A label represents a position in the bytecode of a method. Labels are used for jump, goto, and switch instructions, and for try catch blocks.
@author Eric Bruneton
A label represents a position in the bytecode of a method. Labels are used for jump, goto, and switch instructions, and for try catch blocks. A label designates the instruction that is just after. Note however that there can be other elements between a label and the instruction it designates (such as other labels, stack map frames, line numbers, etc.).
@author Eric Bruneton
A label represents a position in the bytecode of a method. Labels are used for jump, goto, and switch instructions, and for try catch blocks.
@author Eric Bruneton
A label represents a position in the bytecode of a method. Labels are used for jump, goto, and switch instructions, and for try catch blocks. A label designates the instruction that is just after. Note however that there can be other elements between a label and the instruction it designates (such as other labels, stack map frames, line numbers, etc.).
@author Eric Bruneton
The (preferred) width and height of a Label are derrived from the bounding box of the text contained in it. Use {@link #setPrefSize(int,int)} to change this programmatically. If the text doesn't fit into the specified area artifacts willbe visible.
Style
A label is a {@link Widget} displaying text via a {@link BitmapFont} and a {@link Color}. The style is defined via an instance of {@link LabelStyle}, which can be either done programmatically or via a {@link Skin}. A label's text will always be rendered starting from the top edge of it's bouding box, define by its width and height, not the text's bounding box. A Label's style definition in a skin XML file should look like this:
{@code }
The name attribute defines the name of the style which you can later use with {@link Skin#newLabel(String,String,String)}.
The font attribute references a {@link BitmapFont} by name, to be used to render the label's text.
The fontColor attribute references a {@link Color} by name, to be used to render the label's text.
A label represents a position in the bytecode of a method. Labels are used for jump, goto, and switch instructions, and for try catch blocks.
@author Eric Bruneton
A widget that contains arbitrary text, not interpreted as HTML. This widget uses a <div> element, causing it to be displayed with block layout.
Built-in Bidi Text Support
This widget is capable of automatically adjusting its direction according to its content. This feature is controlled by {@link #setDirectionEstimator} orpassing a DirectionEstimator parameter to the constructor, and is off by default.
A label represents a position in the bytecode of a method. Labels are used for jump, goto, and switch instructions, and for try catch blocks.
@author Eric Bruneton
A label represents a position in the bytecode of a method. Labels are used for jump, goto, and switch instructions, and for try catch blocks. A label designates the instruction that is just after. Note however that there can be other elements between a label and the instruction it designates (such as other labels, stack map frames, line numbers, etc.).
@author Eric Bruneton
The label is a multipurpose text display mechanism that can display small amounts of text wrapped to fit into a variety of constrained spaces. It can be requested to conform to a particular width or height and will expand into the other dimension in order to accomodate the text at hand. It is not a component, but is intended for use by components and other more heavyweight entities.
A label represents a position in the bytecode of a method. Labels are used for jump, goto, and switch instructions, and for try catch blocks.
@author Eric Bruneton
Labels display a small amount of {@link com.smartgwt.client.widgets.Label#getAlign alignable} {@link com.smartgwt.client.widgets.Label#getContents text} with optional {@link com.smartgwt.client.widgets.Label#getIcon icon}and {@link com.smartgwt.client.widgets.Label#getAutoFit autoFit}.
For a general-purpose container for HTML content, use {@link com.smartgwt.client.widgets.HTMLFlow} or {@link com.smartgwt.client.widgets.HTMLPane} instead.
Allows displaying labels and images with different alignment options, this class is a base class for several components allowing them to declare alignement/icon look in a similar way.
@author Chen Fishbein
A Label indicates the topological relationship of a component of a topology graph to a given Geometry. This class supports labels for relationships to two Geometrys, which is sufficient for algorithms for binary operations.
