0 ; val [ m 11 ] = scale . y ; val [ m 21 ] = 0 ; val [ m 02 ] = 0 ; val [ m 12 ] = 0 ; val [ m 22 ] = 1 ; return this ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { float [ ] val = this . val ; val [ m 00 ] = scale . x ; val [ m 10 ] = 0 ; val [ m 20 ] = 0 ; val [ m 01 ] = 0 ; val [ m 11 ] = scale . y ; val [ m 21 ] = 0 ; val [ m 02 ] = 0 ; val [ m 12 ] = 0 ; val [ m 22 ] = 1 ; return this ; } <SENTENCE_END/>

(Copy Probability: 2.7%)

<SENTENCE_START> { float [ ] val = this . val ; val [ m 00 ] = scale . x ; val [ m 10 ] = 0 ; val [ m 20 ] = 0 ; val [ m 01 ] = 0 ; val [ m 11 ] = scale . y ; val [ m 21 ] = 0 ; val [ m 02 ] = 0 ; val [ m 12 ] = 0 ; val [ m 22 ] = 1 ; return this ; } <SENTENCE_END/>


Original Name det

det

<SENTENCE_START> { float [ ] val = this . val ; return val [ m 00 ] * val [ m 11 ] * val [ m 22 ] + val [ m 01 ] * val [ m 12 ] * val [ m 20 ] + val [ m 02 ] * val [ m 10 ] * val [ m 21 ] - val [ m 00 ] * val [ m 12 ] * val [ m 21 ] - val [ m 01 ] * val [ m 10 ] * val [ m 22 ] - val [ m 02 ] * val [ m 11 ] * val [ m 20 ] ; } <SENTENCE_END/>

(Copy Probability: 1.7%)

<SENTENCE_START> { float [ ] val = this . val ; return val [ m 00 ] * val [ m 11 ] * val [ m 22 ] + val [ m 01 ] * val [ m 12 ] * val [ m 20 ] + val [ m 02 ] * val [ m 10 ] * val [ m 21 ] - val [ m 00 ] * val [ m 12 ] * val [ m 21 ] - val [ m 01 ] * val [ m 10 ] * val [ m 22 ] - val [ m 02 ] * val [ m 11 ] * val [ m 20 ] ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { float [ ] val = this . val ; return val [ m 00 ] * val [ m 11 ] * val [ m 22 ] + val [ m 01 ] * val [ m 12 ] * val [ m 20 ] + val [ m 02 ] * val [ m 10 ] * val [ m 21 ] - val [ m 00 ] * val [ m 12 ] * val [ m 21 ] - val [ m 01 ] * val [ m 10 ] * val [ m 22 ] - val [ m 02 ] * val [ m 11 ] * val [ m 20 ] ; } <SENTENCE_END/>

(Copy Probability: 2.3%)

<SENTENCE_START> { float [ ] val = this . val ; return val [ m 00 ] * val [ m 11 ] * val [ m 22 ] + val [ m 01 ] * val [ m 12 ] * val [ m 20 ] + val [ m 02 ] * val [ m 10 ] * val [ m 21 ] - val [ m 00 ] * val [ m 12 ] * val [ m 21 ] - val [ m 01 ] * val [ m 10 ] * val [ m 22 ] - val [ m 02 ] * val [ m 11 ] * val [ m 20 ] ; } <SENTENCE_END/>


