WO2020187157A1 - 一种控制方法和电子设备 - Google Patents

一种控制方法和电子设备 Download PDF

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Publication number
WO2020187157A1
WO2020187157A1 PCT/CN2020/079257 CN2020079257W WO2020187157A1 WO 2020187157 A1 WO2020187157 A1 WO 2020187157A1 CN 2020079257 W CN2020079257 W CN 2020079257W WO 2020187157 A1 WO2020187157 A1 WO 2020187157A1
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WIPO (PCT)
Prior art keywords
electronic device
preset condition
application scenario
preset
scenario
Prior art date
Application number
PCT/CN2020/079257
Other languages
English (en)
French (fr)
Inventor
李煜
徐俊
支渠成
Original Assignee
华为技术有限公司
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
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Publication date
Application filed by 华为技术有限公司 filed Critical 华为技术有限公司
Priority to EP20772726.4A priority Critical patent/EP3936992A4/en
Publication of WO2020187157A1 publication Critical patent/WO2020187157A1/zh

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/214Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
    • A63F13/2145Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/22Setup operations, e.g. calibration, key configuration or button assignment
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/25Output arrangements for video game devices
    • A63F13/28Output arrangements for video game devices responding to control signals received from the game device for affecting ambient conditions, e.g. for vibrating players' seats, activating scent dispensers or affecting temperature or light
    • AHUMAN NECESSITIES
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    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • A63F13/48Starting a game, e.g. activating a game device or waiting for other players to join a multiplayer session
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/63Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by the player, e.g. authoring using a level editor
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
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    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
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    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0487Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser
    • G06F3/0488Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures
    • GPHYSICS
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    • G06F9/44Arrangements for executing specific programs
    • G06F9/451Execution arrangements for user interfaces
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/1068Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad
    • A63F2300/1075Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad using a touch screen
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/308Details of the user interface
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/63Methods for processing data by generating or executing the game program for controlling the execution of the game in time
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/66Methods for processing data by generating or executing the game program for rendering three dimensional images
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04MTELEPHONIC COMMUNICATION
    • H04M2250/00Details of telephonic subscriber devices
    • H04M2250/22Details of telephonic subscriber devices including a touch pad, a touch sensor or a touch detector
    • YGENERAL TAGGING OF NEW TECHNOLOGICAL DEVELOPMENTS; GENERAL TAGGING OF CROSS-SECTIONAL TECHNOLOGIES SPANNING OVER SEVERAL SECTIONS OF THE IPC; TECHNICAL SUBJECTS COVERED BY FORMER USPC CROSS-REFERENCE ART COLLECTIONS [XRACs] AND DIGESTS
    • Y02TECHNOLOGIES OR APPLICATIONS FOR MITIGATION OR ADAPTATION AGAINST CLIMATE CHANGE
    • Y02DCLIMATE CHANGE MITIGATION TECHNOLOGIES IN INFORMATION AND COMMUNICATION TECHNOLOGIES [ICT], I.E. INFORMATION AND COMMUNICATION TECHNOLOGIES AIMING AT THE REDUCTION OF THEIR OWN ENERGY USE
    • Y02D10/00Energy efficient computing, e.g. low power processors, power management or thermal management

Definitions

  • This application relates to the field of electronic equipment, and more specifically, to a control method and electronic equipment.
  • the present application provides a control method and electronic device, which help to improve the user's operation efficiency and the degree of intelligence of the electronic device, and help to improve the user experience.
  • a control method which is applied to an electronic device, the electronic device includes a touch screen, and the method includes: the electronic device detects a user's first operation; the electronic device responds to the first operation to obtain The current application scenario of the electronic device; the electronic device determines that the application scenario meets the first preset condition, and then determines that the response time is the first time, and the response time is the response time for the touch screen to enter the idle mode from the active mode; and/or , The electronic device determines that the application scenario meets the second preset condition, then adjusts the number of discarded sampling points to the first number, and the discarded sampling points are sampling points discarded by the electronic device when sampling on the touch screen;
  • the electronic device determines that the application scenario satisfies the third preset condition, then determines that the response time is the second time; and/or, the electronic device determines that the application scenario satisfies the fourth preset condition, then determines the number of discarded sampling points
  • the number is the second number; wherein, the first time is different from the second time; the first number is different from the second number; the first preset condition is different from the third preset condition, the first The second preset condition is different from the fourth preset condition.
  • the electronic device when the current application scenario of the electronic device meets different preset conditions, the electronic device can automatically determine the different response time and the number of discarded sampling points, which helps to reduce the user's operation complexity and provide The user's operating efficiency improves the intelligence of electronic equipment and enhances the user experience.
  • the method further includes: the electronic device determines that the current application scenario satisfies the fifth preset condition, and then determines that the suppression distance is the first distance, and the suppression distance is click-to-slide The suppression distance in the suppression algorithm; the electronic device determines that the current application scenario satisfies the sixth preset condition, and then determines that the suppression distance is the second distance; wherein, the fifth preset condition is different from the sixth preset condition, and the first distance is different In the second distance.
  • the suppression distance is determined to be the first distance; when the electronic device determines that the current application scenario meets the sixth preset condition, it determines The suppression distance is a second distance; wherein, the fifth preset condition and the sixth preset condition are different, and the first distance and the second distance are different.
  • the electronic device when the current application scenario of the electronic device meets different preset conditions, the electronic device can automatically determine the suppression distance, which helps to reduce the user's operation complexity, improve the user's operation efficiency, and improve the electronic device The degree of intelligence to enhance user experience.
  • the first preset condition is the same as the second preset condition, and the first preset condition includes: the current application scenario is at least one of the following scenarios : Game application scenarios, gesture navigation, vehicle-mounted scenarios, social application scenarios, voice call scenarios, handwriting input or stylus input.
  • the electronic device when the current application scenario of the electronic device satisfies a certain preset condition, the electronic device can adjust the response time and the number of discarded sampling points at the same time, which helps to reduce the user's operation complexity and provide users with The operating efficiency of the electronic equipment is improved, and the user experience is improved.
  • the first preset condition and the second preset condition are that the application scenario is a game application scenario, and the third preset condition and the fourth preset The condition is that when the application scene is a non-game application scene, the first time is greater than the second time, and the first number is less than the second number.
  • the response time of the electronic device in the game application scenario is greater than the response time in the non-game scenario, and the number of discarded sampling points in the game scenario is less than the number of discarded sampling points in the non-game scenario ,
  • the electronic device responds faster in the game scene and helps avoid data delay, thereby helping to improve the user experience of the user in the game application scene.
  • the first preset condition includes that the current application scenario is a preset application scenario, and the message corresponding to the first operation includes first preset interface information;
  • the second preset condition includes that the current application scenario is the preset application scenario, and the message corresponding to the first operation includes second preset interface information; wherein, the first preset interface information and the second preset interface The information is different.
  • the electronic device can automatically adjust the response time, the number of discarded sampling points, and the suppression distance according to different operations of the user, which helps to reduce the complexity of the user's operation and provide the user with Operation efficiency, improve the intelligence of electronic equipment, and enhance user experience.
  • the first preset condition includes that the current application scenario is a preset application scenario, and the load of the application scenario is within a first load range;
  • the second preset condition includes that the current application scenario is The preset application scenario, and the load of the application scenario is within a second load range; wherein, the first load range and the second load range are different.
  • the load of the application scenario may be the CPU usage rate of the application scenario.
  • the first operation is that the electronic device detects a user's click operation on the desktop of the electronic device; or, the first operation is that the user instructs to select from another application scenario Switch to the operation of the application scene.
  • the electronic device is an electronic device configured with an Android triple buffering mechanism, and the method further includes: determining that the current application scene satisfies a sixth preset condition, and determining application rendering The first frame in the buffer queue is in a queued state, and the first frame is a frame corresponding to the first operation; the first frame is sent to the layer composition buffer for composition processing; and the image obtained by the composition processing is displayed.
  • the electronic device can perform queue cut processing on the first frame when it is determined that the current scene satisfies the preset scene and the first frame in the application rendering buffer queue is queued, which can solve the problem of the first frame.
  • the data delay of HWC hardware synthesis directly ensures that part of the frame information of the graphics stack is refreshed and displayed in time.
  • a control method is provided, which is applied to an electronic device equipped with an Android triple buffering mechanism, the electronic device includes a display, and is characterized in that the method includes: detecting a user's first operation; responding to the first operation In one operation, obtain the current application scene of the electronic device; determine that the application scene meets a preset condition, and determine that the first frame in the application rendering buffer queue is in a queued state, and the first frame is a frame corresponding to the first operation ; In response to the first frame being in the queued state, the first frame is sent to the layer synthesis buffer for synthesis processing; and the image obtained by the synthesis processing is displayed on the touch screen.
  • the electronic device can perform queue cut processing on the first frame when it is determined that the current scene satisfies the preset scene and the first frame in the application rendering buffer queue is queued, which can solve the problem of the first frame.
  • the data delay of HWC hardware synthesis directly ensures that some frame information of the graphics stack is refreshed and displayed in time.
  • the preset condition includes: the current application scenario is at least one of the following scenarios: game application scenario, gesture navigation, vehicle-mounted scenario, social application scenario, voice call Scene, handwriting input or stylus input.
  • a control method which is applied to an electronic device, and the method includes: the electronic device obtains the current application scenario of the electronic device in response to the first operation; and the electronic device determines that the application scenario satisfies the first A preset condition, the suppression distance is determined to be the first distance, and the suppression distance is the suppression distance in the click-to-slide suppression algorithm; the electronic device determines that the application scenario meets the second preset condition, then determines that the suppression distance is the second Distance; wherein, the first preset condition and the second preset condition are different, and the first distance and the second distance are different.
  • the electronic device when the current application scenario of the electronic device meets different preset conditions, the electronic device can automatically determine the suppression distance, which helps to reduce the user's operation complexity, improve the user's operation efficiency, and improve the electronic device The degree of intelligence to enhance user experience.
  • the present technical solution provides a control device included in an electronic device, and the device has the function of realizing the foregoing aspects and the behavior of the electronic device in the possible implementation manners of the foregoing aspects.
  • the function can be realized by hardware, or by hardware executing corresponding software.
  • the hardware or software includes one or more modules or units corresponding to the above-mentioned functions.
  • this technical solution provides an electronic device, including: a touch screen; one or more processors; a memory; multiple application programs; and one or more computer programs.
  • one or more computer programs are stored in the memory, and the one or more computer programs include instructions.
  • the electronic device is caused to execute the control method in any possible implementation of any one of the foregoing aspects.
  • the present technical solution provides an electronic device, including one or more processors and one or more memories.
  • the one or more memories are coupled with one or more processors, and the one or more memories are used to store computer program codes.
  • the computer program codes include computer instructions.
  • the electronic device executes The control method in any possible implementation of any one of the above aspects.
  • the present technical solution provides a computer storage medium, including computer instructions, which when the computer instructions run on an electronic device, cause the electronic device to execute the control method in any one of the possible implementations of the foregoing aspects.
  • the present technical solution provides a computer program product that, when the computer program product runs on an electronic device, causes the electronic device to execute any one of the possible design control methods in any of the above aspects.
  • Fig. 1 is a schematic structural diagram of an electronic device provided by an embodiment of the present application.
  • Fig. 2 is a software structure block diagram of an electronic device provided by an embodiment of the present application.
  • Fig. 3 is a schematic flowchart of a control method provided by an embodiment of the present application.
  • Figure 4 is a set of GUIs provided by an embodiment of the application.
  • Figure 5 is another set of GUIs provided by an embodiment of the present application.
  • Fig. 6 is another schematic flowchart of a control method provided by an embodiment of the present application.
  • Fig. 7 is a schematic block diagram of an electronic device provided by an embodiment of the present application.
  • FIG. 8 is another schematic block diagram of an electronic device provided by an embodiment of the present application.
  • references described in this specification to "one embodiment” or “some embodiments”, etc. mean that one or more embodiments of the present application include a specific feature, structure, or characteristic described in combination with the embodiment. Therefore, the phrases “in one embodiment”, “in some embodiments”, “in some other embodiments”, “in some other embodiments”, etc. appearing in different places in this specification are not necessarily All refer to the same embodiment, but mean “one or more but not all embodiments” unless it is specifically emphasized otherwise.
  • the terms “including”, “including”, “having” and their variations all mean “including but not limited to” unless otherwise specifically emphasized.
  • the electronic device may be a portable electronic device that also includes other functions such as a personal digital assistant and/or a music player function, such as a mobile phone, a tablet computer, and a wearable electronic device with wireless communication function (such as a smart watch) Wait.
  • portable electronic devices include but are not limited to carrying Or portable electronic devices with other operating systems.
  • the aforementioned portable electronic device may also be other portable electronic devices, such as a laptop computer (Laptop) and the like. It should also be understood that, in some other embodiments, the above electronic device may not be a portable electronic device, but a desktop computer.
  • FIG. 1 shows a schematic structural diagram of an electronic device 100.
  • the electronic device 100 may include a processor 110, an external memory interface 120, an internal memory 121, a universal serial bus (USB) interface 130, a charging management module 140, a power management module 141, a battery 142, an antenna 1, and an antenna 2.
  • Mobile communication module 150 wireless communication module 160, audio module 170, speaker 170A, receiver 170B, microphone 170C, earphone jack 170D, sensor module 180, buttons 190, motor 191, indicator 192, camera 193, display screen 194, and Subscriber identification module (subscriber identification module, SIM) card interface 195, etc.
  • SIM Subscriber identification module
  • the structure illustrated in the embodiment of the present application does not constitute a specific limitation on the electronic device 100.
  • the electronic device 100 may include more or fewer components than shown, or combine certain components, or split certain components, or arrange different components.
  • the illustrated components can be implemented in hardware, software, or a combination of software and hardware.
  • the processor 110 may include one or more processing units.
  • the processor 110 may include an application processor (AP), a modem processor, a graphics processing unit (GPU), and an image signal processor. (image signal processor, ISP), controller, video codec, digital signal processor (digital signal processor, DSP), baseband processor, and/or neural-network processing unit (NPU), etc.
  • different processing units may be independent components or integrated in one or more processors.
  • the electronic device 101 may also include one or more processors 110.
  • the controller can generate operation control signals according to the instruction operation code and timing signals to complete the control of fetching and executing instructions.
  • a memory may be provided in the processor 110 to store instructions and data.
  • the memory in the processor 110 may be a cache memory.
  • the memory can store instructions or data that have just been used or recycled by the processor 110. If the processor 110 needs to use the instruction or data again, it can be directly called from the memory. This avoids repeated access and reduces the waiting time of the processor 110, thereby improving the efficiency of the electronic device 101 in processing data or executing instructions.
  • the processor 110 may include one or more interfaces.
  • the interface may include an inter-integrated circuit (I2C) interface, an inter-integrated circuit sound (I2S) interface, a pulse code modulation (PCM) interface, and a universal asynchronous transceiver (universal asynchronous transceiver) interface.
  • asynchronous receiver/transmitter, UART) interface mobile industry processor interface (MIPI), general-purpose input/output (GPIO) interface, SIM card interface, and/or USB interface, etc.
  • the USB interface 130 is an interface that complies with the USB standard specification, and specifically may be a Mini USB interface, a Micro USB interface, a USB Type C interface, and so on.
  • the USB interface 130 can be used to connect a charger to charge the electronic device 101, and can also be used to transfer data between the electronic device 101 and peripheral devices.
  • the USB interface 130 can also be used to connect headphones and play audio through the headphones.
  • the interface connection relationship between the modules illustrated in the embodiment of the present application is merely a schematic description, and does not constitute a structural limitation of the electronic device 100.
  • the electronic device 100 may also adopt different interface connection modes in the foregoing embodiments, or a combination of multiple interface connection modes.
  • the charging management module 140 is used to receive charging input from the charger.
  • the charger can be a wireless charger or a wired charger.
  • the charging management module 140 may receive the charging input of the wired charger through the USB interface 130.
  • the charging management module 140 may receive the wireless charging input through the wireless charging coil of the electronic device 100. While the charging management module 140 charges the battery 142, it can also supply power to the electronic device through the power management module 141.
  • the power management module 141 is used to connect the battery 142, the charging management module 140 and the processor 110.
  • the power management module 141 receives input from the battery 142 and/or the charge management module 140, and supplies power to the processor 110, the internal memory 121, the external memory, the display screen 194, the camera 193, and the wireless communication module 160.
  • the power management module 141 can also be used to monitor parameters such as battery capacity, battery cycle times, and battery health status (leakage, impedance).
  • the power management module 141 may also be provided in the processor 110.
  • the power management module 141 and the charging management module 140 may also be provided in the same device.
  • the wireless communication function of the electronic device 100 can be implemented by the antenna 1, the antenna 2, the mobile communication module 150, the wireless communication module 160, the modem processor, and the baseband processor.
