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    • 2. 发明申请
    • SYSTEM AND METHOD FOR DATA STORAGE
    • 用于数据存储的系统和方法
    • WO2015000103A1
    • 2015-01-08
    • PCT/CN2013/078573
    • 2013-07-01
    • EMPIRE TECHNOLOGY DEVELOPMENT LLCZHANG, LeiSONG, XuefengLI, Qi
    • ZHANG, LeiSONG, XuefengLI, Qi
    • H04L29/08
    • G06F17/30197G06F12/0802G06F17/30581G06F17/30961H04L67/42
    • In some examples, a system configured to provide data storage is described. The system may include a write server configured to receive data from a first client for storing on the system and computer storage media configured to receive and to store the data. The system may also include a read server configured to receive the data from the write server and to store the data in the read server for a duration. The read server may be further configured to provide the data from the read server to a second client during the duration and, after the duration, to access the data from the computer storage media and to provide the data accessed from the computer storage media to the second client.
    • 在一些示例中,描述了被配置为提供数据存储的系统。 该系统可以包括被配置为从第一客户端接收数据以在系统上存储的写入服务器和被配置为接收和存储数据的计算机存储介质。 该系统还可以包括被配置为从写入服务器接收数据并且将数据存储在读取服务器中的持续时间的读取服务器。 读取服务器可以被进一步配置为在持续时间期间将读取的服务器的数据提供给第二客户端,并且在持续时间之后,从计算机存储介质访问数据并将从计算机存储介质访问的数据提供给 第二客户端
    • 3. 发明申请
    • RESOURCE MANAGEMENT FOR DISTRIBUTED GAMES
    • 分销游戏资源管理
    • WO2014161144A1
    • 2014-10-09
    • PCT/CN2013/073594
    • 2013-04-02
    • EMPIRE TECHNOLOGY DEVELOPMENT LLCZHAO, RanLI, QiSONG, Xuefeng
    • ZHAO, RanLI, QiSONG, Xuefeng
    • G06F19/00
    • A63F13/77A63F13/352A63F13/358A63F13/795
    • Technologies are generally described for server resource allocation for distributed games. In one example, a method includes allocating a first set of resources for a first player instance on a first server, a second set of resources for a second player instance on the first server, and a third set of resources for a third player instance on a second server. The method also includes comparing a first relationship strength defined between the first player instance and the second player instance with a second relationship strength defined between the first player instance and the third player instance. Further, the method includes distributing at least one of the first set of resources, the second set of resources, or the third set of resources between the first server and the second server based on a result of the comparing.
    • 技术通常描述用于分布式游戏的服务器资源分配。 在一个示例中,一种方法包括:在第一服务器上为第一玩家实例分配第一组资源,在第一服务器上为第二玩家实例分配第二资源集合,以及为第三玩家实例分配第三组资源 第二台服务器。 该方法还包括将在第一玩家实例和第二玩家实例之间定义的第一关系强度与在第一玩家实例和第三玩家实例之间定义的第二关系强度进行比较。 此外,该方法包括基于比较的结果在第一服务器和第二服务器之间分配第一组资源,第二资源集合或第三组资源中的至少一个。
    • 5. 发明申请
    • NETWORK CONTROLLER SECURITY MONITOR
    • 网络控制器安全监控
    • WO2016106480A1
    • 2016-07-07
    • PCT/CN2014/095262
    • 2014-12-29
    • EMPIRE TECHNOLOGY DEVELOPMENT LLCYAO, GuangXU, ShijieLI, QiSONG, Xuefeng
    • YAO, GuangXU, ShijieLI, QiSONG, Xuefeng
    • H04L12/70
    • H04L47/15H04L12/6418H04L45/58H04L45/745
    • Technologies are generally described for systems, devices and methods effective to compare network element instructions and network control instructions. In some examples, first instructions may be identified and may be related to flow of network traffic. The first instructions may be stored in a data structure of a memory of a network element. The network element may generate a first network instruction signature based on the first instructions. A network controller device may identify second instructions. In some examples, the second instructions may be related to control of the network traffic, and may be stored in a memory of the network controller device. The network controller device may generate a second network instruction signature based on the second instructions. The network controller device may compare the first network instruction signature to the second network instruction signature to produce a comparison between the first instructions and the second instructions.
