flux
fun <FluxUnit : LuminousFlux, AreaUnit : Area, IlluminanceUnit : Illuminance> FluxUnit.flux(illuminance: ScientificValue<PhysicalQuantity.Illuminance, IlluminanceUnit>, area: ScientificValue<PhysicalQuantity.Area, AreaUnit>): DefaultScientificValue<PhysicalQuantity.LuminousFlux, FluxUnit>
fun <FluxUnit : LuminousFlux, AreaUnit : Area, IlluminanceUnit : Illuminance, Value : ScientificValue<PhysicalQuantity.LuminousFlux, FluxUnit>> FluxUnit.flux(illuminance: ScientificValue<PhysicalQuantity.Illuminance, IlluminanceUnit>, area: ScientificValue<PhysicalQuantity.Area, AreaUnit>, factory: (Decimal, FluxUnit) -> Value): Value
fun <IntensityUnit : LuminousIntensity, SolidAngleUnit : SolidAngle, FluxUnit : LuminousFlux> FluxUnit.flux(intensity: ScientificValue<PhysicalQuantity.LuminousIntensity, IntensityUnit>, solidAngle: ScientificValue<PhysicalQuantity.SolidAngle, SolidAngleUnit>): DefaultScientificValue<PhysicalQuantity.LuminousFlux, FluxUnit>
fun <IntensityUnit : LuminousIntensity, SolidAngleUnit : SolidAngle, FluxUnit : LuminousFlux, Value : ScientificValue<PhysicalQuantity.LuminousFlux, FluxUnit>> FluxUnit.flux(intensity: ScientificValue<PhysicalQuantity.LuminousIntensity, IntensityUnit>, solidAngle: ScientificValue<PhysicalQuantity.SolidAngle, SolidAngleUnit>, factory: (Decimal, FluxUnit) -> Value): Value