Topology graphs support the concept of labeling nodes and edges in the graph. The label of a node or edge specifies its topological relationship to one or more geometries. (In fact, since JTS operations have only two arguments labels are required for only two geometries). A label for a node or edge has one or two elements, depending on whether the node or edge occurs in one or both of the input Geometrys. Elements contain attributes which categorize the topological location of the node or edge relative to the parent Geometry; that is, whether the node or edge is in the interior, boundary or exterior of the Geometry. Attributes have a value from the set {Interior, Boundary, Exterior}. In a node each element has a single attribute <On>. For an edge each element has a triplet of attributes <Left, On, Right>.
It is up to the client code to associate the 0 and 1 TopologyLocations with specific geometries.
@version 1.7
Gray connected components. Input is a Gray8Image. Pixels with value Byte.MIN_VALUE are taken to be background. Other connected pixels are labeled with unique labels. The connected component image can be retrieved, as can the connected component bounding rectangles, sorted by area.
@author webb
Something that implements the Label interface can act as a constituent, node, or word label with linguistic attributes. A Label is required to have a "primary" Stringvalue() (although this may be null). This is referred to as its value.
Implementations of Label split into two groups with respect to equality. Classes that extend ValueLabel define equality solely in terms of String equality of its value (secondary facets may be present but are ignored for purposes of equality), and have equals and compareTo defined across all subclasses of ValueLabel. This behavior should not be changed. Other classes that implement Label define equality only with their own type and require all fields of the type to be equal.
A subclass that extends another Label class should override the definition of labelFactory(), since the contract for this method is that it should return a factory for labels of the exact same object type.
@author Christopher Manning
The Label class provides the functionality for displaying a line of Text in the Processing Development Environment.
@author jarontec gmail com
@version 1.2
@since 1.2
A Label object is a component for placing text in a container. A label displays a single line of read-only text. The text can be changed by the application, but a user cannot edit it directly.
A label represents a position in the bytecode of a method. Labels are used for jump, goto, and switch instructions, and for try catch blocks. A label designates the instruction that is just after. Note however that there can be other elements between a label and the instruction it designates (such as other labels, stack map frames, line numbers, etc.).
@author Eric Bruneton
A label represents a position in the bytecode of a method. Labels are used for jump, goto, and switch instructions, and for try catch blocks. A label designates the instruction that is just after. Note however that there can be other elements between a label and the instruction it designates (such as other labels, stack map frames, line numbers, etc.).
@author Eric Bruneton
A label represents a position in the bytecode of a method. Labels are used for jump, goto, and switch instructions, and for try catch blocks. A label designates the instruction that is just after. Note however that there can be other elements between a label and the instruction it designates (such as other labels, stack map frames, line numbers, etc.).
@author Eric Bruneton
The concept "label" does not exist in the java bytecode. Instead it's created in the ReJ API to help the user of the API to avoid having to manipulate relative pc position values, whenever an instruction is added or removed between for example between a goto instruction and it's target. The positition would have to be recalculated every time and with non-fixed size instructions the task would not be trivial. Logically a Label is not an instruction, but since it shares a lot of functionality with instructions, making the class extend Instruction was a practical (lazy) choice.
@author Sami Koivu
A label represents a position in the bytecode of a method. Labels are used for jump, goto, and switch instructions, and for try catch blocks. A label designates the instruction that is just after. Note however that there can be other elements between a label and the instruction it designates (such as other labels, stack map frames, line numbers, etc.).
@author Eric Bruneton
A label represents a position in the bytecode of a method. Labels are used for jump, goto, and switch instructions, and for try catch blocks.
@author Eric Bruneton
Provides a Label display control. The Label control performs no server side processing, and is used primarily to add descriptive labels or horizontal rules to auto rendered forms.
Label Example
A Label example:
Form form = new Form("form"); .. form.add(new Label("hr", "<hr/>"));
A Label represents the target of a branch instruction; it is not the ABC OP_Label instruction. Note: this class has a natural ordering that is inconsistent with equals.