Original Name inv

inv

<SENTENCE_START> { float det = det ( ) ; if ( det == 0 ) throw new gdx runtime exception ( "Can't invert a singular matrix" ) ; float inv det = 1.0f / det ; float [ ] tmp = this . tmp , val = this . val ; tmp [ m 00 ] = val [ m 11 ] * val [ m 22 ] - val [ m 21 ] * val [ m 12 ] ; tmp [ m 10 ] = val [ m 20 ] * val [ m 12 ] - val [ m 10 ] * val [ m 22 ] ; tmp [ m 20 ] = val [ m 10 ] * val [ m 21 ] - val [ m 20 ] * val [ m 11 ] ; tmp [ m 01 ] = val [ m 21 ] * val [ m 02 ] - val [ m 01 ] * val [ m 22 ] ; tmp [ m 11 ] = val [ m 00 ] * val [ m 22 ] - val [ m 20 ] * val [ m 02 ] ; tmp [ m 21 ] = val [ m 20 ] * val [ m 01 ] - val [ m 00 ] * val [ m 21 ] ; tmp [ m 02 ] = val [ m 01 ] * val [ m 12 ] - val [ m 11 ] * val [ m 02 ] ; tmp [ m 12 ] = val [ m 10 ] * val [ m 02 ] - val [ m 00 ] * val [ m 12 ] ; tmp [ m 22 ] = val [ m 00 ] * val [ m 11 ] - val [ m 10 ] * val [ m 01 ] ; val [ m 00 ] = inv det * tmp [ m 00 ] ; val [ m 10 ] = inv det * tmp [ m 10 ] ; val [ m 20 ] = inv det * tmp [ m 20 ] ; val [ m 01 ] = inv det * tmp [ m 01 ] ; val [ m 11 ] = inv det * tmp [ m 11 ] ; val [ m 21 ] = inv det * tmp [ m 21 ] ; val [ m 02 ] = inv det * tmp [ m 02 ] ; val [ m 12 ] = inv det * tmp [ m 12 ] ; val [ m 22 ] = inv det * tmp [ m 22 ] ; return this ; } <SENTENCE_END/>

(Copy Probability: 2.6%)

<SENTENCE_START> { float det = det ( ) ; if ( det == 0 ) throw new gdx runtime exception ( "Can't invert a singular matrix" ) ; float inv det = 1.0f / det ; float [ ] tmp = this . tmp , val = this . val ; tmp [ m 00 ] = val [ m 11 ] * val [ m 22 ] - val [ m 21 ] * val [ m 12 ] ; tmp [ m 10 ] = val [ m 20 ] * val [ m 12 ] - val [ m 10 ] * val [ m 22 ] ; tmp [ m 20 ] = val [ m 10 ] * val [ m 21 ] - val [ m 20 ] * val [ m 11 ] ; tmp [ m 01 ] = val [ m 21 ] * val [ m 02 ] - val [ m 01 ] * val [ m 22 ] ; tmp [ m 11 ] = val [ m 00 ] * val [ m 22 ] - val [ m 20 ] * val [ m 02 ] ; tmp [ m 21 ] = val [ m 20 ] * val [ m 01 ] - val [ m 00 ] * val [ m 21 ] ; tmp [ m 02 ] = val [ m 01 ] * val [ m 12 ] - val [ m 11 ] * val [ m 02 ] ; tmp [ m 12 ] = val [ m 10 ] * val [ m 02 ] - val [ m 00 ] * val [ m 12 ] ; tmp [ m 22 ] = val [ m 00 ] * val [ m 11 ] - val [ m 10 ] * val [ m 01 ] ; val [ m 00 ] = inv det * tmp [ m 00 ] ; val [ m 10 ] = inv det * tmp [ m 10 ] ; val [ m 20 ] = inv det * tmp [ m 20 ] ; val [ m 01 ] = inv det * tmp [ m 01 ] ; val [ m 11 ] = inv det * tmp [ m 11 ] ; val [ m 21 ] = inv det * tmp [ m 21 ] ; val [ m 02 ] = inv det * tmp [ m 02 ] ; val [ m 12 ] = inv det * tmp [ m 12 ] ; val [ m 22 ] = inv det * tmp [ m 22 ] ; return this ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { float det = det ( ) ; if ( det == 0 ) throw new gdx runtime exception ( "Can't invert a singular matrix" ) ; float inv det = 1.0f / det ; float [ ] tmp = this . tmp , val = this . val ; tmp [ m 00 ] = val [ m 11 ] * val [ m 22 ] - val [ m 21 ] * val [ m 12 ] ; tmp [ m 10 ] = val [ m 20 ] * val [ m 12 ] - val [ m 10 ] * val [ m 22 ] ; tmp [ m 20 ] = val [ m 10 ] * val [ m 21 ] - val [ m 20 ] * val [ m 11 ] ; tmp [ m 01 ] = val [ m 21 ] * val [ m 02 ] - val [ m 01 ] * val [ m 22 ] ; tmp [ m 11 ] = val [ m 00 ] * val [ m 22 ] - val [ m 20 ] * val [ m 02 ] ; tmp [ m 21 ] = val [ m 20 ] * val [ m 01 ] - val [ m 00 ] * val [ m 21 ] ; tmp [ m 02 ] = val [ m 01 ] * val [ m 12 ] - val [ m 11 ] * val [ m 02 ] ; tmp [ m 12 ] = val [ m 10 ] * val [ m 02 ] - val