  • the antenna 1 and the antenna 2 are used to transmit and receive electromagnetic wave signals.
  • Each antenna in the electronic device 100 can be used to cover a single or multiple communication frequency bands. Different antennas can also be reused to improve antenna utilization.
  • antenna 1 can be multiplexed as a diversity antenna of a wireless local area network.
  • the antenna can be used in combination with a tuning switch.
  • the mobile communication module 150 can provide a wireless communication solution including 2G/3G/4G/5G and the like applied to the electronic device 100.
  • the mobile communication module 150 may include at least one filter, switch, power amplifier, low noise amplifier (LNA), etc.
  • the mobile communication module 150 can receive electromagnetic waves by the antenna 1, and perform processing such as filtering, amplifying and transmitting the received electromagnetic waves to the modem processor for demodulation.
  • the mobile communication module 150 can also amplify the signal modulated by the modem processor, and convert it into electromagnetic waves for radiation via the antenna 1.
  • at least part of the functional modules of the mobile communication module 150 may be provided in the processor 110.
  • at least part of the functional modules of the mobile communication module 150 and at least part of the modules of the processor 110 may be provided in the same device.
  • the wireless communication module 160 can provide applications on the electronic device 100 including wireless local area networks (WLAN) (such as wireless fidelity (Wi-Fi) networks), bluetooth (BT), and global navigation satellites.
  • WLAN wireless local area networks
  • BT wireless fidelity
  • GNSS global navigation satellite system
  • FM frequency modulation
  • NFC near field communication technology
  • infrared technology infrared, IR
  • the wireless communication module 160 may be one or more devices integrating at least one communication processing module.
  • the wireless communication module 160 receives electromagnetic waves via the antenna 2, frequency modulates and filters the electromagnetic wave signals, and sends the processed signals to the processor 110.
  • the wireless communication module 160 can also receive the signal to be sent from the processor 110, perform frequency modulation, amplify it, and convert it into electromagnetic wave radiation via the antenna 2.
  • the electronic device 100 implements a display function through a GPU, a display screen 194, and an application processor.
  • the GPU is a microprocessor for image processing, connected to the display 194 and the application processor.
  • the GPU is used to perform mathematical and geometric calculations for graphics rendering.
  • the processor 110 may include one or more GPUs, which execute program instructions to generate or change display information.
  • the display screen 194 is used to display images, videos, etc.
  • the display screen 194 includes a display panel.
  • the display panel can adopt liquid crystal display (LCD), organic light-emitting diode (OLED), active-matrix organic light-emitting diode or active-matrix organic light-emitting diode (active-matrix organic light-emitting diode).
  • LCD liquid crystal display
  • OLED organic light-emitting diode
  • active-matrix organic light-emitting diode active-matrix organic light-emitting diode
  • AMOLED flexible light-emitting diode (FLED), Miniled, MicroLed, Micro-oLed, quantum dot light-emitting diode (QLED), etc.
  • the electronic device 100 may include one or more display screens 194.
  • the display screen 194 in FIG. 1 may be bent.
  • the aforementioned display screen 194 can be bent means that the display screen can be bent to any angle at any position, and can be maintained at that angle.
  • the display screen 194 can be folded in half from the center. You can also fold up and down from the middle.
  • a display screen that can be bent is called a foldable display screen.
  • the touch display screen may be a screen or a display screen formed by patching together multiple screens, which is not limited here.
  • the display screen 194 of the electronic device 100 may be a flexible screen.
  • the flexible screen has attracted much attention for its unique characteristics and great potential.
  • flexible screens have the characteristics of strong flexibility and bendability, and can provide users with new interactive methods based on bendable characteristics, which can meet more users' needs for electronic devices.
  • the foldable display screen on the electronic device can be switched between a small screen in a folded configuration and a large screen in an unfolded configuration at any time. Therefore, users use the split screen function on electronic devices equipped with foldable display screens more and more frequently.
  • the electronic device 100 can implement a shooting function through an ISP, a camera 193, a video codec, a GPU, a display screen 194, and an application processor.
  • the ISP is used to process the data fed back from the camera 193. For example, when taking a picture, the shutter is opened, the light is transmitted to the photosensitive element of the camera through the lens, the light signal is converted into an electrical signal, and the photosensitive element of the camera transfers the electrical signal to the ISP for processing and is converted into an image visible to the naked eye.
  • ISP can also optimize the image noise, brightness, and skin color. ISP can also optimize the exposure, color temperature and other parameters of the shooting scene.
  • the ISP may be provided in the camera 193.
  • the camera 193 is used to capture still images or videos.
  • the object generates an optical image through the lens and projects it to the photosensitive element.
  • the photosensitive element may be a charge coupled device (CCD) or a complementary metal-oxide-semiconductor (CMOS) phototransistor.
  • CMOS complementary metal-oxide-semiconductor
  • the photosensitive element converts the optical signal into an electrical signal, and then transmits the electrical signal to the ISP to convert it into a digital image signal.
  • ISP outputs digital image signals to DSP for processing.
  • DSP converts digital image signals into standard RGB, YUV and other formats.
  • the electronic device 100 may include one or more cameras 193.
  • Digital signal processors are used to process digital signals. In addition to digital image signals, they can also process other digital signals. For example, when the electronic device 100 selects the frequency point, the digital signal processor is used to perform Fourier transform on the energy of the frequency point.
  • Video codecs are used to compress or decompress digital video.
  • the electronic device 100 may support one or more video codecs. In this way, the electronic device 100 can play or record videos in a variety of encoding formats, such as: moving picture experts group (MPEG) 1, MPEG2, MPEG3, MPEG4, and so on.
  • MPEG moving picture experts group
  • NPU is a neural-network (NN) computing processor.
  • NN neural-network
  • the NPU can realize applications such as intelligent cognition of the electronic device 100, such as image recognition, face recognition, voice recognition, text understanding, and so on.
  • the external memory interface 120 may be used to connect an external memory card, such as a Micro SD card, to expand the storage capacity of the electronic device 100.
  • the external memory card communicates with the processor 110 through the external memory interface 120 to realize the data storage function. For example, save music, video and other files in an external memory card.
  • the internal memory 121 may be used to store one or more computer programs, and the one or more computer programs include instructions.
  • the processor 110 can execute the above-mentioned instructions stored in the internal memory 121 to enable the electronic device 101 to execute the off-screen display method provided in some embodiments of the present application, as well as various applications and data processing.
  • the internal memory 121 may include a storage program area and a storage data area. Among them, the storage program area can store the operating system; the storage program area can also store one or more applications (such as photo galleries, contacts, etc.).
  • the data storage area can store data (such as photos, contacts, etc.) created during the use of the electronic device 101.
  • the internal memory 121 may include a high-speed random access memory, and may also include a non-volatile memory, such as one or more disk storage components, flash memory components, universal flash storage (UFS), etc.
  • the processor 110 may execute instructions stored in the internal memory 121 and/or instructions stored in a memory provided in the processor 110 to cause the electronic device 101 to execute the instructions provided in the embodiments of the present application. The method of off-screen display, and other applications and data processing.
  • the electronic device 100 can implement audio functions through the audio module 170, the speaker 170A, the receiver 170B, the microphone 170C, the earphone interface 170D, and the application processor. For example, music playback, recording, etc.
  • the sensor module 180 may include a pressure sensor 180A, a gyroscope sensor 180B, an air pressure sensor 180C, a magnetic sensor 180D, an acceleration sensor 180E, a distance sensor 180F, a proximity light sensor 180G, a fingerprint sensor 180H, a temperature sensor 180J, a touch sensor 180K, and an ambient light sensor 180L, bone conduction sensor 180M, etc.
  • the pressure sensor 180A is used to sense pressure signals, and can convert the pressure signals into electrical signals.
  • the pressure sensor 180A may be provided on the display screen 194.
  • the capacitive pressure sensor may include at least two parallel plates with conductive material.
  • the electronic device 100 determines the intensity of the pressure according to the change in capacitance.
  • the electronic device 100 detects the intensity of the touch operation according to the pressure sensor 180A.
  • the electronic device 100 may also calculate the touched position according to the detection signal of the pressure sensor 180A.
  • touch operations that act on the same touch position but have different touch operation strengths may correspond to different operation instructions. For example: when a touch operation whose intensity of the touch operation is less than the first pressure threshold is applied to the short message application icon, an instruction to view the short message is executed. When a touch operation with a touch operation intensity greater than or equal to the first pressure threshold acts on the short message application icon, an instruction to create a new short message is executed.
  • the gyro sensor 180B may be used to determine the movement posture of the electronic device 100.
  • the angular velocity of the electronic device 100 around three axes ie, X, Y, and Z axes
  • the gyro sensor 180B can be used for image stabilization.
  • the gyro sensor 180B detects the shake angle of the electronic device 100, calculates the distance that the lens module needs to compensate according to the angle, and allows the lens to counteract the shake of the electronic device 100 through reverse movement to achieve anti-shake.
  • the gyro sensor 180B can also be used for navigation and somatosensory game scenes.
  • the acceleration sensor 180E can detect the magnitude of the acceleration of the electronic device 100 in various directions (generally three axes). When the electronic device 100 is stationary, the magnitude and direction of gravity can be detected. It can also be used to identify the posture of electronic devices, and used in applications such as horizontal and vertical screen switching, pedometers and so on.
  • the ambient light sensor 180L is used to sense the brightness of the ambient light.
  • the electronic device 100 can adaptively adjust the brightness of the display screen 194 according to the perceived brightness of the ambient light.
  • the ambient light sensor 180L can also be used to automatically adjust the white balance when taking pictures.
  • the ambient light sensor 180L can also cooperate with the proximity light sensor 180G to detect whether the electronic device 100 is in the pocket to prevent accidental touch.
  • the fingerprint sensor 180H is used to collect fingerprints.
  • the electronic device 100 can use the collected fingerprint characteristics to realize fingerprint unlocking, access application locks, fingerprint photographs, fingerprint answering calls, etc.
  • the temperature sensor 180J is used to detect temperature.
  • the electronic device 100 uses the temperature detected by the temperature sensor 180J to execute a temperature processing strategy. For example, when the temperature reported by the temperature sensor 180J exceeds a threshold value, the electronic device 100 executes to reduce the performance of the processor located near the temperature sensor 180J, so as to reduce power consumption and implement thermal protection.
  • the electronic device 100 when the temperature is lower than another threshold, the electronic device 100 heats the battery 142 to avoid abnormal shutdown of the electronic device 100 due to low temperature.
  • the electronic device 100 boosts the output voltage of the battery 142 to avoid abnormal shutdown caused by low temperature.
  • Touch sensor 180K also called “touch panel”.
  • the touch sensor 180K may be disposed on the display screen 194, and the touch screen is composed of the touch sensor 180K and the display screen 194, which is also called a “touch screen”.
  • the touch sensor 180K is used to detect touch operations acting on or near it.
  • the touch sensor can pass the detected touch operation to the application processor to determine the type of touch event.
  • the visual output related to the touch operation can be provided through the display screen 194.
  • the touch sensor 180K may also be disposed on the surface of the electronic device 100, which is different from the position of the display screen 194.
  • the button 190 includes a power button, a volume button, and so on.
  • the button 190 may be a mechanical button. It can also be a touch button.
  • the electronic device 100 may receive key input, and generate key signal input related to user settings and function control of the electronic device 100.
  • FIG. 2 is a block diagram of the software structure of the electronic device 100 according to an embodiment of the present application.
  • the layered architecture divides the software into several layers, and each layer has a clear role and division of labor. Communication between layers through software interface.
  • the Android system is divided into four layers, from top to bottom, they are respectively an application (application, App) layer, a framework (Framework) layer, a native (Native) layer, and a kernel (Kernel) layer.
  • the application layer can include a series of application packages.
  • the application package can include applications such as camera, gallery, calendar, call, map, navigation, WLAN, Bluetooth, music, video, short message, etc.
  • the framework layer provides an application programming interface (application programming interface, API) and a programming framework for applications at the application layer.
  • the application framework layer includes some predefined functions.
  • the framework layer includes system service (system service) module, broadcast (broadcast) module, service manager (service manager) module and touch service interface (touch service interface), input management (input manager) module, display synthesis (surface flinger) module and Scene recognition module.
  • system service system service
  • broadcast broadcast
  • service manager service manager
  • touch service interface touch service interface
  • input management input manager
  • display synthesis surface flinger
  • the system service module includes a package management service (package manager service) module, a window management service (window manager service) module, an activity management service (activity manager service) module, and a registration management service module.
  • package management service package manager service
  • window manager service window management service
  • activity management service activity manager service
  • the input management module includes an input event acquisition (input reader) module and an input event dispatcher (input dispatcher module).
  • the display synthesis module includes a graphic GUI library (libgui) and a display layer (layer) module.
  • the scene recognition module includes a game scene recognition module and a temperature recognition module, wherein the game scene recognition module is used to recognize whether the current electronic device is in a game scene.
  • the scene recognition module also includes other scene recognition modules, such as social application recognition module, stylus input recognition module, gesture navigation recognition module, vehicle pattern recognition module, handwriting input recognition module or stylus input recognition module, etc. .
  • the local layer includes a touch service interface, a touch core (touch core) module, a touch screen service (touch plane service, TP service) module, and a touch deamon service (touch guard service) module.
  • the function of the touch service interface of the local layer is to transfer information with the touch service interface of the framework layer.
  • the touch service interface of the framework layer will The information that the electronic device is in the game scene is transferred to the touch service interface of the local layer, so that the touch core module of the local layer starts the corresponding algorithm.
  • the touch core module includes a firmware algorithm strategy module and a graphics rendering detection algorithm module.
  • the firmware algorithm strategy module can be used to adjust the sensitivity algorithm of the touch screen in different scenarios; the graphics rendering detection algorithm module is used to determine whether the current The rendered frame is cut into the queue.
  • the kernel layer includes touch screen driver (touch plane driver, TP driver), liquid crystal display driver (liquid crystal display driver, LCD driver), decision support system (decision support systems, DSS) and graphics processor driver (graphics processing unit driver, GPU driver) .
  • touch screen driver touch plane driver, TP driver
  • liquid crystal display driver liquid crystal display driver, LCD driver
  • decision support system decision support systems, DSS
  • graphics processor driver graphics processing unit driver, GPU driver
  • the technical solutions in the embodiments of the present application provide an adaptive adjustment mechanism for the sensitivity algorithm of a touch screen (TP) under different application scenarios or under different touch requirements.
  • the game scene recognition module in the scene recognition module of the framework layer in this thread can determine that the current electronic device is in the game scene and notify it through the touch service interface of the framework layer
  • the touch service window of the local layer, the firmware algorithm strategy module in the touch core module of the local layer adjusts the adaptive algorithm according to the scene to meet the algorithm adjustment of touch sensitivity in different scenes, thereby improving the user's touch experience in different scenes.
  • the touch screen firmware adjustment thread may further include: the input management module of the framework layer determines the user data model by acquiring various events (for example, click, slide, double click, etc.) of the user on the touch screen, and through The touch service interface informs the local layer that the firmware algorithm strategy module in the touch core module of the local layer can set different touch sensitivity adjustment algorithms according to different data models, which can meet the touch sensitivity algorithms for different user operations in different scenarios The adjustment can not only meet the different requirements of users for touch experience in different scenarios, but also provide different touch experiences for different operations in the same scene.
  • the input management module of the framework layer determines the user data model by acquiring various events (for example, click, slide, double click, etc.) of the user on the touch screen, and through The touch service interface informs the local layer that the firmware algorithm strategy module in the touch core module of the local layer can set different touch sensitivity adjustment algorithms according to different data models, which can meet the touch sensitivity algorithms for different user operations in different scenarios The adjustment can not only meet the different requirements of users for touch experience in different scenarios,
  • the response speed of the electronic device to user input is higher than the response speed in a normal scenario.
  • the input management module can determine the user data model based on the user's actions on the touch screen. For example, the user data model can shoot, mirror, move, etc., for different user data models.
  • the firmware algorithm strategy module can perform different adaptive algorithm adjustments. For example, for the three operations of shooting, opening a mirror, and moving, the firmware algorithm strategy module can configure different touch sensitivity algorithms. This helps to improve the user's touch experience in the game scene.
  • the technical solution in the embodiment of the present application also provides an intelligent recognition and detection mechanism of image rendering frames to reduce the delay in display of the hands caused by the frame queuing in the layer composition of the SurfaceFlinger module.
  • the existing solution touch screen can only work with a certain stable and invariable sensitivity model.
  • the electronic device can perform specific algorithm sensitivity and work mode conversion for different scenarios, so that the touch screen has different types of algorithm adjustments. Mode, according to different applications or scenarios to perform specific algorithm sensitivity and work mode conversion, which helps to meet the specific needs of users in the current application or scenario, thereby improving the intelligence of the device and improving the efficiency of interaction.