Renders an HTML LABEL that will allow you to output label:name combination that has the same format treatment as the rest of your UI controls. Examples In this example, a label is rendered. The label is retrieved from a ResourceBundle via the key attribute giving you an output of 'User Name: Ford.Prefect'. Assuming that i18n message userName corresponds to 'User Name' and the action's getUserName() method returns 'Ford.Prefect'
A label represents a position in the bytecode of a method. Labels are used for jump, goto, and switch instructions, and for try catch blocks. A label designates the instruction that is just after. Note however that there can be other elements between a label and the instruction it designates (such as other labels, stack map frames, line numbers, etc.).
@author Eric Bruneton
A Label component replaces its body with the String version of its model object returned by getModelObjectAsString().
Exactly what is displayed as the body, depends on the model. The simplest case is a Label with a static String model, which can be constructed like this:
add(new Label("myLabel", "the string to display"))
A Label with a dynamic model can be created like this:
add(new Label("myLabel", new PropertyModel(person, "name"));
In this case, the Label component will replace the body of the tag it is attached to with the 'name' property of the given Person object, where Person might look like:
public class Person { private String name; public String getName() { return name; } public void setName(String name) { this.name = name; } }
Gray connected components. Input is a Gray8Image. Pixels with value Byte.MIN_VALUE are taken to be background. Other connected pixels are labeled with unique labels. The connected component image can be retrieved, as can the connected component bounding rectangles, sorted by area.
@author webb
A label represents a position in the bytecode of a method. Labels are used for jump, goto, and switch instructions, and for try catch blocks.
@author Eric Bruneton
A label is used to manipulate a branch instruction's branch location. A label has a location address. Branch instructions have origin addresses, which contain the address of the opcode that performs the conditional or unconditional branch.
Labels are generated by factory methods in the CodeBuilder class. If a label has any origin addresses, its location address must be set by the time the CodeBuilder's class file is output.
@author Brian S O'Neill
@see CodeBuilder
A label represents a position in the bytecode of a method. Labels are used for jump, goto, and switch instructions, and for try catch blocks. A label designates the instruction that is just after. Note however that there can be other elements between a label and the instruction it designates (such as other labels, stack map frames, line numbers, etc.).
@author Eric Bruneton
A label represents a position in the bytecode of a method. Labels are used for jump, goto, and switch instructions, and for try catch blocks.
@author Eric Bruneton
A label represents a position in the bytecode of a method. Labels are used for jump, goto, and switch instructions, and for try catch blocks.
@author Eric Bruneton
A label represents a position in the bytecode of a method. Labels are used for jump, goto, and switch instructions, and for try catch blocks.
@author Eric Bruneton
A Label indicates the topological relationship of a component of a topology graph to a given Geometry. This class supports labels for relationships to two Geometrys, which is sufficient for algorithms for binary operations.
Topology graphs support the concept of labeling nodes and edges in the graph. The label of a node or edge specifies its topological relationship to one or more geometries. (In fact, since JTS operations have only two arguments labels are required for only two geometries). A label for a node or edge has one or two elements, depending on whether the node or edge occurs in one or both of the input Geometrys. Elements contain attributes which categorize the topological location of the node or edge relative to the parent Geometry; that is, whether the node or edge is in the interior, boundary or exterior of the Geometry. Attributes have a value from the set {Interior, Boundary, Exterior}. In a node each element has a single attribute <On>. For an edge each element has a triplet of attributes <Left, On, Right>.
It is up to the client code to associate the 0 and 1 TopologyLocations with specific geometries.
@source $URL$
@version 1.7.2
The GenericLabel class represents text on the users screen. Normally the text will overflow the widget "box" if it is smaller than the text itself, however you can force the minimum size of the widget to the size of the text content with the setAuto method, and use the setFixed method to stop it resizing if inside a Container.
A label represents a position in the bytecode of a method. Labels are used for jump, goto, and switch instructions, and for try catch blocks. A label designates the instruction that is just after. Note however that there can be other elements between a label and the instruction it designates (such as other labels, stack map frames, line numbers, etc.).
