One of the primary goals of GDI is to support device-independent graphics. GDI最初的目标之一是支持设备无关图形。
Although some graphics languages don't let you use pixel coordinates, Windows GDI lets you use either system ( as well as additional coordinate systems based on physical measurements). 尽管一些图形语言不让你用像素坐标,但是WindowsGDI让你用任意一个系统(甚至传统的基于物理度量的坐标系统)。
GDI+ also included imaging support such as the ability to open PNG and JPG files. 同时,GDI+亦包括了诸如打开Png和Jpg格式文件的图像操作支持。
The more GDI denies, the guiltier they look. GDI越是抵赖,看起来就越有罪。
While you can certainly use the Windows GDI as a high-level vector drawing system, you can also use it for relatively low-level pixel manipulation. 当你的确可以将WindowsGDI用作高层次的矢量绘图系统时,你也可以将它用于相关的低层次的像素操作。
Around the turn of the century, the limitations of GDI became more apparent. 到了世纪之交,GDI的限制越来越显现。
GDI accomplishes this goal by providing facilities to insulate your programs from the particular characteristics of different output devices. GDI通过提供将你的程序与不同输出设备特殊的特征相隔离的方便性完成这个目标。
As graphics hardware evolved, GDI gained the ability to be hardware-accelerated through a set of DDIs ( Device Driver Interface). 随着图形硬件(显卡)演进,GDI通过DDI(设备驱动接口)获得了硬件加速的能力。
As we'll see, other GDI functions let us draw lines and filled areas. 正如我们将看到的,其它GDI函数让我们画线和填充区域。
In order to handle the huge number of possible output devices configurations, the GDI APIs have been extended and the desired output configuration can be easily selected by pressing Win+ P. 为了处理大量的潜在输出设备配置,GDIAPI进行了扩展,对于所需的输出配置可以简单地通过按Win+P键来进行选择。
In Vista, the GDI draws to the memory, and DWM takes that bitmap and draws it on the screen using the GPU. 在Vista中,GDI在内存中进行绘图,DWM使用已绘制好的位图并用GPU把它绘制到屏幕上。
Total number of pages printed through GDI on a print queue since the last restart. 自从上次重新启动后,在打印列队上通过gdi打出的总页数。
And since GDI and NOD weren't actually in this game, it was discussed that it would be allies and soviets, with a "what if" fun campy scenario. 而且,由于GDI和Nod在这场比赛不是实际上,它是讨论了将是盟国和苏联的“如果”有趣滑稽的情况。
In this paper, the effects of stratified charge and assisted spark ignition on HCCI combustion was experimentally studied in a gasoline direct injection ( GDI) engine. 在缸内直喷汽油机(GDI)上试验研究了分层混合气和辅助火花点火对HCCI燃烧特性的影响,考察了对不同运行工况时的适应性。
The original rendering system ( which still exists to this day) was GDI ( Graphics Device Interface). 最初的渲染系统叫做GDI(图形设备接口),今天仍然存在。
If a region is used to clip graphics, GDI divides the coordinates by the scaling factor. 如果某区域用于剪切图形,GDI用缩放因子来分解坐标。
The result was that there were two different realms of hardware acceleration and graphics programming – one built around Direct3D and the other around GDI. 最后导致诞生了两个不同的领域:硬件加速和图形编程。前者围绕于Direct3D构建,后者则围绕于GDI。
Research and Application of GDI+ Based on Visual C++. NET 基于Visualc++.NET的GDI+技术的研究与应用
It displays the total count for each type of GDI handle, as well as detailed information about each handle. 它显示了每个类型的GDI句柄总数,每个处理以及详细信息。
An alternative measure, gross domestic income ( GDI), should, in theory, be identical to GDP. 一个可供选择的指标,国内收入总值(GDI),理论上说应该与GDP保持一致。
The effects of spark ignition on the HCCI combustion were investigated in a gasoline direct-injection ( GDI) engine. 在缸内直喷汽油机上实现了HCCI燃烧,研究了火花点火对HCCI燃烧特性的影响。
Beginning on the GDI mapping mode, the paper discusses the concepts, meaning and relation of view port based on logic coordinates and window based on device coordinates. 本文从GDI映射方式入手,对基于设备坐标的视口和基于逻辑坐标的窗口的概念、内涵及其相互关系进行了分析介绍。
Just as C is sometimes thought of as a "high-level assembly language," you can think of GDI as a high-level interface to the hardware of the graphics device. 正如C有时候被看作是“高级汇编语言”一样,你可以把GDI看作是图形设备硬件的高级接口。
Three-dimensional numerical simulation to GDI in-cylinder process for a family car engine was carried out. 文中以一台家用轿车三缸发动机为对象,进行缸内过程的三维模拟计算。
MS08-071, which contains two separate vulnerabilities, both critical, updates the Graphics Device Interface ( GDI), the core graphics rendering component of Windows. 代号MS08-071,包含两个单独的“严重”补丁,更新了Windows的核心图形渲染组件-GraphicsDeviceInterface(GDI)。
All measurements supported by the GDI are either in pixels for devices, or twips for real-world sizing. GDI支持的所有度量或者对于设备采用像素为单位,或者对于真实的大小采用缇为单位。
The design of the D2D factory and the resource/ threading model that follows from it allow server side rendering to scale appropriately in a way that GDI cannot. 因此遵循了这样一个原则的Direct2D设计和资源/线程模型就能够允许服务器端渲染进行合适的伸缩。GDI却不能。
GDI draws lines using the current pen selected in the device context. GDI用当前选进关联设备的画笔绘制直线。
Raster operation codes define how GDI combines colors in output operations that involve a current brush, a possible source bitmap, and a destination bitmap. 光栅操作模式说明了GDI是如何组合输出操作中的颜色,包括当前画刷、可能的源位图和目标位图。
GDI has been repeatedly patched by Microsoft, most recently in September. 微软已经多次修补GDI,最新的一次在九月份。