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    • 11. 发明授权
    • Fast dynamic register
    • 快速动态寄存器
    • US07990180B2
    • 2011-08-02
    • US12555999
    • 2009-09-09
    • James R. LundbergImran Qureshi
    • James R. LundbergImran Qureshi
    • H03K19/096H03K19/00
    • H03K19/01728
    • A fast dynamic register circuit including first and second precharge circuits, a keeper circuit and an output circuit. The first and second precharge circuits each precharge a corresponding one of a pair of precharge nodes and cooperate to minimize setup and hold times. If an input data node is low when the clock goes high, the first precharge node remains high causing the second precharge node to be discharged. Otherwise if the input node is high, the first precharge node is discharged and the second remains charged. Once either precharge node is discharged, the output state of the register remains fixed until the next rising clock edge independent of changes of the input data node. The fast dynamic register may be implemented with multiple inputs to perform common logic operations, such as OR, NOR, AND and NAND logic operations.
    • 一种快速动态寄存器电路,包括第一和第二预充电电路,保持器电路和输出电路。 第一和第二预充电电路各自预先对一对预充电节点中的一个预充电节点进行充电,并进行协作以最小化建立和保持时间。 如果在时钟变高时输入数据节点为低电平,则第一预充电节点保持高电平,从而使第二预充电节点放电。 否则,如果输入节点为高电平,则第一个预充电节点放电,第二个保持充电。 一旦预充电节点放电,寄存器的输出状态保持固定,直到下一个上升时钟沿独立于输入数据节点的变化。 快速动态寄存器可以用多个输入来实现,以执行诸如OR,NOR,AND和NAND逻辑运算之类的公共逻辑运算。
    • 12. 发明授权
    • Animation on object user interface
    • 对象用户界面上的动画
    • US07761796B2
    • 2010-07-20
    • US12493204
    • 2009-06-28
    • Peter FaradaySteven GeffnerElaine LawImran Qureshi
    • Peter FaradaySteven GeffnerElaine LawImran Qureshi
    • G06F3/00G06T13/00
    • G06T13/00G06F3/0481G06T2200/24
    • A system and method for graphically showing the animation order of animated elements in a presentation program or other software. The invention consists of a User Interface (UI) widget which shows the order of the animation in the presentation. This UI employs an animation On Object User Interface (OOUI), or animation tag, that is preferably a rectangular control that encloses a number, and labels the order in which objects are animated. Each animation OOUI or animation tag is associated with an object on a display during creation and editing. The animation OOUI or tag is preferably placed in close proximity to the object it is associated with, rather than in a separate window or dialog box, and is hence termed ‘On Object’. The animation tag is active and responds to computer input device selection actions. Each animation OOUI is typically associated with an animation list.
    • 用于图形地显示演示程序或其他软件中的动画元素的动画顺序的系统和方法。 本发明由用户界面(UI)小部件组成,其显示呈现中的动画的顺序。 该UI使用动画On Object User Interface(OOUI)或动画标签,该动画标签优选地是包围数字的矩形控件,并且标记对象被动画化的顺序。 在创建和编辑期间,每个动画OOUI或动画标签与显示器上的对象相关联。 动画OOUI或标签优选地放置在与其相关联的对象附近,而不是在单独的窗口或对话框中,并且因此被称为“On Object”。 动画标签处于活动状态,并响应计算机输入设备选择动作。 每个动画OOUI通常与动画列表相关联。
    • 15. 发明申请
    • Animation on object user interface
    • 对象用户界面上的动画
    • US20050091573A1
    • 2005-04-28
    • US10975747
    • 2004-10-28
    • Peter FaradaySteven GeffnerElaine LawImran Qureshi
    • Peter FaradaySteven GeffnerElaine LawImran Qureshi
    • G06F3/033G06F3/048G06T13/00G06F17/00
    • G06T13/00G06F3/0481G06T2200/24
    • “A system and method for graphically showing the animation order of animated elements in a presentation program or other software. The invention consists of a User Interface (UI) widget which shows the order of the animation in the presentation. This UI employs an animation On Object User Interface (OOUI), or animation tag, that is preferably a rectangular control that encloses a number, and labels the order in which objects are animated. Each animation OOUI or animation tag is associated with an object on a display during creation and editing. The animation OOUI or tag is preferably placed in close proximity to the object it is associated with, rather than in a separate window or dialog box, and is hence termed ‘On Object’. The animation tag is active and responds to computer input device selection actions. Each animation OOUI is typically associated with an animation list.”
