Package-level declarations
Functions
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infix operator fun <FluxUnit : LuminousFlux, AreaUnit : Area> ScientificValue<PhysicalQuantity.LuminousFlux, FluxUnit>.div(area: ScientificValue<PhysicalQuantity.Area, AreaUnit>): DefaultScientificValue<PhysicalQuantity.Illuminance, Lux>
infix operator fun <FluxUnit : LuminousFlux, AreaUnit : ImperialArea> ScientificValue<PhysicalQuantity.LuminousFlux, FluxUnit>.div(area: ScientificValue<PhysicalQuantity.Area, AreaUnit>): DefaultScientificValue<PhysicalQuantity.Illuminance, FootCandle>
infix operator fun <FluxUnit : LuminousFlux, AreaUnit : MetricArea> ScientificValue<PhysicalQuantity.LuminousFlux, FluxUnit>.div(area: ScientificValue<PhysicalQuantity.Area, AreaUnit>): DefaultScientificValue<PhysicalQuantity.Illuminance, Lux>
infix operator fun <FluxUnit : LuminousFlux> ScientificValue<PhysicalQuantity.LuminousFlux, FluxUnit>.div(squareCentimeter: ScientificValue<PhysicalQuantity.Area, SquareCentimeter>): DefaultScientificValue<PhysicalQuantity.Illuminance, Phot>
infix operator fun <FluxUnit : LuminousFlux, IlluminanceUnit : Illuminance> ScientificValue<PhysicalQuantity.LuminousFlux, FluxUnit>.div(illuminance: ScientificValue<PhysicalQuantity.Illuminance, IlluminanceUnit>): DefaultScientificValue<PhysicalQuantity.Area, SquareMeter>
infix operator fun <FluxUnit : LuminousFlux, IlluminanceUnit : ImperialIlluminance> ScientificValue<PhysicalQuantity.LuminousFlux, FluxUnit>.div(illuminance: ScientificValue<PhysicalQuantity.Illuminance, IlluminanceUnit>): DefaultScientificValue<PhysicalQuantity.Area, SquareFoot>
infix operator fun <FluxUnit : LuminousFlux, PhotUnit : PhotMultiple> ScientificValue<PhysicalQuantity.LuminousFlux, FluxUnit>.div(phot: ScientificValue<PhysicalQuantity.Illuminance, PhotUnit>): DefaultScientificValue<PhysicalQuantity.Area, SquareCentimeter>
infix operator fun <FluxUnit : LuminousFlux> ScientificValue<PhysicalQuantity.LuminousFlux, FluxUnit>.div(phot: ScientificValue<PhysicalQuantity.Illuminance, Phot>): DefaultScientificValue<PhysicalQuantity.Area, SquareCentimeter>
infix operator fun <FluxUnit : LuminousFlux, IntensityUnit : LuminousIntensity> ScientificValue<PhysicalQuantity.LuminousFlux, FluxUnit>.div(intensity: ScientificValue<PhysicalQuantity.LuminousIntensity, IntensityUnit>): DefaultScientificValue<PhysicalQuantity.SolidAngle, Steradian>
infix operator fun <FluxUnit : LuminousFlux, SolidAngleUnit : SolidAngle> ScientificValue<PhysicalQuantity.LuminousFlux, FluxUnit>.div(solidAngle: ScientificValue<PhysicalQuantity.SolidAngle, SolidAngleUnit>): DefaultScientificValue<PhysicalQuantity.LuminousIntensity, Candela>
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fun <FluxUnit : LuminousFlux, AreaUnit : Area, IlluminanceUnit : Illuminance> FluxUnit.flux(illuminance: ScientificValue<PhysicalQuantity.Illuminance, IlluminanceUnit>, area: ScientificValue<PhysicalQuantity.Area, AreaUnit>): DefaultScientificValue<PhysicalQuantity.LuminousFlux, FluxUnit>
fun <IntensityUnit : LuminousIntensity, SolidAngleUnit : SolidAngle, FluxUnit : LuminousFlux> FluxUnit.flux(intensity: ScientificValue<PhysicalQuantity.LuminousIntensity, IntensityUnit>, solidAngle: ScientificValue<PhysicalQuantity.SolidAngle, SolidAngleUnit>): 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, Value : ScientificValue<PhysicalQuantity.LuminousFlux, FluxUnit>> FluxUnit.flux(intensity: ScientificValue<PhysicalQuantity.LuminousIntensity, IntensityUnit>, solidAngle: ScientificValue<PhysicalQuantity.SolidAngle, SolidAngleUnit>, factory: (Decimal, FluxUnit) -> Value): Value
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fun <TimeUnit : Time, LuminousFluxUnit : LuminousFlux> LuminousFluxUnit.luminousFlux(luminousEnergy: ScientificValue<PhysicalQuantity.LuminousEnergy, LuminousEnergy>, time: ScientificValue<PhysicalQuantity.Time, TimeUnit>): DefaultScientificValue<PhysicalQuantity.LuminousFlux, LuminousFluxUnit>
fun <TimeUnit : Time, LuminousFluxUnit : LuminousFlux, Value : ScientificValue<PhysicalQuantity.LuminousFlux, LuminousFluxUnit>> LuminousFluxUnit.luminousFlux(luminousEnergy: ScientificValue<PhysicalQuantity.LuminousEnergy, LuminousEnergy>, time: ScientificValue<PhysicalQuantity.Time, TimeUnit>, factory: (Decimal, LuminousFluxUnit) -> Value): Value
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