    • 通常描述有效地比较网元指令和网络控制指令的系统,设备和方法的技术。 在一些示例中,可以识别第一指令并且可以与网络流量的流动相关。 第一指令可以存储在网元的存储器的数据结构中。 网络元件可以基于第一指令生成第一网络指令签名。 网络控制器设备可以识别第二指令。 在一些示例中,第二指令可以与网络流量的控制相关,并且可以存储在网络控制器设备的存储器中。 网络控制器设备可以基于第二指令生成第二网络指令签名。 网络控制器设备可以将第一网络指令签名与第二网络指令签名进行比较,以产生第一指令与第二指令之间的比较。
    • 6. 发明申请
    • DOMAIN NAME SERVER TRAFFIC VOLUME ESTIMATION
    • 域名服务器交通量估计
    • WO2015149327A1
    • 2015-10-08
    • PCT/CN2014/074728
    • 2014-04-03
    • EMPIRE TECHNOLOGY DEVELOPMENT LLCHE, YongLI, QiSONG, Xuefeng
    • HE, YongLI, QiSONG, Xuefeng
    • H04L12/761
    • H04L43/0876G06F17/30554G06F17/30867H04L12/6418H04L61/1511H04L67/02
    • Technologies are generally described for methods and systems effective to determine traffic volume of a domain name server caused by a host domain. In some examples, a host domain may store page view data that relates to page views requested at the domain name server. The host domain may receive a first query for a resource associated with the host domain. The host domain may add an instruction to the resource to produce a modified resource and send the modified resource to a device. The modified resource may generate a second query that may be used to determine traffic volume. The device may receive the modified resource, and generate the second query that includes an identification of the domain name server. The host domain may receive the second query, detect the identification, and update the page view data. The host domain may determine traffic volume based on the page view data.
    • 一般来说,技术通常用于确定由主机域引起的域名服务器的流量的方法和系统。 在一些示例中,主机域可以存储与域名服务器请求的页面视图相关的页面浏览数据。 主机域可以接收与主机域相关联的资源的第一查询。 主机域可以向资源添加指令以产生经修改的资源,并将修改的资源发送到设备。 修改的资源可以生成可用于确定业务量的第二查询。 设备可以接收修改的资源,并且生成包括域名服务器的标识的第二查询。 主机域可以接收第二个查询,检测标识,并更新页面查看数据。 主机域可以基于页面查看数据来确定流量。
    • 8. 发明申请
    • SCENE IMAGE GENERATOR
    • 场景图像发生器
    • WO2016054800A1
    • 2016-04-14
    • PCT/CN2014/088281
    • 2014-10-10
    • EMPIRE TECHNOLOGY DEVELOPMENT LLCXU, ShijieCHEN, JieLI, QiSONG, Xuefeng
    • XU, ShijieCHEN, JieLI, QiSONG, Xuefeng
    • G06T13/20
    • G06T11/60A63F13/34A63F13/355A63F13/52G06T1/0007
    • Technologies are generally described for methods and systems effective to generate a scene image. In an example, a processor may receive a first rendered object from a first device and may further store the first rendered object in a memory. The first rendered object may be based on object data and may include first attribute data of the object data. The processor may further receive a request from a second device to generate the scene image. The scene image may include an object image of a second rendered object that may be based on the object data and may include second attribute data of the object data. The processor may further compare the second attribute data with the first attribute data to determine a match value. The processor may further determine whether to select the stored first rendered object to generate a scene image based on the match value.
    • 技术通常描述用于生成场景图像的方法和系统。 在一个示例中,处理器可以从第一设备接收第一渲染对象,并且还可以将第一渲染对象存储在存储器中。 第一渲染对象可以基于对象数据,并且可以包括对象数据的第一属性数据。 处理器还可以从第二设备接收请求以生成场景图像。 场景图像可以包括可以基于对象数据的第二渲染对象的对象图像,并且可以包括对象数据的第二属性数据。 处理器可以进一步将第二属性数据与第一属性数据进行比较以确定匹配值。 处理器还可以基于匹配值来确定是否选择存储的第一渲染对象以生成场景图像。
    • 10. 发明申请
    • DATA INTERPOLATION
    • 数据插值
    • WO2016000093A1
    • 2016-01-07
    • PCT/CN2014/079225
    • 2014-06-05
    • EMPIRE TECHNOLOGY DEVELOPMENT LLCZHAO, RanLI, QiSONG, Xuefeng
    • ZHAO, RanLI, QiSONG, Xuefeng
    • G06T3/00
    • H04N7/0135G06T3/4007H04N7/0117H04N9/3188H04N21/462
    • When a picture displayed on a client device is enlarged, the client device may be configured to insert new pixels between two adjacent pixels in the picture. When actual values of the new pixels are stored on a server, the client device may submit a request to the server for actual values of the new pixels. Responsive to the request, the server may first calculate interpolation values in accordance with the same interpolation algorithm and then calculate a difference value based on the interpolation values and the actual values stored on the server. If the calculated difference value is greater than a threshold value, the server may transmit the actual values for the new pixels to the client device. Otherwise, the server may instruct the client device to calculate the interpolation values.
    • 当在客户端设备上显示的图像被放大时,客户端设备可以被配置为在图片中的两个相邻像素之间插入新的像素。 当新像素的实际值存储在服务器上时,客户端设备可以向服务器提交新的像素的实际值的请求。 响应于该请求,服务器可以首先根据相同的插值算法计算插值,然后根据内插值和存储在服务器上的实际值计算差值。 如果所计算的差值大于阈值,则服务器可以将新像素的实际值发送到客户端设备。 否则,服务器可以指示客户端设备计算内插值。