  • the application scenarios in this application example can be divided into game scenes and non-game basic 2D scenes (which can also be subdivided into vehicle scenes, stylus scenes, etc. according to needs).
  • the recognition of the scene part is through the scenes in the scene recognition module
  • the recognition module completes the recognition of each scene.
  • the scene recognition result is sent to the touch service interface of the local layer through the touch service interface of the framework layer.
  • the firmware algorithm strategy module in the touch core module of the local layer gets the specific game scene and game load, it will perform the relevant firmware for the specific game
  • the algorithm sensitivity part is adjusted to complete different application scenarios to run different touch sensitivity algorithms.
  • the scenarios that may also be involved in the embodiments of this application include but are not limited to the electronic device entering the game scene, using an application (for example, Weibo), when the user uses a stylus to input on the touch screen, or the user uses gestures navigation.
  • the electronic device can be configured with three or more sensitivity algorithms. For different scenarios, the electronic device can use different sensitivity algorithms to meet the needs of users in different scenarios.
  • the electronic device may also be configured with different sensitivity algorithms in the same scene.
  • the electronic device when the user is reading an e-book or using gesture navigation, the electronic device is configured with different sensitivity algorithms on different positions of the touch screen; different sensitivity can also be set in different time periods, and so on.
  • FIG. 3 shows a schematic flowchart of a control method 300 provided by an embodiment of the present application. As shown in FIG. 3, the method 300 includes:
  • S310 The electronic device detects a user's first operation.
  • the first operation can be any operation, that is, as long as a valid operation by the user is detected.
  • the first operation may also be a preset specific operation.
  • the first operation is a specific general operation, such as double-click, long press, pressure operation, knuckle operation, folding or unfolding the screen, and so on.
  • the first operation may also be a specific function operation. Taking turning on a certain function as an example, other functions are similar and will not be repeated.
  • Turn on a function by turning on gestures (for example, draw a C to turn on the phone APP function; draw an E to open the email APP; long press on the icon and slide to select a menu option to achieve a specific function; it can be folded
  • the screen folding operation, etc.) can also be realized by clicking the APP icon, or by switching the APP from the background to the foreground.
  • the first operation can be the opening gesture or clicking the APP
  • the icon operation can also be a switching operation.
  • the first operation is an operation that causes the electronic device to enter a preset application scenario, such as opening a game APP, entering a handwriting mode, and entering a social application APP (such as Weibo), Enter car mode and so on.
  • a preset application scenario such as opening a game APP, entering a handwriting mode, and entering a social application APP (such as Weibo), Enter car mode and so on.
  • the first operation is an operation of the user clicking the icon 401 of the game App1 on the desktop of the mobile phone.
  • the user receives a chat message from a social App2 ((a) in Figure 5) when the user is playing the game App1 in the stimulating battlefield game application.
  • the user can click to enter the social App2 to chat.
  • click on the " The game App1"501 re-enters the game application scene ((b) in FIG. 5).
  • the first operation is an operation of clicking "Game App1" 501 in the upper left corner to re-enter the game application scene.
  • the electronic device may determine whether the first operation is a specific functional operation according to software development kit (SDK) interface information.
  • SDK software development kit
  • the electronic device can obtain the correspondence between the SDK interface and the operation type, for example, by pre-saving the correspondence table inside the electronic device, or through other devices connected to it, such as from a server or other storage device, or from a game manufacturer or The user obtains the corresponding relationship.
  • Each SDK interface can correspond to an operation type.
  • Table 1 shows a schematic diagram of the correspondence between an SDK interface and an operation type in a stimulating battlefield.
  • SDK interface Operation type SDK interface 1 The user clicks "start game” SDK interface 2 Open mirror SDK interface 3 shooting SDK interface 4 mobile SDK interface 5 jump
  • the message notification mechanism is as follows:
  • the application layer When the electronic device detects the user's operation, the application layer will send a message to the scene recognition module of the framework layer.
  • the message carries SDK interface information.
  • the scene recognition module can determine the operation type corresponding to the operation through the SDK interface information in the message.
  • the game App scene may include a loading interface of the game App and a battle interface of the game App.
  • the electronic device can determine whether the first operation is a specific functional operation based on the load condition of the current application scenario.
  • the current application scenario is a game application scenario
  • the electronic device may determine whether the first operation is a specific functional operation according to a central processing unit (CPU) usage rate of the game application in the current electronic device.
  • CPU central processing unit
  • the load situation of the current application scene can also be determined by the usage rate of the CPU and GPU.
  • the CPU usage of the game App is low; on the battle interface of the game App, the CPU usage of the game App is higher; and when the electronic device detects that the user clicks to start the game Time is the time when the CPU usage load of the game App is the highest.
  • the CPU usage of the game App When it is detected that the CPU usage of the game App is within the first CPU usage threshold range [a, b], it can be determined that the user operation is the operation corresponding to the loading interface of the game App; when the CPU usage of the game App is detected When the second CPU usage rate threshold is within the range [c, d], it can be determined that the user operation is the operation of the battle interface of the game App. When it is detected that the CPU usage of the game App exceeds the third CPU usage threshold, it can be determined that the user operation is an operation of clicking to start the game.
  • the first CPU usage rate threshold range is [10%, 20%]
  • the second CPU usage rate threshold range is [30%, 50%]
  • the third CPU usage rate threshold is 60%.
  • the electronic device detects that the user clicks on the icon of a certain game App on the desktop of the electronic device, opens the game APP, displays the interface of the game APP, and the electronic device enters the game scene.
  • the game App of the application layer will send the label corresponding to the game App to the system service module of the framework layer (For example, the process identifier (PID)) and the process name corresponding to the game App.
  • the system service module can determine which App is started by the label and process name. For example, the electronic device determines that the game App is started by determining the process identification number and process name of the game App.
  • the scene recognition module can determine that the current electronic device enters the game application scene based on the information that the game App is started under.
  • the electronic device can determine the current application scenario according to the attributes of the application currently running in the foreground. For example, if the current foreground is running on Weibo, it can determine that the current application is social based on the attribute of Weibo—social apps. Scenes.
  • the firmware algorithm strategy module receives the notification from the scene recognition module and performs one or more steps in S330, S340 or S350.
  • S330 The electronic device determines that the current application scenario satisfies the first preset condition, and adjusts the response time for the touch screen to enter an idle mode.
  • the first preset condition includes but is not limited to:
  • the current application scenario is a preset application scenario
  • the current application scenario is a preset application scenario, and the message corresponding to the first operation includes preset interface information
  • the current application scene is a preset application scene, and the CPU usage rate of the current application scene is within the preset CPU usage rate range.
  • the preset application scene may be at least one of the following scenes: game application scene, gesture navigation scene, vehicle-mounted scene, social application scene, gesture input scene, stylus input scene, voice call scene, contact scene, etc. Wait.
  • the first preset condition is that the current application scenario is a game application scenario.
  • the electronic device may determine that the response time is the first time.
  • the first preset condition is that the current application is a social application scenario.
  • the electronic device may determine that the response time is the second time. Wherein, the first time and the second time are different.
  • the first preset condition is that the current application scene is a game application scene, and the information of the SDK interface 1 included in the message corresponding to the first operation.
  • the electronic device determines that the current application scenario is a game social application scenario, and the first operation is an operation of the user clicking "start game", it determines that the response time is the third time.
  • the first preset condition is that the current application scenario is a game application scenario, and the information of the SDK interface 2 included in the message corresponding to the first operation.
  • the electronic device determines that the current application scenario is a game social application scenario and the first operation is a mirror opening operation, it determines that the response time is the fourth time. Wherein, the third time and the fourth time are different.
  • the operation corresponding to the preset interface information can be referred to Table 1.
  • the electronic device detects that the user is in a game scene and detects the user's lens opening operation, the electronic device adjusts the response time for the touch screen to enter the idle mode.
  • the electronic device detects that the user is in a game scene and detects an operation on the loading interface of the game (for example, it detects that the CPU usage rate of the game App is within the first CPU usage rate threshold range [a, b ] Inside), the electronic device adjusts the response time of the touch screen entering the idle mode.
  • the response time for the touch screen to enter the idle mode may be adjusted from the default value to the response time in the current application scenario.
  • the default response time is 1s.
  • the response time can be adjusted from 1s to 60s; for example, when the electronic device is determined to be in a social application scenario, the response time can be adjusted Adjust the time from 1s to 10s.
  • the electronic device can be configured with different response times for different application scenarios, for example, the response time configured for the desktop of the electronic device is 1s; the response time configured for the game application scenario is 60s; The response time of the social application scenario configuration is 10s.
  • the prior art adopts a method of increasing the sampling frequency of the touch screen.
  • the current mainstream sampling frequency is 120 Hz.
  • the increase in sampling frequency will also increase the power consumption of the Touch Panel IC.
  • the touch screen also provides a low-power sampling scan mode, and the firmware of the touch screen starts to be in idle mode (for example, the sampling frequency can be 60Hz/30Hz) ;
  • the firmware is in an activity mode (for example, the sampling frequency may be 120 Hz).
  • the existing touch screen enters the idle mode after no touch operation is detected within 1s.
  • the idle mode is mainly manifested in that the touch screen uses 60 Hz for sampling. Only when an external touch event is detected, will the 120 Hz sampling data switch be performed. In game scenes, especially in battle scenes with high real-time requirements, if the touch screen has been switched from idle mode to active mode, there will be a data delay of about 8ms on the touch screen, which will affect the performance of the game.
  • the scene is divided into a game scene and a non-game scene.
  • the electronic device When the electronic device is in a non-gaming scene, the user starts timing from the moment when the user does not detect the operation of touching the screen. If the electronic device does not detect the user's touch on the display screen within the first continuous period of time, the firmware of the touch screen changes from the active mode Switch to idle mode.
  • the response time for the touch screen to enter the idle mode automatically switches from the current (default) preset duration to the first duration, that is, the user changes from touching the screen to not touching the screen.
  • the time of the screen starts to count, and if the electronic device does not detect that the user touches the display screen within the first continuous period of time, the firmware of the touch screen switches from the active mode to the idle mode.
  • the electronic device when the electronic device determines that it is in the game application scenario and detects that the user clicks to start the game, the electronic device automatically adjusts the response time of the touch screen to enter the idle mode from the (default) preset duration to the first duration.
  • the (default) preset duration is 1s
  • the first duration is 60s.
  • the operation of the electronic device detecting that the user clicks to start the game can be determined through SDK interface information or the load status of the game application. The determination process can refer to the description in S310 above. For brevity, details are not repeated here.
  • scenes can also be divided into game scenes, scenes where a user browses a certain social App and other scenes.
  • the electronic device can be configured with different response time for entering the idle mode.
  • the electronic device can also configure different response times for entering the idle state in different areas of the touch screen in the same scenario.
  • different response times for entering the idle state can be configured in the upper and lower areas of the touch screen.
  • the response time in the lower half is configured to be longer than that in the upper half.
  • the electronic device can automatically adjust the response time of the touch screen from the active mode to the idle mode, which helps to improve the user experience in this scenario. Improve the intelligence of interaction, improve efficiency, reduce user operations and reduce user learning costs.
  • the electronic device determines that the current application scenario meets the second preset condition, and the electronic device adjusts the number of discarded sampling points.
  • the second preset condition includes but is not limited to:
  • the current application scenario is a preset application scenario
  • the current application scenario is a preset application scenario, and the message corresponding to the first operation includes preset interface information
  • the current application scene is a preset application scene, and the CPU usage rate of the current application scene is within the preset CPU usage rate range.
  • the existing TP algorithm internally buffers the reported points to further confirm that the reported points are real and not caused by noise.
  • the electronic device detects that the user performs a touch operation on the touch screen, it will collect sampling points. Exemplarily, if the electronic device collects 3 sampling points, the electronic device may discard the first sampling point and start the calculation from the second sampling point. The discarding of sampling points will cause the electronic device to fail to respond to part of the data touched by the user, which delays the response of the electronic device to user operations.
  • the second preset condition is that the current application scenario is a game application scenario.
  • the electronic device determines that the current application scene is a game application scene, it determines that the number of discarded sampling points is the first number.
  • the second preset condition is that the current application scenario is a social application scenario.
  • the electronic device determines that the current application scenario is a game social application scenario, it determines that the number of discarded sampling points is the second number. Wherein, the first number and the second number are different.
  • the second preset condition is that the current application scenario is a game application scenario, and the information of the SDK interface 1 included in the message corresponding to the first operation.
  • the electronic device determines that the current application scenario is a game social application scenario, and the first operation is an operation of the user clicking "start game", it determines that the number of discarded sampling points is the third number.
  • the second preset condition is that the current application scenario is a game application scenario, and the information of the SDK interface 2 included in the message corresponding to the first operation.
  • the electronic device determines that the current application scenario is a game social application scenario, and the first operation is a mirror opening operation, it determines that the number of discarded sampling points is the fourth number. Among them, the third number is different from the fourth number.
  • the number of discarded sampling points can be automatically reduced, or the sampling points are not discarded, that is, the number of discarded sampling points is adjusted to The first number, the first number is an integer.
  • S350 The electronic device determines that the current application scenario meets the third preset condition, and the electronic device turns off the click-to-slide suppression algorithm, or shortens the suppression distance in the click-to-slide suppression algorithm.
  • the third preset condition includes but is not limited to:
  • the current application scenario is the preset application scenario
  • the current application scenario is a preset application scenario, and the message corresponding to the first operation includes preset interface information
  • the current application scene is a preset application scene, and the CPU usage rate of the current application scene is within the preset CPU usage rate range.
  • the electronic device inhibits the reporting of touch data, thereby preventing the click operation It is recognized as a sliding operation.
  • the user's opening movement corresponds to a small distance of movement. This movement is a real sliding operation rather than a click operation, but in the application of the suppression of click-to-slide In the case of the algorithm, the sliding operation will be recognized as a click operation, thereby causing the user operation to be misrecognized by the electronic device.
  • the electronic device can automatically turn off the click-to-slide algorithm, or automatically shorten the suppression distance in the click-to-slide algorithm (for example, shortening from the original 0.5mm to 0.1mm). Help improve response accuracy and reduce false recognition rate.
  • the third preset condition is that the current application scenario is a game application scenario.
  • the electronic device may determine that the suppression distance is the first distance.
  • the third preset condition is that the current application is a social application scenario.
  • the electronic device may determine that the suppression distance is the second distance. Wherein, the first distance and the second distance are different.
  • the third preset condition is that the current application scenario is a game application scenario, and the information of the SDK interface 1 included in the message corresponding to the first operation.
  • the electronic device may determine that the suppression distance is the third distance.
  • the third preset condition is that the current application scenario is a game application scenario, and the information of the SDK interface 2 included in the message corresponding to the first operation.
  • the electronic device may determine that the suppression distance is the fourth distance. Where the third distance and the fourth distance are different
  • the electronic device may perform one or more steps of S330, S340, and S350 when it is determined to be in a certain application scenario.
  • the electronic device when the electronic device detects that the user clicks on the icon of the game application on the desktop of the electronic device, it can determine that the electronic device is in the game application scenario. At this time, the electronic device can enter the loading interface of the game. The device determines that its current application scene is a game scene, it can automatically improve the response time of the touch screen from active mode to idle mode; when the electronic device detects the user's click to start the game on the loading interface of the game, the electronic device enters the game If the electronic device determines that the operation meets the preset conditions, it can automatically reduce the number of discarded sampling points; when the electronic device detects a user’s specific (touch ) Operation (for example, the click-to-view operation under the stimulating battlefield), the click-to-slide suppression algorithm can be automatically closed or the suppression distance in the click-to-slide suppression algorithm can be shortened.
  • a user for example, the click-to-view operation under the stimulating battlefield
  • the trigger conditions for adjustment of different parameters may be the same or different.
  • the electronic device detects that the user clicks the icon of the game App on the desktop of the electronic device, it can adjust various parameters at the same time; for another example, when the electronic device detects different operations of the user, it adjusts different parameters.
  • Google has added triple buffering to the graphics pipeline since Android 4.1, and introduced vertical syncronization (Vsync) for rendering synchronization, so that the user interface (App UI) and SurfaceFlinger of the application can be generated by hardware VSync rhythm to work, so that scrolling and page turning movements become more consistent and smooth.
  • Google also considered queuing data from the rendering thread (renderthread) to complete GPU rendering (GPU Rending), and only provided a system-level mechanism for SurfaceFlinger to rewrite layers.
  • the triple buffer refers to the application rendering buffer (app rending buffer), the layer composition buffer (surface flinger buffer) and the display buffer.
  • the triple buffering mechanism provides a system-level mechanism for SurfaceFlinger to rewrite layers.
  • the frame queuing of the application rendering buffer will cause a delay in the vertical synchronization cycle.
  • the 60Hz display system scheme has a vertical synchronization period of 16.67ms. In some specific scenarios, there may be a certain delay when the user touches the touch screen to display the response result.
