Searched refs:sleepTime (Results 1 – 9 of 9) sorted by relevance
19 private long sleepTime; field in Redrawer86 wait(sleepTime); in run()108 sleepTime = (long)(1000 / refreshRate); in setMaxRefreshRate()110 refreshRate + "( " + sleepTime + " ms)"); in setMaxRefreshRate()
166 long sleepTime = (long)(sleepFactor * repaintTime); in run() local167 if (sleepTime < 10L) in run()169 sleepTime = 10L; in run()172 Thread.sleep(sleepTime); in run()
21 int sleepTime = new Random().nextInt(500); in f1() local22 Thread.sleep(sleepTime); in f1()
48 int sleepTime, iterations; field in KeyFactory2Test.KeepAlive50 public KeepAlive(int sleepTime, int iterations) { in KeepAlive() argument51 this.sleepTime = sleepTime; in KeepAlive()61 Thread.sleep(sleepTime); in run()
320 int sleepTime = 0; in timerThread() local335 sleepTime = thread->interval - (int)(((deInt64)deGetMicroseconds()-lastCallback)/1000); in timerThread()336 if (sleepTime > 0) in timerThread()337 deSleep(sleepTime); in timerThread()
162 long sleepTime = 4 * 1000; // millesecinds in attach() local170 Thread.sleep(sleepTime); in attach()
727 const int sleepTime = 200; in runClient() local769 deSleep(sleepTime); in runClient()
270 double sleepTime = 0.005;273 NSDate *loopUntil = [NSDate dateWithTimeIntervalSinceNow:sleepTime];274 while (![capture updateImage] && (total += sleepTime)<=timeOut &&277 loopUntil = [NSDate dateWithTimeIntervalSinceNow:sleepTime];
287 double sleepTime = 0.005;298 while (![capture updateImage] && (total += sleepTime)<=timeOut) {299 [[NSRunLoop currentRunLoop] runUntilDate:[NSDate dateWithTimeIntervalSinceNow:sleepTime]];