Patent application number | Description | Published |
20100030524 | Automated benchmarking of software - Methods for automated benchmarking of views of one or more windows of an application. The methods analyzes content of a window to benchmark views in the window automatically once a target application and/or target window have been specified for benchmarking by a user. Benchmarking is performed without requiring the addition or modification of any code in the target application. Views of a window may be analyzed directly through the window or through a view list or view hierarchy associated with the window. In some embodiments, views of a window are benchmarked through the application that creates the window. In some embodiments, a window is benchmarked directly through a resource file that defines the window without use of an application. In some embodiments, the method benchmarks one or more commands of a data file. In some embodiments, one or more introspectable objects in a collection is automatically benchmarked. | 02-04-2010 |
20100107145 | Software Performance Analysis Using Data Mining - A system, method, and computer program for analyzing code execution and software performance characteristics are disclosed. Samples of code during run-time or from crash logs can be displayed as both a top-down tree of calls from a particular function and a bottom-up tree of calls to the particular function. Data mining techniques, including filtering and focusing, remove code that is not of interest and display code that is more relevant to performance analysis. In particular, functions contained in libraries such as system libraries can be stripped from view. The cost associated with an excluded function can be propagated to a calling function, in either the top-down or bottom-up tree. | 04-29-2010 |
20100199266 | Code Execution Visualization Using Software Fingerprinting - A system, method, and computer program for analyzing code execution and software performance characteristics are disclosed. Samples of executing code may be taken based on any of a number of various triggers. For example, samples may be triggered based on function calls, such as malloc calls. Alternatively, samples may be triggered based on occurrence of a specified event. Code execution is graphically displayed such that certain patterns may be easily identified. Multiple redundant function calls and areas of code having excessively deep function calls can be readily spotted. Such areas represent opportunities for performance optimization. | 08-05-2010 |
20110258584 | Searching for Commands and Other Elements of a User Interface - The present invention provides a search capability to allow a user to easily locate a menu command or other user interface element associated with a search result. In one embodiment, a user enters a search term (or a portion thereof) in a search field. A list of results is displayed, for example in a results menu. The user can select or highlight any of the listed results; in response, the corresponding command is brought into view in context within the user interface, and is highlighted. The user can activate the selected command directly from the search results menu. | 10-20-2011 |
20130191077 | AUTOMATED BENCHMARKING OF SOFTWARE PERFORMANCE - Methods for automated benchmarking of views of one or more windows of an application. The methods analyzes content of a window to benchmark views in the window automatically once a target application and/or target window have been specified for benchmarking by a user. Benchmarking is performed without requiring the addition or modification of any code in the target application. Views of a window may be analyzed directly through the window or through a view list or view hierarchy associated with the window. In some embodiments, views of a window are benchmarked through the application that creates the window. In some embodiments, a window is benchmarked directly through a resource file that defines the window without use of an application. In some embodiments, the method benchmarks one or more commands of a data file. In some embodiments, one or more introspectable objects in a collection is automatically benchmarked. | 07-25-2013 |
20130331158 | IMPLEMENTING CHALLENGES IN SINGLE-PLAYER GAMES - A method of implementing challenges in single-player games starts with a server receiving a challenge from a first mobile device and transmitting the challenge to a second mobile device. The challenge may include a high score or an achievement of a single-player game obtained on the first mobile device. The server may determine that a new high score is obtained on the second mobile device that is equal or greater than the high score included in the challenge or that the achievement is completed on the second mobile device. The server may then transmit a notification to the first mobile device that the challenge has been completed. If the server determines that the new high score is obtained, the notification may include a new challenge from the second mobile device to the first mobile device and the new challenge may include the new high score. Other embodiments are also described. | 12-12-2013 |
20140106888 | TURN-BASED EXCHANGES - System of structuring match data updates in multiplayer games includes a plurality of portable electronic devices and a server. Each device may execute a match and store match data. A current device, which is one of the devices, controls the current turn in the match. The current device may establish exchanges that occur during the current turn which includes at least one of: (i) sending a request to at least one of the devices, (ii) receiving a request from at least one of the devices, (iii) receiving a reply to a request from at least one of the devices, and (iv) sending a reply to a request to at least one of the devices. The server is communicatively coupled with the devices to synchronize the match data stored on each of the devices when the current device updates the match data stored on the current device. Other embodiments are described. | 04-17-2014 |
20150314197 | IMPLEMENTING CHALLENGES IN SINGLE-PLAYER GAMES - A method of implementing challenges in single-player games starts with a server receiving a challenge from a first mobile device and transmitting the challenge to a second mobile device. The challenge may include a high score or an achievement of a single-player game obtained on the first mobile device, The server may determine that a new high score is obtained on the second mobile device that is equal or greater than the high score included in the challenge or that the achievement is completed on the second mobile device. The server may then transmit a notification to the first mobile device that the challenge has been completed. If the server determines that the new high score is obtained, the notification may include a new challenge from the second mobile device to the first mobile device and the new challenge may include the new high score. Other embodiments are also described. | 11-05-2015 |