  • the technical solution of the embodiment of the present application can solve the follow-up delay caused by the frame queuing of the GPU Rending layer under the triple buffer mechanism system.
  • the overall fluency of the system is enhanced through the triple buffering mechanism, but the overall performance of the hands is not optimized and there is no related optimization strategy.
  • the end-to-end analysis is mainly performed from the Graphics rendering and display process, which can be optimized for the follow-up part.
  • FIG. 6 shows a schematic flowchart of a control method 400 provided by an embodiment of the present application. As shown in FIG. 6, the method 400 includes:
  • S410 The electronic device detects a user's first operation
  • the scene recognition module performs game scene recognition.
  • the touch core module of the local layer is notified through the touch service interface of the framework layer and the touch service interface of the local layer.
  • S430 The electronic device determines whether the current application scenario meets a fourth preset condition.
  • the fourth setting condition includes but is not limited to:
  • the current application scenario is a preset application scenario
  • the current application scenario is a preset application scenario, and the message corresponding to the first operation includes preset interface information
  • the current application scene is a preset application scene, and the CPU usage rate of the current application scene is within the preset CPU usage rate range.
  • the preset application scenario may be at least one of the following scenarios: a game application scenario, a gesture navigation, an in-vehicle scenario, or a social application scenario; the preset application scenario is a hand input or a ratio input.
  • the electronic device may continue to determine whether the first frame in the application rendering buffer queue corresponding to the first operation is in a queued state.
  • the electronic device determines that the current scene does not satisfy the sixth preset condition, it performs processing according to the prior art.
  • interface information and load judgment can refer to the above method 300, and for the sake of brevity, it will not be repeated here.
  • the electronic device sends the first frame to the layer composition buffer for composition processing. That is, the first frame is inserted into the queue to make it directly enter the hardware synthesizer HWC for synthesis.
  • the touch core module will perform algorithm opening detection on the graphics rendering detection algorithm module according to the scene message to determine whether the current first frame is in a queued state.
  • the first frame in the application rendering buffer queue corresponding to the user operation model (user portrait) needs to be cut in the queue the first frame is directly sent to the hardware synthesizer HWC for synthesis. Achieve zero waiting and fast graphics.
  • the input management module of the framework layer determines the user operation model by acquiring various events of the user on the touch screen (for example, one-handed click, two-handed click, one-handed sliding, two-handed sliding, double-click, light press, heavy press, long press, etc.) (User portrait or user operation model).
  • S470 The electronic device displays the image obtained by the synthesis process.
  • the electronic device determines whether the first frame is directly used for synthesis (or whether the first frame is in a queued state), and when the algorithm threshold condition is reached (for example, it is detected that the current application scene meets the preset condition, and the first frame is not used for Direct synthesis (the first frame is in the queued state) will trigger a touch event to perform direct firmware synthesis (hardware composer, HWC) module synthesis on the first frame, which helps to avoid the chiral delay caused by the queued synthesis of the first frame.
  • HWC firmware composer
  • the layer composition buffer can also be understood as an HWC module, and the image composition buffer can be used for graphics composition in two ways, one is by GPU composition, and the other is by DSS composition.
  • the electronic device when the electronic device detects that the user clicks on the shooting control, the electronic device can determine that the corresponding rendering frame of the click to shoot control is used to synthesize and display bullets, and then the electronic device determines to render Whether the frame is in the queued state, if the rendered frame is in the queued state, at this time, the surface flinger module can perform queue cut processing on the rendered frame, and synthesize the rendered frame for display in advance. In this way, it is possible to avoid the hand-handling delay between the user clicking the shooting control and displaying the bullet, improve the response speed of the electronic device to the user's operation, and improve the user's touch experience in the game scene.
  • the electronic device when the electronic device detects the user's sliding operation (which can be left, right, up, or down, etc.), the electronic device can determine the first in the current buffer queue that reaches the sliding threshold. Whether a frame is in the queuing state, if the first frame is in the queuing state, the display composition module can perform queue cut processing on the rendered frame, and synthesize the rendered frame for display. This can prevent the user from sliding on the touch screen and seeing the interface sliding follow-up delay, and improve the user's touch experience in social application scenarios.
  • the display synthesis module will directly display the synthesized graphics on the touch screen after synthesis; if the first frame is in the queued state, you need to wait for this The first frame will not be synthesized until the previous frame of the first frame is synthesized. At this time, a vertical syncronization (vsync) period (for example, 16.67ms) may be delayed.
  • vsync vertical syncronization
  • the first frame is subjected to queue-cutting processing, that is, the first frame is synthesized first, which helps to avoid the delay with the hand, thereby increasing the graphics transmission speed and improving the user's touch experience.
  • the electronic device when it is detected that the application scenario of the current foreground application is a preset application scenario, multiple system parameters are adjusted to adapt to the current application scenario and improve the intelligence of interaction.
  • the electronic device detects the user's operation to open the game APP, for example, click the icon of the game App on the desktop of the electronic device, the electronic device can determine to enter the game App application scene, and the electronic device can adjust the touch screen to enter The response time of idle mode, adjust the number of discarded sampling points, and adjust the suppression distance in the click-to-slide algorithm.
  • the first frame in the application rendering buffer queue is in a queued state at this time, the first frame may be sent to the layer composition buffer for composition processing, and the synthesized image is displayed.
  • the method 300 and the method 400 in the embodiments of the present application can be used to improve the user's touch experience at the same time, or only the method 300 or the method 400 can be used to improve the user experience. There may be no actual difference between the method 300 and the method 400. Priority.
  • the time for bullets to appear when the shooting button is clicked without opening the lens can be shortened; the time for opening the lens can also be shortened; the time for the character to move to the right or to the left can also be shortened.
  • the time from clicking on the skill to casting the skill can be shortened; the time for character movement can also be shortened; the time for changing the direction of the skill can also be shortened.
  • an electronic device in order to implement the above-mentioned functions, includes hardware and/or software modules corresponding to each function.
  • this application can be implemented in the form of hardware or a combination of hardware and computer software. Whether a certain function is executed by hardware or computer software-driven hardware depends on the specific application and design constraint conditions of the technical solution. Those skilled in the art can use different methods for each specific application in combination with the embodiments to implement the described functions, but such implementation should not be considered as going beyond the scope of the present application.
  • the electronic device can be divided into functional modules according to the foregoing method examples.
  • each functional module can be divided corresponding to each function, or two or more functions can be integrated into one processing module.
  • the above integrated modules can be implemented in the form of hardware. It should be noted that the division of modules in this embodiment is illustrative, and is only a logical function division, and there may be other division methods in actual implementation.