    • “用于图形地显示演示程序或其他软件中的动画元素的动画顺序的系统和方法本发明由用户界面(UI)小部件组成,其显示演示中动画的顺序,该UI使用动画开 对象用户界面(OOUI)或动画标签,优选地是包围数字的矩形控件,并标注对象被动画的顺序。每个动画OOUI或动画标签在创建和编辑期间与显示器上的对象相关联 动画OOUI或标签优选放置在与其相关联的对象附近,而不是在单独的窗口或对话框中,因此被称为“On Object”,动画标签是有效的并且响应于计算机输入设备 每个动画OOUI通常与动画列表相关联。
    • 16. 发明申请
    • FAST DYNAMIC REGISTER
    • 快速动态寄存器
    • US20110058641A1
    • 2011-03-10
    • US12555999
    • 2009-09-09
    • James R. LundbergImran Qureshi
    • James R. LundbergImran Qureshi
    • G11C19/00H03K19/096
    • H03K19/01728
    • A fast dynamic register circuit including first and second precharge circuits, a keeper circuit and an output circuit. The first and second precharge circuits each precharge a corresponding one of a pair of precharge nodes and cooperate to minimize setup and hold times. If an input data node is low when the clock goes high, the first precharge node remains high causing the second precharge node to be discharged. Otherwise if the input node is high, the first precharge node is discharged and the second remains charged. Once either precharge node is discharged, the output state of the register remains fixed until the next rising clock edge independent of changes of the input data node. The fast dynamic register may be implemented with multiple inputs to perform common logic operations, such as OR, NOR, AND and NAND logic operations.
    • 一种快速动态寄存器电路,包括第一和第二预充电电路,保持器电路和输出电路。 第一和第二预充电电路各自预先对一对预充电节点中的一个预充电节点进行充电,并进行协作以最小化建立和保持时间。 如果在时钟变高时输入数据节点为低电平,则第一预充电节点保持高电平,从而使第二预充电节点放电。 否则,如果输入节点为高电平,则第一个预充电节点放电,第二个保持充电。 一旦预充电节点放电,寄存器的输出状态保持固定,直到下一个上升时钟沿独立于输入数据节点的变化。 快速动态寄存器可以用多个输入来实现,以执行诸如OR,NOR,AND和NAND逻辑运算之类的公共逻辑运算。
    • 17. 发明授权
    • N-domino register with accelerated non-discharge path
    • N型多米诺牌加速不排放路径
    • US07317339B1
    • 2008-01-08
    • US11424756
    • 2006-06-16
    • Imran QureshiRaymond A. Bertram
    • Imran QureshiRaymond A. Bertram
    • H03K19/20
    • H03K19/0963
    • An N-domino register has a domino stage, a write stage, an inverter, a high keeper path, a low keeper path, and an output stage. The domino stage evaluates a logic function based on at least one input data signal and a pulsed clock signal. The pulsed clock signal lags a symmetric clock signal. The domino stage pre-charges a pre-charged node high when the symmetric clock signal is low and opens an evaluation window when the pulsed clock signal goes high, and pulls the pre-charged node low if it evaluates, and keeps the pre-charged node high if it fails to evaluate. The output stage provides an output signal based on states of the pre-charged node and a second preliminary output node.