@author Eric Bruneton
A label represents a position in the bytecode of a method. Labels are used for jump, goto, and switch instructions, and for try catch blocks.
@author Eric Bruneton
A label represents a position in the bytecode of a method. Labels are used for jump, goto, and switch instructions, and for try catch blocks. A label designates the instruction that is just after. Note however that there can be other elements between a label and the instruction it designates (such as other labels, stack map frames, line numbers, etc.).
@author Eric Bruneton
AST node representing a label. It is a distinct node type so it can record its length and position for code-processing tools. Node type is {@link Token#LABEL}.
A label represents a position in the bytecode of a method. Labels are used for jump, goto, and switch instructions, and for try catch blocks. A label designates the instruction that is just after. Note however that there can be other elements between a label and the instruction it designates (such as other labels, stack map frames, line numbers, etc.).
@author Eric Bruneton
A label represents a position in the bytecode of a method. Labels are used for jump, goto, and switch instructions, and for try catch blocks. A label designates the instruction that is just after. Note however that there can be other elements between a label and the instruction it designates (such as other labels, stack map frames, line numbers, etc.).
@author Eric Bruneton
A label represents a position in the bytecode of a method. Labels are used for jump, goto, and switch instructions, and for try catch blocks.
@author Eric Bruneton
A label represents a position in the bytecode of a method. Labels are used for jump, goto, and switch instructions, and for try catch blocks. A label designates the instruction that is just after. Note however that there can be other elements between a label and the instruction it designates (such as other labels, stack map frames, line numbers, etc.).
@author Eric Bruneton
A label represents a position in the bytecode of a method. Labels are used for jump, goto, and switch instructions, and for try catch blocks. A label designates the instruction that is just after. Note however that there can be other elements between a label and the instruction it designates (such as other labels, stack map frames, line numbers, etc.).
@author Eric Bruneton
A Label for a News. Some predefined Labels could be "Important", "Work", "Personal", "Todo". Labels should be added by the user and be shown in a custom Color. Labels could also be used to represent AmphetaRate ratings.
@author bpasero
A Label for a News. Some predefined Labels could be "Important", "Work", "Personal", "Todo". Labels should be added by the user and be shown in a custom Color. Labels could also be used to represent AmphetaRate ratings.
@author bpasero
A label represents a position in the bytecode of a method. Labels are used for jump, goto, and switch instructions, and for try catch blocks. A label designates the instruction that is just after. Note however that there can be other elements between a label and the instruction it designates (such as other labels, stack map frames, line numbers, etc.).
@author Eric Bruneton
Label is a representation of a text label with one or more lines. It could in principle be implemented as a JComponent. It is instead opted to keep it as light-weight as possible and integrate it within the DiagramElement hierarchy.
@author Wei-ju Wu
@version 1.0
A simple widget that contains the same capabilities of the GWT Label widget but also adds the ability to hijack any elements from the dom. Most of the internals have been ripped and reworked from the original GWT Label. ROCKET When upgrading from GWT 1.5.2 reapply changes
@author Miroslav Pokorny
A label represents a position in the bytecode of a method. Labels are used for jump, goto, and switch instructions, and for try catch blocks. A label designates the instruction that is just after. Note however that there can be other elements between a label and the instruction it designates (such as other labels, stack map frames, line numbers, etc.).
@author Eric Bruneton
An interface which all transition labels are supposed to implement. If {@link Label#toInt()} is implemented, it should return a non-negative integer.
@author ramsay
A label instruction. This is a 0 size instruction. It is the only valid target of a branch instruction. WARNING: The contents of this source file are not part of any supported API. Code that depends on them does so at its own risk: they are subject to change or removal without notice.
A label represents a position in the bytecode of a method. Labels are used for jump, goto, and switch instructions, and for try catch blocks.
@author Eric Bruneton
All source code are property of their respective owners. Java is a trademark of Sun Microsystems, Inc and owned by ORACLE Inc. Contact coftware#gmail.com.