Package-level declarations
Functions
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fun <LuminanceUnit : Luminance, SolidAngleUnit : SolidAngle, IlluminanceUnit : Illuminance> LuminanceUnit.luminance(illuminance: ScientificValue<PhysicalQuantity.Illuminance, IlluminanceUnit>, solidAngle: ScientificValue<PhysicalQuantity.SolidAngle, SolidAngleUnit>): DefaultScientificValue<PhysicalQuantity.Luminance, LuminanceUnit>
fun <LuminousIntensityUnit : LuminousIntensity, AreaUnit : Area, LuminanceUnit : Luminance> LuminanceUnit.luminance(luminousIntensity: ScientificValue<PhysicalQuantity.LuminousIntensity, LuminousIntensityUnit>, area: ScientificValue<PhysicalQuantity.Area, AreaUnit>): DefaultScientificValue<PhysicalQuantity.Luminance, LuminanceUnit>
fun <LuminanceUnit : Luminance, SolidAngleUnit : SolidAngle, IlluminanceUnit : Illuminance, Value : ScientificValue<PhysicalQuantity.Luminance, LuminanceUnit>> LuminanceUnit.luminance(illuminance: ScientificValue<PhysicalQuantity.Illuminance, IlluminanceUnit>, solidAngle: ScientificValue<PhysicalQuantity.SolidAngle, SolidAngleUnit>, factory: (Decimal, LuminanceUnit) -> Value): Value
fun <LuminousIntensityUnit : LuminousIntensity, AreaUnit : Area, LuminanceUnit : Luminance, Value : ScientificValue<PhysicalQuantity.Luminance, LuminanceUnit>> LuminanceUnit.luminance(luminousIntensity: ScientificValue<PhysicalQuantity.LuminousIntensity, LuminousIntensityUnit>, area: ScientificValue<PhysicalQuantity.Area, AreaUnit>, factory: (Decimal, LuminanceUnit) -> Value): Value
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infix operator fun <LuminanceUnit : ImperialLuminance, SolidAngleUnit : SolidAngle> ScientificValue<PhysicalQuantity.Luminance, LuminanceUnit>.times(solidAngle: ScientificValue<PhysicalQuantity.SolidAngle, SolidAngleUnit>): DefaultScientificValue<PhysicalQuantity.Illuminance, FootCandle>
infix operator fun <LuminanceUnit : Luminance, AreaUnit : Area> ScientificValue<PhysicalQuantity.Luminance, LuminanceUnit>.times(area: ScientificValue<PhysicalQuantity.Area, AreaUnit>): DefaultScientificValue<PhysicalQuantity.LuminousIntensity, Candela>
infix operator fun <LuminanceUnit : Luminance, SolidAngleUnit : SolidAngle> ScientificValue<PhysicalQuantity.Luminance, LuminanceUnit>.times(solidAngle: ScientificValue<PhysicalQuantity.SolidAngle, SolidAngleUnit>): DefaultScientificValue<PhysicalQuantity.Illuminance, Lux>
infix operator fun <LuminanceUnit : MetricLuminance, SolidAngleUnit : SolidAngle> ScientificValue<PhysicalQuantity.Luminance, LuminanceUnit>.times(solidAngle: ScientificValue<PhysicalQuantity.SolidAngle, SolidAngleUnit>): DefaultScientificValue<PhysicalQuantity.Illuminance, Lux>
infix operator fun <SolidAngleUnit : SolidAngle> ScientificValue<PhysicalQuantity.Luminance, Lambert>.times(solidAngle: ScientificValue<PhysicalQuantity.SolidAngle, SolidAngleUnit>): DefaultScientificValue<PhysicalQuantity.Illuminance, Phot>
infix operator fun <SolidAngleUnit : SolidAngle> ScientificValue<PhysicalQuantity.Luminance, Stilb>.times(solidAngle: ScientificValue<PhysicalQuantity.SolidAngle, SolidAngleUnit>): DefaultScientificValue<PhysicalQuantity.Illuminance, Phot>