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    • 1. 发明申请
    • Method and Structure for Implementing Layered Object Windows
    • 实现分层对象Windows的方法和结构
    • US20070101282A1
    • 2007-05-03
    • US11558253
    • 2006-11-09
    • J. GoossenVadim Gorokhovsky
    • J. GoossenVadim Gorokhovsky
    • G06F3/00
    • G09G5/14G06F3/14G09G5/42G09G2340/10
    • A method and computer-executable instructions for performing a method of providing and selecting two or more objects on a display. The method utilizes a computer system having a graphical user interface including the display and a user interface selection device. The method displays a first of the two or more objects on the display, displays a second of the two or more objects on the display such that the second object overlaps and underlays the first object, blends the first and second object such that the portion of the second object which overlaps the first object is at least partially visible to a user, receives a user selection signal indicative of the user interface selection pointing device pointing to the overlapping portion of the first and second object, and processes the user selection as indicative of a selection of the underlying portion of the second object.
    • 一种用于执行在显示器上提供和选择两个或多个对象的方法的方法和计算机可执行指令。 该方法利用具有包括显示器和用户界面选择装置的图形用户界面的计算机系统。 该方法显示显示器上的两个或多个对象中的第一个,在显示器上显示两个或更多个对象中的第二对象,使得第二对象与第一对象重叠并嵌入,使得第一和第二对象的部分 与第一对象重叠的第二对象对于用户至少是部分可见的,接收指示用户界面选择指示设备指向第一和第二对象的重叠部分的用户选择信号,并且将用户选择处理为指示 选择第二个对象的底层部分。
    • 2. 发明授权
    • Method and structure for implementing layered object windows
    • 实现分层对象窗口的方法和结构
    • US07543242B2
    • 2009-06-02
    • US11558253
    • 2006-11-09
    • J. Andrew GoossenVadim Gorokhovsky
    • J. Andrew GoossenVadim Gorokhovsky
    • G06F13/00G06F15/00
    • G09G5/14G06F3/14G09G5/42G09G2340/10
    • A method and computer-executable instructions for performing a method of providing and selecting two or more objects on a display. The method utilizes a computer system having a graphical user interface including the display and a user interface selection device. The method displays a first of the two or more objects on the display, displays a second of the two or more objects on the display such that the second object overlaps and underlays the first object, blends the first and second object such that the portion of the second object which overlaps the first object is at least partially visible to a user, receives a user selection signal indicative of the user interface selection pointing device pointing to the overlapping portion of the first and second object, and processes the user selection as indicative of a selection of the underlying portion of the second object.
    • 一种用于执行在显示器上提供和选择两个或多个对象的方法的方法和计算机可执行指令。 该方法利用具有包括显示器和用户界面选择装置的图形用户界面的计算机系统。 该方法显示显示器上的两个或多个对象中的第一个,在显示器上显示两个或更多个对象中的第二对象,使得第二对象与第一对象重叠并嵌入,使得第一和第二对象的部分 与第一对象重叠的第二对象对于用户至少是部分可见的,接收指示用户界面选择指示设备指向第一和第二对象的重叠部分的用户选择信号,并且将用户选择处理为指示 选择第二个对象的底层部分。
    • 3. 发明授权
    • Method and structure for implementing a layered object windows
    • 实现分层对象窗口的方法和结构
    • US07168048B1
    • 2007-01-23
    • US09535096
    • 2000-03-24
    • J. Andrew GoossenVadim Gorokhovsky
    • J. Andrew GoossenVadim Gorokhovsky
    • G06F15/00G06F13/00
    • G09G5/14G06F3/14G09G5/42G09G2340/10
    • A display window is attributed a layering attribute such that underlying display windows are blended with the layered display window and displayed on the display screen. In a first embodiment, the layered window and the underlying window are represented as bitmaps. Any overlapping portions of the underlying window bitmap are redirected to an underlay buffer and composited with the layered window bitmap according to a display order and an opacity level. In a second embodiment, the layered window and the underlying window are represented as hardware sprites. Graphics device hardware stores copies of each sprite and composites each sprite according to a display order and an opacity level. In either embodiment or in a combination of both, as the layered window is moved or resized, the stored data allows for updating the composite display without requiring system expensive display regenerations.