    • N-domino寄存器具有多米诺骨牌阶段,写阶段,逆变器,高守护者路径,低守护者路径和输出阶段。 多米诺骨牌阶段基于至少一个输入数据信号和脉冲时钟信号来评估逻辑功能。 脉冲时钟信号滞后于对称时钟信号。 当对称时钟信号为低电平时,多米诺骨架预充电节点为高电平,当脉冲时钟信号变为高电平时打开评估窗口,如果评估时将预充电节点拉低,并保持预充电 节点高,如果不能评估。 输出级基于预充电节点和第二初步输出节点的状态提供输出信号。
    • 19. 发明授权
    • System and method for optimizing a graphics intensive software program for the user's graphics hardware
    • 用于优化用户图形硬件的图形密集型软件程序的系统和方法
    • US07164419B2
    • 2007-01-16
    • US10957965
    • 2004-10-04
    • Ryan HillImran Qureshi
    • Ryan HillImran Qureshi
    • G06T15/00G06F15/16G06F12/02
    • G06F17/212G06T1/20Y10S345/904
    • A system and method for optimizing the performance of a graphics intensive software program for graphics acceleration hardware. This system and method encompasses a procedure that validates the different functions of a 3D acceleration capable video card, decides whether to use the acceleration hardware and optimizes the software application to selectively use the functions that work on the specific video acceleration card. Functions checked include sub-pixel positioning, opacity, color replacement and fog. If these tests are successful, then the graphics acceleration is used by the software application. However, if the tests are not successful the decision is made not to use graphics accelerator. Those with ordinary skill in the art will realize that it is not necessary to perform all of the tests in a specific order. Additionally, other types of tests could be performed to ensure software application and video card compatibility before the software application is uses graphics acceleration to render 3D graphics.
    • 用于优化用于图形加速硬件的图形密集型软件程序的性能的系统和方法。 该系统和方法包括验证支持3D加速卡的不同功能的程序,决定是否使用加速硬件,并优化软件应用程序,以选择性地使用在特定视频加速卡上工作的功能。 检查的功能包括子像素定位,不透明度,颜色替换和雾。 如果这些测试成功,则图形加速由软件应用程序使用。 但是,如果测试不成功,则决定不使用图形加速器。 本领域普通技术人员将意识到不需要以特定顺序执行所有测试。 此外,在软件应用程序使用图形加速渲染3D图形之前,可以执行其他类型的测试以确保软件应用程序和视频卡兼容性。
    • 20. 发明申请
    • System and Method for Optimizing a Graphics Intensive Software Program for the User's Graphics Hardware
    • 用于优化用户图形硬件的图形密集软件程序的系统和方法
    • US20070002053A1
    • 2007-01-04
    • US11469894
    • 2006-09-04
    • Ryan HillImran Qureshi
    • Ryan HillImran Qureshi
    • G06T11/20
    • G06T15/005G06T1/20
    • A system and method for optimizing the performance of a graphics intensive software program for graphics acceleration hardware. This system and method encompasses a procedure that validates the different functions of a 3D acceleration capable video card, decides whether to use the acceleration hardware and optimizes the software application to selectively use the functions that work on the specific video acceleration card. Functions checked include sub-pixel positioning, opacity, color replacement and fog. If these tests are successful, then the graphics acceleration is used by the software application. However, if the tests are not successful the decision is made not to use graphics accelerator. Those with ordinary skill in the art will realize that it is not necessary to perform all of the tests in a specific order. Additionally, other types of tests could be performed to ensure software application and video card compatibility before the software application is uses graphics acceleration to render 3D graphics.
    • 用于优化用于图形加速硬件的图形密集型软件程序的性能的系统和方法。 该系统和方法包括验证支持3D加速卡的不同功能的程序,决定是否使用加速硬件,并优化软件应用程序,以选择性地使用在特定视频加速卡上工作的功能。 检查的功能包括子像素定位,不透明度,颜色替换和雾。 如果这些测试成功,则图形加速由软件应用程序使用。 但是,如果测试不成功,则决定不使用图形加速器。 本领域普通技术人员将意识到不需要以特定顺序执行所有测试。 此外,在软件应用程序使用图形加速渲染3D图形之前,可以执行其他类型的测试以确保软件应用程序和视频卡兼容性。