  • FIG. 7 shows a schematic diagram of a possible composition of the electronic device 500 involved in the foregoing embodiment.
  • the electronic device 500 may include: a detection unit 501.
  • the detection unit 501 may be used to support the electronic device 500 to perform the above steps 310 and 410, etc., and/or other processes used in the technology described herein.
  • the obtaining unit 502 may be used to support the electronic device 500 to perform the above-mentioned step 320 and step 420, etc., and/or other processes used in the technology described herein.
  • the determining unit 503 may be used to support the electronic device 500 to perform the above steps 330, S340, S350, etc., and/or other processes used in the technology described herein.
  • FIG. 8 shows a schematic diagram of a possible composition of the electronic device 600 involved in the foregoing embodiment.
  • the electronic device 600 may include: a detection unit 601, an acquisition unit 602, a determination unit 603, and a synthesis unit 604 And display unit 605.
  • the detection unit 601 may be used to support the electronic device 600 to perform the above-mentioned step 410, etc., and/or be used in other processes of the technology described herein.
  • the obtaining unit 602 may be used to support the electronic device 600 to perform the above-mentioned step 420, etc., and/or other processes used in the technology described herein.
  • the determining unit 603 may be used to support the electronic device 600 to execute the above-mentioned steps S430 or S440, etc., and/or other processes used in the technology described herein.
  • the synthesis unit 604 may be used to support the electronic device 600 to perform the above-mentioned steps S450 or 460, etc., and/or other processes used in the technology described herein.
  • the display unit 605 may be used to support the electronic device 600 to perform the above-mentioned step S470, etc., and/or other processes used in the technology described herein.
  • the electronic device provided in this embodiment is used to execute the aforementioned control method, and therefore can achieve the same effect as the aforementioned implementation method.
  • the electronic device may include a processing module, a storage module, and a communication module.
  • the processing module can be used to control and manage the actions of the electronic device, for example, can be used to support the electronic device to execute the steps performed by the above-mentioned units.
  • the storage module can be used to support the electronic device to execute the storage program code and data.
  • the communication module can be used to support communication between electronic devices and other devices.
  • the processing module may be a processor or a controller. It can implement or execute various exemplary logical blocks, modules and circuits described in conjunction with the disclosure of this application.
  • the processor may also be a combination of computing functions, for example, a combination of one or more microprocessors, a combination of digital signal processing (DSP) and a microprocessor, and so on.
  • the storage module may be a memory.
  • the communication module may specifically be a radio frequency circuit, a Bluetooth chip, a Wi-Fi chip, and other devices that interact with other electronic devices.
  • the electronic device involved in this embodiment may be a device having the structure shown in FIG. 1.
  • This embodiment also provides a computer storage medium in which computer instructions are stored.
  • the computer instructions run on an electronic device, the electronic device executes the above-mentioned related method steps to implement the control method in the above-mentioned embodiment.
  • This embodiment also provides a computer program product, which when the computer program product runs on a computer, causes the computer to execute the above-mentioned related steps to implement the control method in the above-mentioned embodiment.
  • the embodiments of the present application also provide a device.
  • the device may specifically be a chip, component or module.
  • the device may include a connected processor and a memory; wherein the memory is used to store computer execution instructions.
  • the processor can execute the computer-executable instructions stored in the memory, so that the chip executes the control methods in the foregoing method embodiments.
  • the electronic equipment, computer storage medium, computer program product, or chip provided in this embodiment are all used to execute the corresponding method provided above. Therefore, the beneficial effects that can be achieved can refer to the corresponding method provided above. The beneficial effects of the method will not be repeated here.
  • the disclosed device and method can be implemented in other ways.
  • the device embodiments described above are only illustrative, for example, the division of modules or units is only a logical function division, and there may be other divisions in actual implementation, for example, multiple units or components may be combined or It can be integrated into another device, or some features can be ignored or not implemented.
  • the displayed or discussed mutual coupling or direct coupling or communication connection may be indirect coupling or communication connection through some interfaces, devices or units, and may be in electrical, mechanical or other forms.
  • the units described as separate components may or may not be physically separate, and the components displayed as units may be one physical unit or multiple physical units, that is, they may be located in one place, or they may be distributed to multiple different places. Some or all of the units may be selected according to actual needs to achieve the objectives of the solutions of the embodiments.
  • each unit in each embodiment of the present application may be integrated into one processing unit, or each unit may exist alone physically, or two or more units may be integrated into one unit.
  • the above-mentioned integrated unit can be implemented in the form of hardware or software functional unit.
  • the integrated unit is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a readable storage medium.
  • the technical solutions of the embodiments of the present application are essentially or the part that contributes to the prior art, or all or part of the technical solutions can be embodied in the form of software products, which are stored in a storage medium It includes several instructions to make a device (may be a single-chip microcomputer, a chip, etc.) or a processor (processor) execute all or part of the steps of the methods in the various embodiments of the present application.
  • the aforementioned storage medium includes: U disk, mobile hard disk, read only memory (read only memory, ROM), random access memory (random access memory, RAM), magnetic disk or optical disk and other media that can store program codes.

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Abstract

一种控制方法和电子设备,该方法应用于电子设备,该电子设备包括触摸屏,该方法包括:该电子设备检测到用户的第一操作(310);该电子设备响应于该第一操作,获取该电子设备当前的应用场景(320);该电子设备确定该应用场景满足第一预设条件,则调整响应时间,该响应时间为该触摸屏从活动模式进入空闲模式的响应时间(330);和/或,该电子设备确定该应用场景满足第二预设条件,则调整丢弃采样点的个数(340)。该控制方法,电子设备可以自动调整响应时间和丢弃采样点个数,有助于降低用户的操作复杂度、提供用户的操作效率,提高电子设备的智能化程度,提升用户体验。

Description

一种控制方法和电子设备
本申请要求在2019年3月18日提交中国国家知识产权局、申请号为201910204988.6、发明名称为“一种控制方法和电子设备”的中国专利申请的优先权,其全部内容通过引用结合在本申请中。
技术领域
本申请涉及电子设备领域,并且更具体地,涉及一种控制方法和电子设备。
背景技术
随着手机游戏产业爆发性的发展,一些大型游戏(例如,王者荣耀)的游戏体验成为手机用户挑选手机的重要参考因素。当前手机在游戏体验上游戏帧率不平稳、突发重型场景(例如,王者荣耀团战)卡顿、手机发热严重且热限频后游戏体验剧烈波动。当用户希望在游戏场景下提升用户体验时,需要用户进行手动设置触控参数,并在进入不同应用场景时手动切换触控参数,这样可能带来操作复杂等问题,导致用户体验不好。
发明内容
本申请提供一种控制方法和电子设备,有助于提升用户的操作效率和电子设备的智能化程度,并且有助于提升用户体验。
第一方面,提供了一种控制方法,该方法应用于电子设备,该电子设备包括触摸屏,该方法包括:该电子设备检测到用户的第一操作;该电子设备响应于该第一操作,获取该电子设备当前的应用场景;该电子设备确定该应用场景满足第一预设条件,则确定响应时间为第一时间,该响应时间为该触摸屏从活动模式进入空闲模式的响应时间;和/或,该电子设备确定该应用场景满足第二预设条件,则调整丢弃采样点的个数为第一个数,该丢弃采样点为该电子设备在该触摸屏上采样时丢弃的采样点;
该电子设备确定该应用场景满足第三预设条件,则确定该响应时间为第二时间;和/或,该电子设备确定该应用场景满足第四预设条件,则确定该丢弃采样点的个数为第二个数;其中,该第一时间不同于该第二时间;该第一个数不同于该第二个数;该第一预设条件不同于该第三预设条件,该第二预设条件不同于该第四预设条件。
本申请实施例的控制方法,当电子设备当前的应用场景满足不同的预设条件时,电子设备可以自动确定不同的响应时间和丢弃采样点个数,有助于降低用户的操作复杂度、提供用户的操作效率,提高电子设备的智能化程度,提升用户体验。
结合第一方面,在第一方面可能的实现方式中,该方法还包括:电子设备确定当前的应用场景满足第五预设条件,则确定抑制距离为第一距离,该抑制距离为点击变滑动抑制算法中的抑制距离;该电子设备确定当前的应用场景满足第六预设条件,则确定抑制距离为第二距离;其中,第五预设条件不同于第六预设条件,第一距离不同于第二距离。
在一些可能的实现方式中,该电子设备确定当前的应用场景满足第五预设条件时,确 定该抑制距离为第一距离;该电子设备确定当前的应用场景满足第六预设条件时,确定该抑制距离为第二距离;其中,该第五预设条件和该第六预设条件不同,该第一距离和该第二距离不同。
本申请实施例的控制方法,当电子设备当前的应用场景满足不同的预设条件时,电子设备可以自动确定抑制距离,有助于降低用户的操作复杂度、提供用户的操作效率,提高电子设备的智能化程度,提升用户体验。
结合第一方面,在第一方面可能的实现方式中,该第一预设条件和该第二预设条件相同,该第一预设条件包括:该当前应用场景为以下场景中的至少之一:游戏应用场景,手势导航、车载场景、社交应用场景、语音呼叫场景、手写输入或者手写笔输入。
本申请实施例的控制方法,当电子设备当前的应用场景满足某一个预设条件时,电子设备可以同时调整响应时间和丢弃采样点的个数,有助于降低用户的操作复杂度、提供用户的操作效率,提高电子设备的智能化程度,提升用户体验。
结合第一方面,在第一方面可能的实现方式中,该第一预设条件和该第二预设条件为该应用场景为游戏应用场景,且该第三预设条件和该第四预设条件为该应用场景为非游戏应用场景时,该第一时间大于该第二时间,该第一个数小于该第二个数。
本申请实施例的控制方法,电子设备在游戏应用场景下的响应时间大于非游戏场景下的响应时间,在游戏场景下的丢弃采样点的个数小于非游戏场景下的丢弃采样点的个数,在游戏场景下电子设备的响应速度更快且有助于避免数据延迟,从而有助于提升用户在游戏应用场景下的用户体验。
结合第一方面,在第一方面可能的实现方式中,该第一预设条件包括该当前应用场景为预设应用场景,且该第一操作对应的消息中包含第一预设接口信息;该第二预设条件包括该当前应用场景为该预设应用场景,且该第一操作对应的消息中包含第二预设接口信息;其中,该第一预设接口信息和该第二预设接口信息不同。
本申请实施例的控制方法,在同一应用场景下,电子设备可以根据用户不同的操作自动调整响应时间、丢弃采样点的个数以及抑制距离,有助于降低用户的操作复杂度、提供用户的操作效率,提高电子设备的智能化程度,提升用户体验。
在一些可能的实现方式中,该第一预设条件包括该当前应用场景为预设应用场景,且该应用场景的负载位于第一负载范围内;该第二预设条件包括该当前应用场景为该预设应用场景,且该应用场景的负载位于第二负载范围内;其中,该第一负载范围和该第二负载范围不同。