    • 显示窗口归因于分层属性,使得底层显示窗口与分层显示窗口混合并显示在显示屏幕上。 在第一实施例中,分层窗口和底层窗口被表示为位图。 底层窗口位图的任何重叠部分将重定向到底层缓冲区,并根据显示顺序和不透明度级别与分层窗口位图进行合成。 在第二实施例中,分层窗口和底层窗口被表示为硬件精灵。 图形设备硬件存储每个精灵的副本,并根据显示顺序和不透明度级别复合每个精灵。 在任一实施例中或两者的组合中,随着分层窗口被移动或调整大小,所存储的数据允许更新复合显示,而不需要系统昂贵的显示再生。
    • 5. 发明授权
    • Dynamic effects for computer display windows
    • 计算机显示窗口的动态效果
    • US06549218B1
    • 2003-04-15
    • US09282872
    • 1999-03-31
    • Ori GershonyJohn ColleranMichael A. SchmidtVadim GorokhovskyJ. Andrew Goossen
    • Ori GershonyJohn ColleranMichael A. SchmidtVadim GorokhovskyJ. Andrew Goossen
    • G09G500
    • G06F9/451
    • Output from an application or other program running in a windowing environment is redirected from the application to a bit map where it can be further manipulated prior to being displayed on the screen. A style bit is associated with each window from applications which are to be so redirected. Further parameters are associated with display of the window to provide position and size information and to provide special effects. Some special effects, such as transparency are identified by an alpha value, which enables further programs to manipulate the window in its associated bit map to make it appear transparent. One or more application program interfaces (APIs) provide the ability to specify the transparency, positioning, color key, size and other attributes as well as whether or not the window is redirected. This API may be utilized by the application to apply special effects to its windows., It may be used via a user interface to allow the user to select a desired window to redirect. It may be used by another application to create new UI by applying geometrical transforms to the visual bits in the redirection bitmap provided by the system.
    • 来自在窗口环境中运行的应用程序或其他程序的输出从应用程序重定向到位图,可以在显示屏幕之前进一步操作。 一个样式位与要重定向的应用程序的每个窗口相关联。 其他参数与窗口的显示相关联,以提供位置和大小信息并提供特殊效果。 某些特殊效果(如透明度)由Alpha值识别,这使得其他程序能够在其关联位图中操纵窗口,使其显得透明。 一个或多个应用程序接口(API)提供了指定透明度,定位,颜色键,大小和其他属性以及窗口是否被重定向的能力。 该API可以由应用程序使用,以将特殊效果应用于其窗口。它可以通过用户界面使用,以允许用户选择所需的窗口来重定向。 另一个应用程序可以使用它来通过将几何变换应用于系统提供的重定向位图中的可视位来创建新的UI。
    • 6. 发明授权
    • Efficient redrawing of animated windows
    • 有效地重绘动画窗口
    • US6075532A
    • 2000-06-13
    • US46394
    • 1998-03-23
    • John D. ColleranVadim Gorokhovsky
    • John D. ColleranVadim Gorokhovsky
    • G09G5/00G09G5/395G06F3/14
    • G09G5/00G09G5/395
    • A method, system and computer program product for repainting the image uncovered by a character of an animated sequence on a desktop in a windows-based operating system. Before a character in a frame of an animated sequence is displayed, a boundary box is specified. Then, a bitmap of the image within the area enclosed by the boundary box is stored and the character in the frame of the animated character is displayed. Next, the area within the boundary box that is exposed by the next frame of the character's animated sequence is determined, the image area from the stored bitmap that corresponds to the area exposed within the boundary box is copied, the display is painted with the copied image area, and character in the next frame of the animated sequence is displayed. If the character in the next frame of the animated sequence is outside the current boundary box, a new boundary box is specified by maintaining the bitmap image common to the current and the next frame's boundary box and adding the image of the new boundary box not included in the current boundary box to the stored bitmap image.
    • 一种方法,系统和计算机程序产品,用于重新绘制基于Windows的操作系统中桌面上的动画序列的字符未覆盖的图像。 在显示动画序列的帧中的字符之前,指定边界框。 然后,存储由边界框包围的区域内的图像的位图,并且显示动画角色的帧中的字符。 接下来,确定由字符的动画序列的下一帧曝光的边界框内的区域,复制来自存储的位图中对应于边界框内暴露的区域的图像区域,显示器被绘制为复制 显示动画序列的下一帧中的图像区域和字符。 如果动画序列的下一帧中的字符在当前边界框之外,则通过将位图图像保持为当前帧和下一帧的边界框,并且添加不包括新边界框的图像来指定新的边界框 在当前边界框中存储位图图像。