floor
return int(floor(v));
return unsigned(floor(v));
return int(floor(v));
return unsigned(floor(v));
MAPM floor(void) const
inline MAPM floor(const MAPM &m) {return m.floor();}
extern double floor(double x);
SetTickSize((bigtime_t)floor(1000000.0 / fps + 0.5));
float bigStep = floor(MediaNodePanel::M_DEFAULT_WIDTH + M_CLEANUP_H_GAP);
scrollBar->SetSteps(floor(bigStep / 10.0), bigStep);
float bigStep = floor(MediaNodePanel::M_DEFAULT_HEIGHT + M_CLEANUP_V_GAP);
scrollBar->SetSteps(floor(bigStep / 10.0), bigStep);
(int64)floor(minValue * factor) :
(int64)floor(maxValue * factor) :
int32 readFrameLo = (int32)floor(fReadFrame);
int32 containingBlock = int32(floor(point.x / blockWidth));
int i = (int)floor(h);
return static_cast<int32>(floor(4 * log(4 / closest)));
return static_cast<int32>(floor(4 * log(4 / closest)));
rect.start_col = (int)floor(pixels.left / fFontWidth);
rect.start_row = (int)floor(pixels.top / fFontHeight);
float offsetMarginHeight = floor((Height() - iconSize) / 2);
hintX = (uint32)floor((where.x - leftTop.x) / fHintWidth);
hintY = (uint32)floor((where.y - leftTop.y) / fHintHeight);
x = (uint32)floor(where.x / block);
uint32 offsetX = (uint32)floor((where.x - x * block) / fWidth);
y = (uint32)floor(where.y / block);
uint32 offsetY = (uint32)floor((where.y - y * block) / fHeight);
float rowHeight = floor((height - 1) / rows);
float columnWidth = floor((rowHeight - 1) * aspectRatio) + 1;
float width = floor(workspaceWidth * columns);
float height = floor(workspaceHeight * rows);
width = floor(0.95 * width);
height = floor(0.95 * height);
width = floor(workspaceWidth * columns);
height = floor(workspaceHeight * rows);
width = floor(0.95 * width);
height = floor(0.95 * height);
$2 -= floor($2+0.01);
while (fabs($2 - floor($2+0.5)) > 0.01) {
float baseline = floor(rect.top + fh.ascent
float baseline = floor(drawRect.top + fh.ascent
upperLeft.y = baseline - bmh + floor((fh.ascent + fh.descent - bmh) / 2);
float baseline = floor(fieldRect.top + fh.ascent
float baseline = floor(destRect.top + fh.ascent
float baseline = floor(destRect.top + fh.ascent
return floor(value * pow(10.0, n) + 0.5) / pow(10.0, n);
const float startTop = bounds.top + (floor(bounds.Height())) / 2;
const float startLeft = bounds.left + (floor(bounds.Width())) / 2;
frame.left = floor((frame.Width() - fBarThickness) / 2) - 4;
loc.y = floor(_MaxPosition() - pos);
double roundedRealSum = floor(realSum);
# define lround(x) (long)floor((x) + 0.5)
return _ParseFactorial(values[0].floor());
float baseline = floor(bounds.top + fontHeight.ascent
m_bounds.x1 = int(floor(bnd.x1));
m_bounds.y1 = int(floor(bnd.y1));
m_bounds.x1 = int(floor(bnd.x1));
m_bounds.y1 = int(floor(bnd.y1));
*x = floor(*x + 0.5);
*y = floor(*y + 0.5);
c[0] = kInverseGammaTable[(uint16)floor(fromBlue * f + toBlue * t + 0.5)];
c[1] = kInverseGammaTable[(uint16)floor(fromGreen * f + toGreen * t + 0.5)];
c[2] = kInverseGammaTable[(uint16)floor(fromRed * f + toRed * t + 0.5)];
c[3] = (uint8)floor(from->color.alpha * f + to->color.alpha * t + 0.5);
c[0] = (uint8)floor(from->color.red * f + to->color.red * t + 0.5);
c[1] = (uint8)floor(from->color.green * f + to->color.green * t + 0.5);
c[2] = (uint8)floor(from->color.blue * f + to->color.blue * t + 0.5);
c[3] = (uint8)floor(from->color.alpha * f + to->color.alpha * t + 0.5);
millisec = (int)(0.01 + 1000.0 * (timer0 - floor(timer0)));
ResizeTo(parentFrame.Width(), floor(parentFrame.Height() / 3));
MoveBy(0, floor(parentFrame.Height() / 2 - (parentFrame.Height()/3) / 2 ));
int32 tmp = (int32)floor(n);
info.window_left = (int)floor(fWindow->Frame().left);
info.window_top = (int)floor(fWindow->Frame().top);
info.window_right = (int)floor(fWindow->Frame().right);
info.window_bottom = (int)floor(fWindow->Frame().bottom);
float delta = floor(location - tab->tabOffset);
fBounds.x1 = int(floor(bounds.x1));
fBounds.y1 = int(floor(bounds.y1));
w = floor(w + 0.5); h = floor(h + 0.5);
z -= 8.0*floor(z*0.125); /* trim off integer >= 8 */
return floor(x);
x = 2.0*(x*0.5 - floor(x*0.5)); /* x mod 2.0 */
if (x == floor(x)) {
if (floor(x) * 0.5 == floor(x * 0.5))
if (x == floor(x) && x <= 2) {
x = 2 * (x - floor(x));
pointArray[numPoints].Set(floor(xCoord), floor(yCoord));
float height = floor((width + 1) * fAspectRatio) - 1;
float preferredWidth = floor(fSum / 2) - 1;
float preferredWidth = floor(sqrt(fProduct));
float height = floor(fProduct / (width + 1)) - 1;