在一些可能的实现方式中,该应用场景的负载可以为该应用场景的CPU使用率。
结合第一方面,在第一方面可能的实现方式中,该第一操作为该电子设备检测到用户在该电子设备的桌面上的点击操作;或者,该第一操作为用户指示从其他应用场景切换至该应用场景的操作。
结合第一方面,在第一方面可能的实现方式中,该电子设备为配置有安卓三重缓冲机制的电子设备,该方法还包括:确定该当前应用场景满足第六预设条件,且确定应用渲染缓冲队列中的第一帧处于排队状态,该第一帧为与该第一操作相对应的帧;将该第一帧送入图层合成缓存进行合成处理;并显示合成处理获得的图像。
本申请实施例的控制方法,该电子设备可以在确定当前场景满足预设场景且应用渲染缓冲队列中的第一帧处于排队状态时,对该第一帧进行插队处理,可以解决第一帧不直接 进行HWC硬件合成的数据延迟,保证了图形栈部分帧信息及时刷新送显。
第二方面,提供了一种控制的方法,应用于配置有安卓三重缓冲机制的电子设备,该电子设备包括显示器,其特征在于,该方法包括:检测到用户的第一操作;响应于该第一操作,获取该电子设备当前的应用场景;确定该应用场景满足预设条件,且确定应用渲染缓冲队列中的第一帧处于排队状态,该第一帧为与该第一操作相对应的帧;响应于该第一帧处于排队状态,将该第一帧送入图层合成缓存进行合成处理;并在该触摸屏上显示该合成处理获得的图像。
本申请实施例的控制方法,该电子设备可以在确定当前场景满足预设场景且应用渲染缓冲队列中的第一帧处于排队状态时,对该第一帧进行插队处理,可以解决第一帧不直接进行HWC硬件合成的数据延迟,保证了图形栈部分帧信息及时刷新送显。
结合第二方面,在第二方面可能的实现方式中,该预设条件包括:该当前应用场景为以下场景中的至少之一:游戏应用场景,手势导航、车载场景、社交应用场景、语音呼叫场景、手写输入或者手写笔输入。
第三方面,提供了一种控制方法,该方法应用于电子设备,该方法包括:该电子设备响应于该第一操作,获取该电子设备当前的应用场景;该电子设备确定该应用场景满足第一预设条件,则确定抑制距离为第一距离,该抑制距离为点击变滑动抑制算法中的抑制距离;该电子设备确定该应用场景满足第二预设条件,则确定该抑制距离为第二距离;其中,该第一预设条件和该第二预设条件不同,该第一距离和该第二距离不同。
本申请实施例的控制方法,当电子设备当前的应用场景满足不同的预设条件时,电子设备可以自动确定抑制距离,有助于降低用户的操作复杂度、提供用户的操作效率,提高电子设备的智能化程度,提升用户体验。
第四方面,本技术方案提供了一种控制装置,该装置包含在电子设备中,该装置具有实现上述方面及上述方面的可能实现方式中电子设备行为的功能。功能可以通过硬件实现,也可以通过硬件执行相应的软件实现。硬件或软件包括一个或多个与上述功能相对应的模块或单元。
第五方面,本技术方案提供了一种电子设备,包括:触摸屏;一个或多个处理器;存储器;多个应用程序;以及一个或多个计算机程序。其中,一个或多个计算机程序被存储在存储器中,一个或多个计算机程序包括指令。当指令被电子设备执行时,使得电子设备执行上述任一方面任一项可能的实现中的控制方法。
第六方面,本技术方案提供了一种电子设备,包括一个或多个处理器和一个或多个存储器。该一个或多个存储器与一个或多个处理器耦合,一个或多个存储器用于存储计算机程序代码,计算机程序代码包括计算机指令,当一个或多个处理器执行计算机指令时,使得电子设备执行上述任一方面任一项可能的实现中的控制方法。
第七方面,本技术方案提供了一种计算机存储介质,包括计算机指令,当计算机指令在电子设备上运行时,使得电子设备执行上述任一方面任一项可能的实现中的控制方法。
第八方面,本技术方案提供了一种计算机程序产品,当计算机程序产品在电子设备上运行时,使得电子设备执行上述任一方面任一项可能的设计中的控制方法。
附图说明
图1是本申请实施例提供的电子设备的结构示意图。
图2是本申请实施例提供的电子设备的软件结构框图。
图3是本申请实施例提供的控制方法的示意性流程图。
图4是本申请实施例提供的一组GUI。
图5是本申请实施例提供的另一组GUI。
图6是本申请实施例提供的控制方法的另一示意性流程图。
图7是本申请实施例提供的电子设备的示意性框图。
图8是本申请实施例提供的电子设备的另一示意性框图。
具体实施方式
以下实施例中所使用的术语只是为了描述特定实施例的目的,而并非旨在作为对本申请的限制。如在本申请的说明书和所附权利要求书中所使用的那样,单数表达形式“一个”、“一种”、“所述”、“上述”、“该”和“这一”旨在也包括例如“一个或多个”这种表达形式,除非其上下文中明确地有相反指示。还应当理解,在本申请以下各实施例中,“至少一个”、“一个或多个”是指一个、两个或两个以上。术语“和/或”,用于描述关联对象的关联关系,表示可以存在三种关系;例如,A和/或B,可以表示:单独存在A,同时存在A和B,单独存在B的情况,其中A、B可以是单数或者复数。字符“/”一般表示前后关联对象是一种“或”的关系。
在本说明书中描述的参考“一个实施例”或“一些实施例”等意味着在本申请的一个或多个实施例中包括结合该实施例描述的特定特征、结构或特点。由此,在本说明书中的不同之处出现的语句“在一个实施例中”、“在一些实施例中”、“在其他一些实施例中”、“在另外一些实施例中”等不是必然都参考相同的实施例,而是意味着“一个或多个但不是所有的实施例”,除非是以其他方式另外特别强调。术语“包括”、“包含”、“具有”及它们的变形都意味着“包括但不限于”,除非是以其他方式另外特别强调。
以下介绍了具备NFC功能的电子设备、用于这样的电子设备的用户界面、和用于使用这样的电子设备的实施例。在一些实施例中,电子设备可以是还包含其它功能诸如个人数字助理和/或音乐播放器功能的便携式电子设备,诸如手机、平板电脑、具备无线通讯功能的可穿戴电子设备(如智能手表)等。便携式电子设备的示例性实施例包括但不限于搭载
Figure PCTCN2020079257-appb-000001
或者其它操作系统的便携式电子设备。上述便携式电子设备也可以是其它便携式电子设备,诸如膝上型计算机(Laptop)等。还应当理解的是,在其他一些实施例中,上述电子设备也可以不是便携式电子设备,而是台式计算机。
示例性的,图1示出了电子设备100的结构示意图。电子设备100可以包括处理器110,外部存储器接口120,内部存储器121,通用串行总线(universal serial bus,USB)接口130,充电管理模块140,电源管理模块141,电池142,天线1,天线2,移动通信模块150,无线通信模块160,音频模块170,扬声器170A,受话器170B,麦克风170C,耳机接口170D,传感器模块180,按键190,马达191,指示器192,摄像头193,显示屏194,以及用户标识模块(subscriber identification module,SIM)卡接口195等。
可以理解的是,本申请实施例示意的结构并不构成对电子设备100的具体限定。在本申请另一些实施例中,电子设备100可以包括比图示更多或更少的部件,或者组合某些部件,或者拆分某些部件,或者不同的部件布置。图示的部件可以以硬件,软件或软件和硬件的组合实现。
处理器110可以包括一个或多个处理单元,例如:处理器110可以包括应用处理器(application processor,AP),调制解调处理器,图形处理器(graphics processing unit,GPU),图像信号处理器(image signal processor,ISP),控制器,视频编解码器,数字信号处理器(digital signal processor,DSP),基带处理器,和/或神经网络处理器(neural-network processing unit,NPU)等。其中,不同的处理单元可以是独立的部件,也可以集成在一个或多个处理器中。在一些实施例中,电子设备101也可以包括一个或多个处理器110。其中,控制器可以根据指令操作码和时序信号,产生操作控制信号,完成取指令和执行指令的控制。在其他一些实施例中,处理器110中还可以设置存储器,用于存储指令和数据。示例性地,处理器110中的存储器可以为高速缓冲存储器。该存储器可以保存处理器110刚用过或循环使用的指令或数据。如果处理器110需要再次使用该指令或数据,可从所述存储器中直接调用。这样就避免了重复存取,减少了处理器110的等待时间,因而提高了电子设备101处理数据或执行指令的效率。
在一些实施例中,处理器110可以包括一个或多个接口。接口可以包括集成电路间(inter-integrated circuit,I2C)接口,集成电路间音频(inter-integrated circuit sound,I2S)接口,脉冲编码调制(pulse code modulation,PCM)接口,通用异步收发传输器(universal asynchronous receiver/transmitter,UART)接口,移动产业处理器接口(mobile industry processor interface,MIPI),通用输入输出(general-purpose input/output,GPIO)接口,SIM卡接口,和/或USB接口等。其中,USB接口130是符合USB标准规范的接口,具体可以是Mini USB接口,Micro USB接口,USB Type C接口等。USB接口130可以用于连接充电器为电子设备101充电,也可以用于电子设备101与外围设备之间传输数据。该USB接口130也可以用于连接耳机,通过耳机播放音频。
可以理解的是,本申请实施例示意的各模块间的接口连接关系,只是示意性说明,并不构成对电子设备100的结构限定。在本申请另一些实施例中,电子设备100也可以采用上述实施例中不同的接口连接方式,或多种接口连接方式的组合。
充电管理模块140用于从充电器接收充电输入。其中,充电器可以是无线充电器,也可以是有线充电器。在一些有线充电的实施例中,充电管理模块140可以通过USB接口130接收有线充电器的充电输入。在一些无线充电的实施例中,充电管理模块140可以通过电子设备100的无线充电线圈接收无线充电输入。充电管理模块140为电池142充电的同时,还可以通过电源管理模块141为电子设备供电。
电源管理模块141用于连接电池142,充电管理模块140与处理器110。电源管理模块141接收电池142和/或充电管理模块140的输入,为处理器110,内部存储器121,外部存储器,显示屏194,摄像头193,和无线通信模块160等供电。电源管理模块141还可以用于监测电池容量,电池循环次数,电池健康状态(漏电,阻抗)等参数。在其他一些实施例中,电源管理模块141也可以设置于处理器110中。在另一些实施例中,电源管理模块141和充电管理模块140也可以设置于同一个器件中。
电子设备100的无线通信功能可以通过天线1,天线2,移动通信模块150,无线通信模块160,调制解调处理器以及基带处理器等实现。
天线1和天线2用于发射和接收电磁波信号。电子设备100中的每个天线可用于覆盖单个或多个通信频带。不同的天线还可以复用,以提高天线的利用率。例如:可以将天线1复用为无线局域网的分集天线。在另外一些实施例中,天线可以和调谐开关结合使用。
移动通信模块150可以提供应用在电子设备100上的包括2G/3G/4G/5G等无线通信的解决方案。移动通信模块150可以包括至少一个滤波器,开关,功率放大器,低噪声放大器(low noise amplifier,LNA)等。移动通信模块150可以由天线1接收电磁波,并对接收的电磁波进行滤波,放大等处理,传送至调制解调处理器进行解调。移动通信模块150还可以对经调制解调处理器调制后的信号放大,经天线1转为电磁波辐射出去。在一些实施例中,移动通信模块150的至少部分功能模块可以被设置于处理器110中。在一些实施例中,移动通信模块150的至少部分功能模块可以与处理器110的至少部分模块被设置在同一个器件中。
无线通信模块160可以提供应用在电子设备100上的包括无线局域网(wireless local area networks,WLAN)(如无线保真(wireless fidelity,Wi-Fi)网络),蓝牙(bluetooth,BT),全球导航卫星系统(global navigation satellite system,GNSS),调频(frequency modulation,FM),近距离无线通信技术(near field communication,NFC),红外技术(infrared,IR)等无线通信的解决方案。无线通信模块160可以是集成至少一个通信处理模块的一个或多个器件。无线通信模块160经由天线2接收电磁波,将电磁波信号调频以及滤波处理,将处理后的信号发送到处理器110。无线通信模块160还可以从处理器110接收待发送的信号,对其进行调频,放大,经天线2转为电磁波辐射出去。
电子设备100通过GPU,显示屏194,以及应用处理器等实现显示功能。GPU为图像处理的微处理器,连接显示屏194和应用处理器。GPU用于执行数学和几何计算,用于图形渲染。处理器110可包括一个或多个GPU,其执行程序指令以生成或改变显示信息。
显示屏194用于显示图像,视频等。显示屏194包括显示面板。显示面板可以采用液晶显示屏(liquid crystal display,LCD),有机发光二极管(organic light-emitting diode,OLED),有源矩阵有机发光二极体或主动矩阵有机发光二极体(active-matrix organic light emitting diode的,AMOLED),柔性发光二极管(flex light-emitting diode,FLED),Miniled,MicroLed,Micro-oLed,量子点发光二极管(quantum dot light emitting diodes,QLED)等。在一些实施例中,电子设备100可以包括1个或多个显示屏194。
在本申请的一些实施例中,当显示面板采用OLED、AMOLED、FLED等材料时,上述图1中的显示屏194可以被弯折。这里,上述显示屏194可以被弯折是指显示屏可以在任意部位被弯折到任意角度,并可以在该角度保持,例如,显示屏194可以从中部左右对折。也可以从中部上下对折。本申请中,将可以被弯折的显示屏称为可折叠显示屏。其中,该触摸显示屏可以是一块屏幕,也可以是多块屏幕拼凑在一起组合成的显示屏,在此不做限定。
电子设备100的显示屏194可以是一种柔性屏,目前,柔性屏以其独特的特性和巨大的潜力而备受关注。柔性屏相对于传统屏幕而言,具有柔韧性强和可弯曲的特点,可以给用户提供基于可弯折特性的新交互方式,可以满足用户对于电子设备的更多需求。对于配置有可折叠显示屏的电子设备而言,电子设备上的可折叠显示屏可以随时在折叠形态下的小屏和展开形态下大屏之间切换。因此,用户在配置有可折叠显示屏的电子设备上使用分屏功能,也越来越频繁。
电子设备100可以通过ISP,摄像头193,视频编解码器,GPU,显示屏194以及应用处理器等实现拍摄功能。
ISP用于处理摄像头193反馈的数据。例如,拍照时,打开快门,光线通过镜头被传递到摄像头感光元件上,光信号转换为电信号,摄像头感光元件将所述电信号传递给ISP处理,转化为肉眼可见的图像。ISP还可以对图像的噪点,亮度,肤色进行算法优化。ISP还可以对拍摄场景的曝光,色温等参数优化。在一些实施例中,ISP可以设置在摄像头193中。
摄像头193用于捕获静态图像或视频。物体通过镜头生成光学图像投射到感光元件。感光元件可以是电荷耦合器件(charge coupled device,CCD)或互补金属氧化物半导体(complementary metal-oxide-semiconductor,CMOS)光电晶体管。感光元件把光信号转换成电信号,之后将电信号传递给ISP转换成数字图像信号。ISP将数字图像信号输出到DSP加工处理。DSP将数字图像信号转换成标准的RGB,YUV等格式的图像信号。在一些实施例中,电子设备100可以包括1个或多个摄像头193。
数字信号处理器用于处理数字信号,除了可以处理数字图像信号,还可以处理其他数字信号。例如,当电子设备100在频点选择时,数字信号处理器用于对频点能量进行傅里叶变换等。
视频编解码器用于对数字视频压缩或解压缩。电子设备100可以支持一种或多种视频编解码器。这样,电子设备100可以播放或录制多种编码格式的视频,例如:动态图像专家组(moving picture experts group,MPEG)1,MPEG2,MPEG3,MPEG4等。
NPU为神经网络(neural-network,NN)计算处理器,通过借鉴生物神经网络结构,例如借鉴人脑神经元之间传递模式,对输入信息快速处理,还可以不断的自学习。通过NPU可以实现电子设备100的智能认知等应用,例如:图像识别,人脸识别,语音识别,文本理解等。
外部存储器接口120可以用于连接外部存储卡,例如Micro SD卡,实现扩展电子设备100的存储能力。外部存储卡通过外部存储器接口120与处理器110通信,实现数据存储功能。例如将音乐,视频等文件保存在外部存储卡中。
内部存储器121可以用于存储一个或多个计算机程序,该一个或多个计算机程序包括指令。处理器110可以通过运行存储在内部存储器121的上述指令,从而使得电子设备101执行本申请一些实施例中所提供的灭屏显示的方法,以及各种应用以及数据处理等。内部存储器121可以包括存储程序区和存储数据区。其中,存储程序区可存储操作系统;该存储程序区还可以存储一个或多个应用(比如图库、联系人等)等。存储数据区可存储电子设备101使用过程中所创建的数据(比如照片,联系人等)等。此外,内部存储器121可以包括高速随机存取存储器,还可以包括非易失性存储器,例如一个或多个磁盘存储部件,闪存部件,通用闪存存储器(universal flash storage,UFS)等。在一些实施例中,处理器110可以通过运行存储在内部存储器121的指令,和/或存储在设置于处理器110中的存储器的指令,来使得电子设备101执行本申请实施例中所提供的灭屏显示的方法,以及其他应用及数据处理。电子设备100可以通过音频模块170,扬声器170A,受话器170B,麦克风170C,耳机接口170D,以及应用处理器等实现音频功能。例如音乐播放,录音等。
传感器模块180可以包括压力传感器180A,陀螺仪传感器180B,气压传感器180C,磁传感器180D,加速度传感器180E,距离传感器180F,接近光传感器180G,指纹传感器180H,温度传感器180J,触摸传感器180K,环境光传感器180L,骨传导传感器180M等。
其中,压力传感器180A用于感受压力信号,可以将压力信号转换成电信号。在一些实施例中,压力传感器180A可以设置于显示屏194。压力传感器180A的种类很多,如电阻式压力传感器,电感式压力传感器,电容式压力传感器等。电容式压力传感器可以是包括至少两个具有导电材料的平行板。当有力作用于压力传感器180A,电极之间的电容改变。电子设备100根据电容的变化确定压力的强度。当有触摸操作作用于显示屏194,电子设备100根据压力传感器180A检测所述触摸操作强度。电子设备100也可以根据压力传感器180A的检测信号计算触摸的位置。在一些实施例中,作用于相同触摸位置,但不同触摸操作强度的触摸操作,可以对应不同的操作指令。例如:当有触摸操作强度小于第一压力阈值的触摸操作作用于短消息应用图标时,执行查看短消息的指令。当有触摸操作强度大于或等于第一压力阈值的触摸操作作用于短消息应用图标时,执行新建短消息的指令。
陀螺仪传感器180B可以用于确定电子设备100的运动姿态。在一些实施例中,可以通过陀螺仪传感器180B确定电子设备100围绕三个轴(即,X,Y和Z轴)的角速度。陀螺仪传感器180B可以用于拍摄防抖。示例性的,当按下快门,陀螺仪传感器180B检测电子设备100抖动的角度,根据角度计算出镜头模组需要补偿的距离,让镜头通过反向运动抵消电子设备100的抖动,实现防抖。陀螺仪传感器180B还可以用于导航,体感游戏场景。
加速度传感器180E可检测电子设备100在各个方向上(一般为三轴)加速度的大小。当电子设备100静止时可检测出重力的大小及方向。还可以用于识别电子设备姿态,应用于横竖屏切换,计步器等应用。
环境光传感器180L用于感知环境光亮度。电子设备100可以根据感知的环境光亮度自适应调节显示屏194亮度。环境光传感器180L也可用于拍照时自动调节白平衡。环境光传感器180L还可以与接近光传感器180G配合,检测电子设备100是否在口袋里,以防误触。
指纹传感器180H用于采集指纹。电子设备100可以利用采集的指纹特性实现指纹解锁,访问应用锁,指纹拍照,指纹接听来电等。
温度传感器180J用于检测温度。在一些实施例中,电子设备100利用温度传感器180J检测的温度,执行温度处理策略。例如,当温度传感器180J上报的温度超过阈值,电子设备100执行降低位于温度传感器180J附近的处理器的性能,以便降低功耗实施热保护。在另一些实施例中,当温度低于另一阈值时,电子设备100对电池142加热,以避免低温导致电子设备100异常关机。在其他一些实施例中,当温度低于又一阈值时,电子设备100对电池142的输出电压执行升压,以避免低温导致的异常关机。
触摸传感器180K,也称“触控面板”。触摸传感器180K可以设置于显示屏194,由触摸传感器180K与显示屏194组成触摸屏,也称“触控屏”。触摸传感器180K用于检测作用于其上或附近的触摸操作。触摸传感器可以将检测到的触摸操作传递给应用处理器,以确定触摸事件类型。可以通过显示屏194提供与触摸操作相关的视觉输出。在另一些实施例中,触摸传感器180K也可以设置于电子设备100的表面,与显示屏194所处的位置不同。
按键190包括开机键,音量键等。按键190可以是机械按键。也可以是触摸式按键。电子设备100可以接收按键输入,产生与电子设备100的用户设置以及功能控制有关的键 信号输入。
图2是本申请实施例的电子设备100的软件结构框图。分层架构将软件分成若干个层,每一层都有清晰的角色和分工。层与层之间通过软件接口通信。在一些实施例中,将Android系统分为四层,从上至下分别为应用程序(application,App)层,框架(Framework)层,本地(Native)层,以及内核(Kernel)层。应用程序层可以包括一系列应用程序包。
如图2所示,应用程序包可以包括相机,图库,日历,通话,地图,导航,WLAN,蓝牙,音乐,视频,短信息等应用程序。
框架层为应用程序层的应用程序提供应用编程接口(application programming interface,API)和编程框架。应用程序框架层包括一些预先定义的函数。
框架层包括系统服务(system service)模块、广播(broadcast)模块、服务管理(service manager)模块和触摸服务接口(touch service interface)、输入管理(input manager)模块、显示合成(surface flinger)模块和场景识别模块。
其中,系统服务模块包括包管理服务(package manager service)模块、窗口管理服务(window manager service)模块、活动管理服务(activity manager service)模块和注册管理服务模块。
输入管理模块包括输入事件获取(input reader)模块和输入事件分发(input dispatcher模块)。
显示合成模块包括图形GUI库(libgui)和显示图层(layer)模块。
场景识别模块包括游戏场景识别模块和温度识别模块,其中游戏场景识别模块用于识别当前电子设备是否处于游戏场景下。示例性的,该场景识别模块还包括其他场景识别模块,例如,社交应用识别模块,手写笔输入识别模块,手势导航识别模块,车载模式识别模块、手写输入识别模块或者手写笔输入识别模块等等。
本地层中包括触摸服务接口,触摸核心(touch core)模块、触摸屏服务(touch plane service,TP service)模块和触摸守护服务(touch deamon service)模块。
其中,本地层的触摸服务接口的作用是与框架层的触摸服务接口传递信息,例如,在框架层的游戏场景识别模块识别出当前电子设备处于游戏场景下时,框架层的触摸服务接口会将电子设备处于游戏场景下这一信息传递给本地层的触摸服务接口,从而使得本地层的触摸核心模块启动相应的算法。
触摸核心模块中包括固件算法策略模块和图形渲染检测算法模块,其中,固件算法策略模块可以用于在不同场景下调整触摸屏的灵敏度算法;图形渲染检测算法模块用于在不同场景下确定是否对当前渲染帧进行插队处理。
内核层包括触摸屏驱动(touch plane driver,TP driver)、液晶显示驱动(liquid crystal displaydriver,LCD driver)、决策支持系统(decision support systems,DSS)和图形处理器驱动(graphics processing unit driver,GPU driver)。
本申请实施例中的技术方案提供了不同的应用场景下,或者不同的触控需求下的触摸屏(touch plane,TP)的灵敏度算法的自适应调节机制。如图2中触摸屏固件调整(touch panel firmware sched)线程,该线程中框架层的场景识别模块中的游戏场景识别模块可以确定当前电子设备处于游戏场景下,并通过框架层的触摸服务接口通知给本地层的触摸服务窗口,本地层的触摸核心模块中的固件算法策略模块根据场景进行自适应算法调节,满足不同场景触控灵敏度的算法调节,从而提升用户的在不同场景下的触控体验。
一个实施例中,该触摸屏固件调整线程中还可以包括:框架层的输入管理模块通过获取用户在触摸屏上的各种事件(例如,单击,滑动,双击等等)确定用户数据模型,并通过触摸服务接口通知本地层,本地层的触摸核心模块中的固件算法策略模块可以根据不同的数据模型设置不同的触控的灵敏度调节算法,可以满足不同场景下对用户不同操作的触控灵敏度的算法调节,从而既可以满足用户不同场景下对触控体验的不同要求,也能提供同一个场景下不同操作的不同触控体验。
示例性的,在游戏场景下,电子设备对用户输入的响应速度高于普通场景下的响应速度。在游戏场景下,例如刺激战场场景下,输入管理模块可以根据用户在触摸屏上的动作确定用户数据模型,例如,用户数据模型可以为用户射击,开镜,移动等等,针对不同的用户数据模型,固件算法策略模块可以进行不同的自适应算法调节,例如,对于射击,开镜,移动这三个操作,固件算法策略模块可以配置不同的触控灵敏度算法。这样有助于提升在游戏场景下用户的触控体验。
本申请实施例中的技术方案还提供了图像渲染帧智能识别与检测机制,来减少SurfaceFlinger模块进行图层合成中的帧排队造成的跟手显示延迟现象。
现有的方案触摸屏只能以某种稳定不可变的灵敏度模型进行工作,本申请实施例中电子设备可以针对不同的场景进行特定算法灵敏度及工作模式的转换,使得触摸屏具备了不同类型的算法调节模式,根据不同的应用或者场景进行特定算法灵敏度及工作模式的转换,有助于满足用户在当前应用或者场景下的特定需求,从而提高设备的智能性,提高交互效率。
本申请实例中的应用场景可以分为游戏场景与非游戏基础2D场景(还可以根据需求细分为车载场景,手写笔场景等),针对场景部分的识别,是通过场景识别模块中的各场景识别模块完成各个场景的识别。场景识别结果通过框架层的触摸服务接口发送给本地层的触摸服务接口,本地层的触摸核心模块中的固件算法策略模块拿到具体游戏场景及游戏负载后,会针对特定的游戏进行相关的固件算法灵敏度部分调节,进而完成不同的应用场景运行不同的触控灵敏度算法。
一个实施例中,本申请实施例中还可以涉及的场景包括但不限于电子设备进入游戏场景下、使用某个应用(例如,微博)、用户使用手写笔在触摸屏上输入时或者用户使用手势导航。电子设备可以配置三个或者三个以上的灵敏度算法,针对不同的场景,电子设备可以使用不同的灵敏度算法,以满足用户在不同场景下的需求。
一个实施例中,电子设备还可以在同一个场景下配置不同的灵敏度算法。示例性的,用户在阅读电子书或者使用手势导航时,电子设备在触摸屏的不同位置配置不同的灵敏度算法;还可以在不同时间段设置不同的灵敏度等等。
图3示出了本申请实施例提供的控制方法300的示意性流程图,如图3所示,该方法300包括:
S310,该电子设备检测到用户的第一操作。
该第一操作可以是任意操作,即只要检测到用户有效操作即可。该第一操作也可以是预设的特定操作,例如第一操作是一种特定的通用操作,例如双击,长按、压力操作、指关节操作、折叠或展开屏幕等。该第一操作还可以是特定的功能操作,以开启某个功能为例,其他功能类似不再赘述。开启某个功能可以通过开启手势(例如划个C就开启电话APP的功能;划个E就打开电子邮箱APP;在图标上长按并滑动选中某个菜单选项实现 某个特定功能;对可折叠屏的折叠操作等)实现,也可以通过点击APP图标的操作来实现,还可以通过将该APP从后台切换到前台的操作实现,那么第一操作可以是开启手势,也可以是单击该APP图标的操作,还可以是切换操作。
第一操作是特定的功能操作的情况下,第一操作均为使得该电子设备进入预设应用场景的操作,例如开启游戏类APP,进入手写模式,进入社交应用类APP(例如微博),进入车载模式等等。
例如,参见图4所示,该第一操作为用户在手机桌面上点击游戏App1的图标401的操作。又例如,参见图5中的(a)和(b)。用户在刺激战场游戏应用中进行游戏App1时收到某个社交App2发送的聊天信息(图5中的(a)),用户可以点击进入该社交App2进行聊天,聊天结束后可以点击左上角的“游戏App1”501重新进入游戏应用场景(图5中的(b))。其中,第一操作为点击左上角的“游戏App1”501重新进入游戏应用场景的操作。
可选地,该电子设备可以根据软件开发包(software development kit,SDK)接口信息确定该第一操作是否为特定的功能操作。具体的,
该电子设备可以获取SDK接口与操作类型的对应关系,例如通过预先在该电子设备内部保存该对应关系表,也可以通过与其相连的其他设备,例如从服务器或其他存储设备,或者从游戏厂商或者用户处获得该对应关系。每一个SDK接口可以对应一个操作类型。示例性的,表1示出了在刺激战场下,一种SDK接口和操作类型的对应关系的示意图。
表1 SDK接口和操作类型的对应关系
SDK接口 操作类型
SDK接口1 用户点击“开始游戏”
SDK接口2 开镜
SDK接口3 射击
SDK接口4 移动
SDK接口5 跳跃
当电子设备检测到用户的某一个操作(例如,开镜操作)后,电子设备可以根据消息通知机制获知这个操作对应的操作类型。消息通知机制具体如下:
当电子设备检测到用户的操作后,应用程序层会发送消息给框架层的场景识别模块,消息中携带SDK接口信息,场景识别模块可以通过消息中的SDK接口信息确定该操作对应的操作类型。
示例性的,该游戏App场景可以包括游戏App的载入界面和游戏App的对战界面。
该电子设备可以通过当前应用场景的负载情况来确定第一操作是否为特定的功能操作。
示例性的,当前应用场景为游戏应用场景,电子设备可以根据当前电子设备中该游戏应用的中央处理器(central processing unit,CPU)使用率,确定该第一操作是否为特定的功能操作。
一个实施例中,当前应用场景的负载情况还可以通过CPU和GPU的使用率来确定。
示例性的,在游戏App的载入界面,该游戏App的CPU使用率较低;在游戏App的对战界面,游戏App的CPU使用率较高;而当电子设备检测到用户点击开始游戏的操作 时,是游戏App的CPU使用率负载最高的时刻。
当检测到游戏App的CPU使用率在第一CPU使用率阈值范围[a,b]内时,可以确定用户操作为游戏App的载入界面对应的操作;当检测到游戏App的CPU使用率在第二CPU使用率阈值范围[c,d]内时,可以确定用户操作为游戏App的对战界面的操作。而当检测到游戏App的CPU使用率超过第三CPU使用率阈值时,可以确定用户操作为点击开始游戏的操作。
示例性的,第一CPU使用率阈值范围为[10%,20%],在第二CPU使用率阈值范围为[30%,50%],第三CPU使用率阈值为60%。
S320,响应于所述第一操作,获取所述电子设备当前的应用场景。
示例性的,电子设备检测到用户在电子设备的桌面点击某个游戏App的图标后,打开该游戏APP,显示该游戏APP的界面,该电子设备进入游戏场景。具体的,当电子设备检测到用户在电子设备的桌面点击某个游戏App的图标(例如,王者荣耀)后,应用程序层的游戏App会向框架层的系统服务模块发送该游戏App对应的标号(例如,进程识别号(process identifier,PID))和该游戏App对应的进程名称,系统服务模块可以通过该标号和进程名称确定是哪个App启动了。例如,电子设备通过确定该游戏App的进程识别号和进程名称确定该游戏App启动了。本申请实施例中,由于场景识别模块和系统服务模块集成在框架层中,所以在系统服务模块确定游戏App启动后,场景识别模块可以根据游戏App启动这一信息确定当前电子设备进入游戏应用场景下。
可选的,该电子设备可以根据当前前台运行的应用程序的属性来确定当前的应用场景,例如当前前台运行的是微博,则可以根据微博的属性—社交类APP,确定当前是社交类场景。
固件算法策略模块接收到场景识别模块的通知进行S330、S340或者S350中的一个或者多个步骤。
S330,该电子设备确定当前应用场景满足第一预设条件,则调整触摸屏进入空闲(idle)模式的响应时间。
本申请实施例中,该第一预设条件包括但不限于:
(1)该当前应用场景为预设应用场景;
(2)该当前应用场景为预设应用场景,并且该第一操作对应的消息中包括预设的接口信息;
(3)该当前应用场景为预设应用场景,并且该当前应用场景的CPU使用率在预设的CPU使用率范围内。
示例性的,预设应用场景可以为以下场景中的至少一种:游戏应用场景、手势导航场景、车载场景、社交应用场景、手势输入场景、手写笔输入场景、语音呼叫场景、联系人场景等等。
示例性的,该第一预设条件为当前的应用场景为游戏应用场景。电子设备在确定当前应用场景为游戏应用场景时,该电子设备可以确定该响应时间为第一时间。
示例性的,该第一预设条件为当前应用为社交应用场景。电子设备在确定当前应用场景为社交应用场景时,可以确定该响应时间为第二时间。其中,该第一时间和该第二时间不同。
示例性的,该第一预设条件为当前应用场景为游戏应用场景,且该第一操作对应的消 息中包含的SDK接口1的信息。电子设备在确定当前应用场景为游戏社交应用场景,且该第一操作为用户点击“开始游戏”的操作时,确定响应时间为第三时间。
示例性的,该第一预设条件为当前应用场景为游戏应用场景,且该第一操作对应的消息中包含的SDK接口2的信息。电子设备在确定当前应用场景为游戏社交应用场景时,且该第一操作为开镜操作时,确定响应时间为第四时间。其中,该第三时间和该第四时间不同。
示例性的,该预设的接口信息对应的操作可以参考表1所示。例如,电子设备在检测到用户在游戏场景下,且检测到用户的开镜操作时,该电子设备调整触摸屏进入空闲模式的响应时间。
示例性的,该电子设备在检测到用户在游戏场景下,且检测到在游戏的加载界面上的操作(例如,检测到游戏App的CPU使用率位于第一CPU使用率阈值范围[a,b]内)时,该电子设备调整触摸屏进入空闲模式的响应时间。
本申请的一个实施例中,该触摸屏进入空闲模式的响应时间可以是从默认值调整为当前应用场景下的响应时间。示例性的,默认的响应时间为1s,当电子设备确定处于游戏场景下时,可以将该响应时间从1s调整至60s;示例性的,当电子设备确定处于社交应用场景下时,可以将响应时间从1s调整至10s。
本申请的另一个实施例中,针对不同的应用场景,电子设备可以配置不同的响应时间,例如,为电子设备的桌面配置的响应时间为1s;为游戏应用场景配置的响应时间为60s;为社交应用场景配置的响应时间为10s。
现有技术为了解决触控延迟问题,采用提升触摸屏采样频率的方式。例如,目前主流的采样频率为120Hz。采样频率提升同时会带来Touch Panel IC的功耗增加,为了解决功耗问题,触摸屏同样提供低功耗的采样扫描模式,触摸屏的固件开始处于空闲模式(例如,采样频率可以为60Hz/30Hz);当用户触碰屏幕时候,触摸屏检测到手指在屏幕上后,固件处于活动(activity)模式(例如,采样频率可以为120Hz)。当前现有的触摸屏在1s内没有检测到触摸操作后进入空闲模式,其中空闲模式主要表现为触摸屏使用60Hz进行采样,只有检测到有外部的触摸事件,才会进行120Hz的采样数据切换。在游戏场景下,尤其是实时性要求高的对战场景,如果触摸屏一直处于空闲模式到活动模式的切换,触摸屏上会存在约8ms的数据延迟,这对游戏的跟手性能有影响。
本申请实施例方案中,示例性的,如果将场景分为游戏场景和非游戏场景。当电子设备处于非游戏场景下时,用户从没有检测到触摸屏幕的操作的时刻开始计时,如果电子设备在连续的第一时长内没有检测到用户触摸显示屏,则该触摸屏的固件从活动模式切换至空闲模式。
本申请实施例方案中示例性的,当电子设备确定在游戏应用场景下,触摸屏进入空闲模式的响应时间自动从当前(默认)预设时长切换到第一时长,即用户从触摸屏幕到没有触摸屏幕的时刻开始计时,如果电子设备在连续的第一时长内没有检测到用户触摸显示屏,则该触摸屏的固件从活动模式切换至空闲模式。
示例性的,当电子设备确定在游戏应用场景下且检测到用户点击开始游戏的操作后,该电子设备将该触摸屏进入空闲模式的响应时间自动从(默认)预设时长调整至第一时长。示例性的,该(默认)预设时长为1s,该第一时长为60s。该电子设备检测到用户点击开始游戏的操作可以通过SDK接口信息或者游戏应用的负载情况确定,确定过程可以参考 上述S310中的描述,为了简洁,在此不再赘述。
应理解,以上仅仅是以游戏场景与非游戏场景为例进行说明,本申请实施例中对场景的分类并不做任何限定。例如,还可以将场景分为游戏场景,用户浏览某个社交App的场景以及其他场景,在不同的场景下电子设备可以配置不同的进入空闲模式的响应时长。
还应理解,本申请实施例中,电子设备还可以在同一场景下,在触摸屏的不同区域配置不同的进入空闲态的响应时长,例如,用户在阅读电子书的场景下,考虑到用户翻页的需求是最频繁最重要的操作,而翻页操作绝大部分发生在显示区域的下半部分,因此可以在触摸屏的上半区域和下半区域配置不同的进入空闲态的响应时长,例如将下半区域的响应时长配置为长于上半区域的。当然,还可以对操作区域按其他标准进行其他划分,对不同区域适用不同的参数。
本申请实施例中,通过确定电子设备处于某一特定场景下时,电子设备可以自动调整触摸屏从活动模式进入空闲模式的响应时间,有助于在该场景下提升用户的体验。提高交互的智能性,提高效率,减少用户操作和降低用户的学习成本。
S340,该电子设备确定当前应用场景满足第二预设条件,则该电子设备调整丢弃采样点的个数。本申请实施例中,该第二预设条件包括但不限于:
(1)该当前应用场景为预设应用场景;
(2)该当前应用场景为预设应用场景,且该第一操作对应的消息中包含预设的接口信息;
(3)该当前应用场景为预设应用场景,且该当前应用场景的CPU使用率在预设的CPU使用率范围内。
现有的TP算法内部对报点进行缓冲是为了进一步确认报点是真实的而不是噪声导致的。当电子设备检测到用户在触摸屏上执行触摸操作时,会进行采样点的采集。示例性的,电子设备采集到3个采样点,电子设备可以丢弃第一个采样点,而从第二个采样点开始计算。采样点的丢弃会造成电子设备对用户触摸的部分数据不响应,使得电子设备对用户操作的响应延迟。
示例性的,该第二预设条件为当前的应用场景为游戏应用场景。电子设备在确定当前应用场景为游戏应用场景时,确定丢弃采样点的个数为第一个数。
示例性的,该第二预设条件为当前的应用场景为社交应用场景。电子设备在确定当前应用场景为游戏社交应用场景时,确定丢弃采样点的个数为第二个数。其中,该第一个数和该第二个数不同。
示例性的,该第二预设条件为当前应用场景为游戏应用场景,且该第一操作对应的消息中包含的SDK接口1的信息。电子设备在确定当前应用场景为游戏社交应用场景,且该第一操作为用户点击“开始游戏”的操作时,确定丢弃采样点的个数为第三个数。
示例性的,该第二预设条件为当前应用场景为游戏应用场景,且该第一操作对应的消息中包含的SDK接口2的信息。电子设备在确定当前应用场景为游戏社交应用场景时,且该第一操作为开镜操作时,确定丢弃采样点的个数为第四个数。其中,该第三个数和该第四个数不同。
本申请实施例中,电子设备在确定处于某些场景(例如,游戏场景)下时,可以自动减少采样点丢弃的个数,或者,不对采样点进行丢弃,即调整丢弃采样点的个数为第一个数,该第一个数为整数。从而提高减少用户触摸的缓冲时间,减少对用户操作的响应延迟, 提高电子设备的响应速度。
S350,该电子设备确定当前应用场景满足第三预设条件,则该电子设备关闭点击变滑动的抑制算法,或者,缩短点击变滑动的抑制算法中的抑制距离。
本申请实施例中,该第三预设条件包括但不限于:
(1)当前应用场景为预设应用场景;
(2)当前应用场景为预设应用场景,且该第一操作对应的消息中包括预设的接口信息;
(3)当前应用场景为预设应用场景,且当前应用场景的CPU使用率在预设的CPU使用率范围内。
现有技术中为了避免某些场景下点击变滑动与抖动,对用户在触摸屏上移动的一段微小的距离(例如,0.5mm)的情况,电子设备会抑制触控数据的上报,从而防止点击操作被识别为滑动操作。但是对于某些场景(例如,刺激战场游戏中的开镜移动),用户的开镜移动对应为移动的一段微小的距离,该移动是真实的滑动操作而非点击操作,但在应用点击变滑动的抑制算法的情况下,该滑动操作会被识别为点击操作,由此导致该用户操作被电子设备误识别。本申请实施例中,针对预设的特定场景,电子设备可以自动关闭点击变滑动算法,或者,自动缩短点击变滑动算法中的抑制距离(例如,从原来的0.5mm缩短为0.1mm),这样有助于提升响应精度,降低误识别率。
示例性的,该第三预设条件为当前的应用场景为游戏应用场景。电子设备在确定当前应用场景为游戏应用场景时,该电子设备可以确定该抑制距离为第一距离。
示例性的,该第三预设条件为当前应用为社交应用场景。电子设备在确定当前应用场景为社交应用场景时,可以确定该抑制距离为第二距离。其中,该第一距离和该第二距离不同。
示例性的,该第三预设条件为当前应用场景为游戏应用场景,且该第一操作对应的消息中包含的SDK接口1的信息。电子设备在确定当前应用场景为游戏社交应用场景,且该第一操作为用户点击“开始游戏”的操作时,该电子设备可以确定该抑制距离为第三距离。
示例性的,该第三预设条件为当前应用场景为游戏应用场景,且该第一操作对应的消息中包含的SDK接口2的信息。电子设备在确定当前应用场景为游戏社交应用场景时,且该第一操作为开镜操作时,该电子设备可以确定该抑制距离为第四距离。其中,该第三距离和该第四距离不同
应理解,本申请实施例中,S320,S330和S340之间并没有实际的先后顺序。
还应理解,本申请实施例中,电子设备在确定处于某一个应用场景时,可以执行S330,S340和S350中的一个或者多个步骤。
示例性的,当该电子设备检测到用户在电子设备的桌面上点击游戏应用的图标后,可以确定该电子设备处于游戏应用场景下,此时电子设备可以进入游戏的加载界面,此时该电子设备确定其当前的应用场景为游戏场景,则可以自动提高触摸屏从活动模式进入空闲模式的响应时间;当电子设备在该游戏的加载界面检测到用户点击开始游戏的操作后,该电子设备进入游戏的对战界面,该电子设备确定该操作满足预设条件,则可以自动减少丢弃采样点的个数;当电子设备在该游戏的对战界面时检测到用户的一个满足预设条件的特定(触控)操作(例如,刺激战场下的单击开镜操作)后,则可以自动关闭该点击变滑动 的抑制算法或者缩短点击变滑动的抑制算法中的抑制距离。
本申请实施例中,对于不同参数(响应时间、丢弃采样点的个数或者抑制距离)的调整的触发条件可以相同,也可以不同。例如,当电子设备检测到用户在电子设备的桌面上点击游戏App的图标后,就可以同时调整各个参数;又例如,当电子设备检测到用户的不同操作后,才调整不同的参数。
谷歌从Android4.1开始在图形管线中加入了三重缓冲(triple buffering),引入了垂直同步(vertical syncronization,Vsync)用于渲染同步,使得应用的用户界面(App UI)和SurfaceFlinger可以按硬件产生的VSync节奏来进行工作,让滚动和翻页等动作变的更一致更顺滑。谷歌同时考虑了从渲染线程(renderthread)完成GPU渲染(GPU Rending)的数据排队,只提供了SurfaceFlinger进行图层重写的系统级机制。
其中,三重缓冲指的是应用渲染缓存(app rending buffer),图层合成缓存(surface flinger buffer)和送显缓存。
三重缓冲机制提供了SurfaceFlinger进行图层重写的系统级机制,但是由于没有实时的检测及智能识别机制,应用渲染缓存的帧(frame)排队会造成一个垂直同步周期的跟手延迟,例如,针对60Hz显示系统方案一个垂直同步周期为16.67ms。在某些特定的场景下,用户从触摸到触摸屏显示响应结果可能会存在一定的延迟。
本申请实施例的技术方案可以解决三重缓冲机制系统下,GPU Rending图层的帧排队造成的跟手延迟。
当前的电子设备中,通过三重缓冲机制增强系统整体流畅感,但是并未针对跟手性能做整体的优化并且无相关的优化策略。本申请实施例中,主要从Graphics渲染显示流程进行端到端分析,可以针对跟手部分进行优化。
图6示出了本申请实施例提供的控制方法400的示意性流程图,如图6所示,该方法400包括:
S410,该电子设备检测到用户的第一操作;
S420,响应于该第一操作,该电子设备获取该电子设备当前的应用场景。
应理解,S410和S420的过程可以参考上述方法300中的S310和S320,为了简洁,在此不再赘述。
示例性的,场景识别模块进行游戏场景识别。当识别到游戏在前台运行时候,通过框架层的触摸服务接口和本地层的触摸服务接口通知本地层的触摸核心模块。
S430,该电子设备确定当前应用场景是否满足第四预设条件。
本申请实施例中,该第四设条件包括但不限于:
(1)该当前应用场景为预设应用场景;
(2)该当前应用场景为预设应用场景,且该第一操作对应的消息中包括预设的接口信息;
(3)该当前应用场景为预设应用场景,且当前应用场景的CPU使用率在预设的CPU使用率范围内。
示例性的,预设应用场景可以为以下场景中的至少一种:游戏应用场景、手势导航、车载场景或者社交应用场景;预设应用场景为手输入或者比输入。
S440,如果电子设备确定当前场景满足第四预设条件,则该电子设备可以继续确定该第一操作对应的应用渲染缓冲队列中的第一帧是否处于排队状态。
否则,如果电子设备确定当前场景不满足第六预设条件,则按照现有技术进行处理。
应理解,接口信息以及负载判断可以参考上述方法300,为了简洁,在此不再赘述。
S450,如果确定该第一帧处于排队状态,该电子设备则将该第一帧送入图层合成缓存进行合成处理。即对该第一帧进行插队处理,使得其直接进入硬件合成器HWC中进行合成。
S460,如果该第一帧不是处于排队状态,则可以按照现有技术处理,即对该第一帧直接进行合成处理。
触摸核心模块会根据场景消息来对图形渲染检测算法模块进行算法开启检测,从而确定当前第一帧是否处于排队状态。
如果检测到有排队状态,且检测用户操作模型(用户画像)对应的应用渲染缓冲队列中的第一帧需要插队,则将该第一帧直接送到硬件合成器HWC进行合成。达到零等待、图形快显效果。
框架层的输入管理模块通过获取用户在触摸屏上的各种事件(例如,单手点击、双手点击、单手滑动、双手滑动,双击,轻压,重压,长按等等)确定用户操作模型(用户画像或者用户操作模型)。
如果不存在第一帧排队状态,则按现有技术进行处理。
S470,该电子设备显示该合成处理获得的图像。
该电子设备判断第一帧是不是直接用来合成(或者,第一帧是否处于排队状态),当达到算法阈值条件(例如,检测到当前应用场景满足预设条件,且第一帧不是用来直接合成(第一帧处于排队状态),会触发触控事件对该第一帧进行直接固件合成(hardware composer,HWC)模块合成,有助于避免第一帧排队合成造成的跟手性延迟。
应理解,本申请实施例中,图层合成缓存也可以理解为HWC模块,图像合成缓冲可以通过两种方式进行图形合成,一种是通过GPU合成,另一种是通过DSS合成。
示例性的,在刺激战场下,当电子设备检测到用户点击射击控件的操作后,该电子设备可以确定该点击射击控件的对应的渲染帧是用来合成并显示子弹,此时电子设备确定渲染帧是否处于排队状态,若该渲染帧处于排队状态,此时显示合成(surface flinger)模块可以对该渲染帧进行插队处理,对该渲染帧提前进行合成送显。这样可以避免用户在点击射击控件到显示子弹之间的跟手性延迟,提高电子设备对用户操作的响应速度,提升用户在游戏场景下的触控体验。
示例性的,在微博应用下,当电子设备检测到用户滑动的操作(可以是左滑、右滑、上滑或者下滑等)后,该电子设备可以确定当前缓冲队列中达到滑动阈值的第一帧是否处于排队状态,若该第一帧处于排队状态,则显示合成模块可以对该渲染帧进行插队处理,对该渲染帧提现进行合成送显。这样可以避免用户在触摸屏上滑动与看到界面滑动的跟手性延迟,提高用户在社交应用场景下的触控体验。
应理解,本申请实施例中,第一帧如果处于非排队状态,则直接有显示合成模块合成后,将合成后的图形立刻在触摸屏上显示;第一帧如果处于排队状态,则需要等该第一帧的前一帧合成后才会对该第一帧进行合成,此时可能造成一个垂直同步(vertical syncronization,vsync)周期(例如,16.67ms)的跟手性延迟;而此时如果对该第一帧进行插队处理,即先进行该第一帧的合成,则有助于避免跟手性延迟,从而提高图形送显速度,提升用户的触控体验。
本申请实施例通过在满足预设条件下,对特定渲染帧进行插队合成处理,可以解决渲染帧不直接进行HWC硬件合成的数据延迟,保证了图形栈部分帧信息及时刷新送显。
本申请的一个实施例中,在检测到当前前台应用的应用场景为预设应用场景时,对多个系统参数进行调整,以自适应当前的应用场景,提高交互的智能性。示例性的,当电子设备检测到用户打开游戏APP的操作后,例如在电子设备的桌面上点击游戏App的图标,该电子设备可以确定进入游戏App应用场景,此时电子设备就可以调整触摸屏进入空闲模式的响应时间、调整丢弃采样点的个数和调整点击变滑动算法中的抑制距离。进一步可选的,如果此时应用渲染缓冲队列中的第一帧处于排队状态时,可以将该第一帧送入图层合成缓存中进行合成处理,并显示该合成后的图像。
应理解,本申请实施例中的方法300和方法400可以同时用来提升用户的触控体验,也可以只使用方法300或者方法400来提升用户体验,方法300和方法400之间可以没有实际的先后顺序。
通过应用本申请实施例,例如,在刺激战场场景下,可以缩短不开镜点击射击按钮时子弹出现的时间;也可以缩短开镜的时间;还可以缩短人物右移或者人物左移的时间。又例如,在王者荣耀中,可以缩短用户从点击技能到技能施放的时间;也可以缩短人物移动的时间;还可以缩短技能方向改变的时间。
可以理解的是,电子设备为了实现上述功能,其包含了执行各个功能相应的硬件和/或软件模块。结合本文中所公开的实施例描述的各示例的算法步骤,本申请能够以硬件或硬件和计算机软件的结合形式来实现。某个功能究竟以硬件还是计算机软件驱动硬件的方式来执行,取决于技术方案的特定应用和设计约束条件。本领域技术人员可以结合实施例对每个特定的应用来使用不同方法来实现所描述的功能,但是这种实现不应认为超出本申请的范围。
本实施例可以根据上述方法示例对电子设备进行功能模块的划分,例如,可以对应各个功能划分各个功能模块,也可以将两个或两个以上的功能集成在一个处理模块中。上述集成的模块可以采用硬件的形式实现。需要说明的是,本实施例中对模块的划分是示意性的,仅仅为一种逻辑功能划分,实际实现时可以有另外的划分方式。
在采用对应各个功能划分各个功能模块的情况下,图7示出了上述实施例中涉及的电子设备500的一种可能的组成示意图,如图7所示,该电子设备500可以包括:检测单元501、获取单元502和确定单元503。
其中,检测单元501可以用于支持电子设备500执行上述步骤310和步骤410等,和/或用于本文所描述的技术的其他过程。
获取单元502可以用于支持电子设备500执行上述步骤320和步骤420等,和/或用于本文所描述的技术的其他过程。
确定单元503可以用于支持电子设备500执行上述步骤330、S340、S350等,和/或用于本文所描述的技术的其他过程。
图8示出了上述实施例中涉及的电子设备600的一种可能的组成示意图,如图8所示,该电子设备600可以包括:检测单元601、获取单元602、确定单元603、合成单元604和显示单元605。
其中,检测单元601可以用于支持电子设备600执行上述步骤410等,和/或用于本文所描述的技术的其他过程。
获取单元602可以用于支持电子设备600执行上述步骤420等,和/或用于本文所描述的技术的其他过程。
确定单元603可以用于支持电子设备600执行上述步骤S430或S440等,和/或用于本文所描述的技术的其他过程。
合成单元604可以用于支持电子设备600执行上述步骤S450或460等,和/或用于本文所描述的技术的其他过程。
显示单元605可以用于支持电子设备600执行上述步骤S470等,和/或用于本文所描述的技术的其他过程。
需要说明的是,上述方法实施例涉及的各步骤的所有相关内容均可以援引到对应功能模块的功能描述,在此不再赘述。
本实施例提供的电子设备,用于执行上述控制方法,因此可以达到与上述实现方法相同的效果。
在采用集成的单元的情况下,电子设备可以包括处理模块、存储模块和通信模块。其中,处理模块可以用于对电子设备的动作进行控制管理,例如,可以用于支持电子设备执行上述各个单元执行的步骤。存储模块可以用于支持电子设备执行存储程序代码和数据等。通信模块,可以用于支持电子设备与其他设备的通信。
其中,处理模块可以是处理器或控制器。其可以实现或执行结合本申请公开内容所描述的各种示例性的逻辑方框,模块和电路。处理器也可以是实现计算功能的组合,例如包含一个或多个微处理器组合,数字信号处理(digital signal processing,DSP)和微处理器的组合等等。存储模块可以是存储器。通信模块具体可以为射频电路、蓝牙芯片、Wi-Fi芯片等与其他电子设备交互的设备。
在一个实施例中,当处理模块为处理器,存储模块为存储器时,本实施例所涉及的电子设备可以为具有图1所示结构的设备。
本实施例还提供一种计算机存储介质,该计算机存储介质中存储有计算机指令,当该计算机指令在电子设备上运行时,使得电子设备执行上述相关方法步骤实现上述实施例中的控制方法。
本实施例还提供了一种计算机程序产品,当该计算机程序产品在计算机上运行时,使得计算机执行上述相关步骤,以实现上述实施例中的控制方法。
另外,本申请的实施例还提供一种装置,这个装置具体可以是芯片,组件或模块,该装置可包括相连的处理器和存储器;其中,存储器用于存储计算机执行指令,当装置运行时,处理器可执行存储器存储的计算机执行指令,以使芯片执行上述各方法实施例中的控制方法。
其中,本实施例提供的电子设备、计算机存储介质、计算机程序产品或芯片均用于执行上文所提供的对应的方法,因此,其所能达到的有益效果可参考上文所提供的对应的方法中的有益效果,此处不再赘述。
通过以上实施方式的描述,所属领域的技术人员可以了解到,为描述的方便和简洁,仅以上述各功能模块的划分进行举例说明,实际应用中,可以根据需要而将上述功能分配由不同的功能模块完成,即将装置的内部结构划分成不同的功能模块,以完成以上描述的全部或者部分功能。
在本申请所提供的几个实施例中,应该理解到,所揭露的装置和方法,可以通过其它 的方式实现。例如,以上所描述的装置实施例仅仅是示意性的,例如,模块或单元的划分,仅仅为一种逻辑功能划分,实际实现时可以有另外的划分方式,例如多个单元或组件可以结合或者可以集成到另一个装置,或一些特征可以忽略,或不执行。另一点,所显示或讨论的相互之间的耦合或直接耦合或通信连接可以是通过一些接口,装置或单元的间接耦合或通信连接,可以是电性,机械或其它的形式。
作为分离部件说明的单元可以是或者也可以不是物理上分开的,作为单元显示的部件可以是一个物理单元或多个物理单元,即可以位于一个地方,或者也可以分布到多个不同地方。可以根据实际的需要选择其中的部分或者全部单元来实现本实施例方案的目的。
另外,在本申请各个实施例中的各功能单元可以集成在一个处理单元中,也可以是各个单元单独物理存在,也可以两个或两个以上单元集成在一个单元中。上述集成的单元既可以采用硬件的形式实现,也可以采用软件功能单元的形式实现。
集成的单元如果以软件功能单元的形式实现并作为独立的产品销售或使用时,可以存储在一个可读取存储介质中。基于这样的理解,本申请实施例的技术方案本质上或者说对现有技术做出贡献的部分或者该技术方案的全部或部分可以以软件产品的形式体现出来,该软件产品存储在一个存储介质中,包括若干指令用以使得一个设备(可以是单片机,芯片等)或处理器(processor)执行本申请各个实施例方法的全部或部分步骤。而前述的存储介质包括:U盘、移动硬盘、只读存储器(read only memory,ROM)、随机存取存储器(random access memory,RAM)、磁碟或者光盘等各种可以存储程序代码的介质。
以上内容,仅为本申请的具体实施方式,但本申请的保护范围并不局限于此,任何熟悉本技术领域的技术人员在本申请揭露的技术范围内,可轻易想到变化或替换,都应涵盖在本申请的保护范围之内。因此,本申请的保护范围应以权利要求的保护范围为准。

Claims (20)

  1. 一种控制方法,应用于电子设备,所述电子设备包括触摸屏,其特征在于,所述方法包括:
    检测到用户的第一操作;
    响应于所述第一操作,获取所述电子设备当前的应用场景;
    确定所述应用场景满足第一预设条件,则确定响应时间为第一时间,所述响应时间为所述触摸屏从活动模式进入空闲模式的响应时间;和/或,确定所述应用场景满足第二预设条件,则确定丢弃采样点的个数为第一个数,所述丢弃采样点为所述电子设备在所述触摸屏上采样时丢弃的采样点;
    确定所述应用场景满足第三预设条件,则确定所述响应时间为第二时间;和/或,确定所述应用场景满足第四预设条件,则确定所述丢弃采样点的个数为第二个数;
    其中,所述第一时间不同于所述第二时间;所述第一个数不同于所述第二个数;所述第一预设条件不同于所述第三预设条件,所述第二预设条件不同于所述第四预设条件。
  2. 根据权利要求1所述的方法,其特征在于,所述方法还包括:
    确定当前的应用场景满足第五预设条件,则确定抑制距离为第一距离,所述抑制距离为点击变滑动抑制算法中的抑制距离;
    确定当前的应用场景满足第六预设条件,则确定抑制距离为第二距离;
    其中,所述第五预设条件不同于所述第六预设条件,所述第一距离不同于所述第二距离。
  3. 根据权利要求1或2所述的方法,其特征在于,所述第一预设条件和所述第二预设条件相同,所述第一预设条件包括:
    所述当前应用场景为以下场景中的至少之一:游戏应用场景,手势导航、车载场景、社交应用场景、语音呼叫场景、手写输入或者手写笔输入。
  4. 根据权利要求3所述的方法,其特征在于,所述第一预设条件和所述第二预设条件为所述应用场景为游戏应用场景,且所述第三预设条件和所述第四预设条件为所述应用场景为非游戏应用场景时,所述第一时间大于所述第二时间,所述第一个数小于所述第二个数。
  5. 根据权利要求1或2所述的方法,其特征在于,所述第一预设条件包括所述当前应用场景为预设应用场景,且所述第一操作对应的消息中包含第一预设接口信息;
    所述第二预设条件包括所述当前应用场景为所述预设应用场景,且所述第一操作对应的消息中包含第二预设接口信息;
    其中,所述第一预设接口信息和所述第二预设接口信息不同。
  6. 根据权利要求1至5中任一项所述的方法,其特征在于,所述第一操作为所述电子设备检测到用户在所述电子设备的桌面上的点击应用图标的操作;或者,
    所述第一操作为用户指示切换至所述应用场景的操作。
  7. 根据权利要求1至6中任一项所述的方法,其特征在于,所述电子设备为配置有安卓三重缓冲机制的电子设备,所述方法还包括:
    响应于确定所述当前应用场景满足第七预设条件,且应用渲染缓冲队列中的第一帧处 于排队状态,其中,所述第一帧为与所述第一操作相对应的帧;
    则将所述第一帧送入图层合成缓存进行合成处理;
    并显示合成处理获得的图像。
  8. 一种控制的方法,应用于配置有安卓三重缓冲机制的电子设备,所述电子设备包括显示器,其特征在于,所述方法包括:
    检测到用户的第一操作;
    响应于所述第一操作,获取所述电子设备当前的应用场景;
    响应于确定所述应用场景满足预设条件,且应用渲染缓冲队列中的第一帧处于排队状态,其中,所述第一帧为与所述第一操作相对应的帧;
    则将所述第一帧送入图层合成缓存进行合成处理;
    并在所述触摸屏上显示所述合成处理获得的图像。
  9. 根据权利要求8所述的方法,其特征在于,所述预设条件包括:
    所述当前应用场景为以下场景中的至少之一:游戏应用场景,手势导航、车载场景、社交应用场景、语音呼叫场景、手写输入或者手写笔输入。
  10. 一种电子设备,其特征在于,包括:触摸屏;一个或多个处理器;存储器;多个应用程序;以及一个或多个程序,其中所述一个或多个程序被存储在所述存储器中,当所述一个或者多个程序被所述处理器执行时,使得所述电子设备执行以下步骤:
    检测到用户的第一操作;
    响应于所述第一操作,获取所述电子设备当前的应用场景;
    确定所述应用场景满足第一预设条件,则确定响应时间为第一时间,所述响应时间为所述触摸屏从活动模式进入空闲模式的响应时间;和/或,确定所述应用场景满足第二预设条件,则调整丢弃采样点的个数为第一个数,所述丢弃采样点为所述电子设备在所述触摸屏上采样时丢弃的采样点;
    确定所述应用场景满足第三预设条件,则确定所述响应时间为第二时间;和/或,确定所述应用场景满足第四预设条件,则确定所述丢弃采样点的个数为第二个数;
    其中,所述第一时间不同于所述第二时间;所述第一个数不同于所述第二个数;所述第一预设条件不同于所述第三预设条件,所述第二预设条件不同于所述第四预设条件。
  11. 根据权利要求10所述的电子设备,其特征在于,当所述一个或者多个程序被所述处理器执行时,使得所述电子设备执行以下步骤:
    确定当前的应用场景满足第五预设条件,则确定抑制距离为第一距离,所述抑制距离为点击变滑动抑制算法中的抑制距离;
    确定当前的应用场景满足第六预设条件,则确定所述抑制距离为第二距离;
    其中,所述第五预设条件不同于所述第六预设条件,所述第一距离不同于所述第二距离。
  12. 根据权利要求10或11所述的电子设备,其特征在于,所述第一预设条件和所述第二预设条件相同,所述第一预设条件包括:
    所述当前应用场景为以下场景中的至少之一:游戏应用场景,手势导航、车载场景、社交应用场景、语音呼叫场景、手写输入或者手写笔输入。
  13. 根据权利要求12所述的电子设备,其特征在于,所述第一预设条件和所述第二预设条件为所述应用场景为游戏应用场景,且所述第三预设条件和所述第四预设条件为所 述应用场景为非游戏应用场景时,所述第一时间大于所述第二时间,所述第一个数小于所述第二个数。
  14. 根据权利要求10或11所述的电子设备,其特征在于,所述第一预设条件包括所述当前应用场景为预设应用场景,且所述第一操作对应的消息中包含第一预设接口信息;
    所述第二预设条件包括所述当前应用场景为所述预设应用场景,且所述第一操作对应的消息中包含第二预设接口信息;
    其中,所述第一预设接口信息和所述第二预设接口信息不同。
  15. 根据权利要求10至14中任一项所述的电子设备,其特征在于,所述第一操作为所述电子设备检测到用户在所述电子设备的桌面上的点击应用图标的操作;或者,
    所述第一操作为用户指示切换至所述应用场景的操作。
  16. 根据权利要求10至14中任一项所述的电子设备,其特征在于,所述电子设备为配置有安卓三重缓冲机制的电子设备,当所述一个或者多个程序被所述处理器执行时,使得所述电子设备执行以下步骤:
    响应于确定所述当前应用场景满足第七预设条件,且应用渲染缓冲队列中的第一帧处于排队状态,其中,所述第一帧为与所述第一操作相对应的帧;
    则将所述第一帧送入图层合成缓存进行合成处理;
    并显示合成处理获得的图像。
  17. 一种电子设备,其特征在于,包括:触摸屏;一个或多个处理器;存储器;多个应用程序;以及一个或多个程序,其中所述一个或多个程序被存储在所述存储器中,当所述一个或者多个程序被所述处理器执行时,使得所述电子设备执行以下步骤:
    检测到用户的第一操作;
    响应于所述第一操作,获取所述电子设备当前的应用场景;
    响应于确定所述应用场景满足预设条件,且确定应用渲染缓冲队列中的第一帧处于排队状态,其中所述第一帧为与所述第一操作与相对应的帧;
    则将所述第一帧送入图层合成缓存进行合成处理;
    并在所述触摸屏上显示所述合成处理获得的图像。
  18. 根据权利要求17所述的电子设备,其特征在于,所述预设条件包括:
    所述当前应用场景为以下场景中的至少之一:游戏应用场景,手势导航、车载场景、社交应用场景、语音呼叫场景、手写输入或者手写笔输入。
  19. 一种计算机存储介质,其特征在于,包括计算机指令,当所述计算机指令在电子设备上运行时,使得所述电子设备执行如权利要求1-9中任一项所述的控制方法。
  20. 一种计算机程序产品,其特征在于,当所述计算机程序产品在计算机上运行时,使得所述计算机执行如权利要求1-9中任一项所述的控制方法。
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