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    • 3. 发明授权
    • Method and apparatus for operating tug-of-war style electronic dart games
    • 操作拔河式电子镖游戏的方法和装置
    • US06279912B1
    • 2001-08-28
    • US09120677
    • 1998-07-22
    • John R. MartinTimothy J. Ward
    • John R. MartinTimothy J. Ward
    • F41J302
    • F41J3/02
    • The present invention provides an apparatus for playing and method of controlling a computerized dart game of simulated tug-of-war. The method generates on a display a goal graphic, at least one player graphic, and at least one challenger graphic. The goal graphic typically includes a first side on which the player graphic is initially displayed and a second side on which the challenger graphic is initially displayed. The method monitors the segments in at least one electronic dart board for hits by darts and determines at least one offset value associated with a segment hit by a dart. The offset value may represent the sum of one or more hits by a player, the sum of one or more hits by a challenger, of the difference between one or more by a player and hits by a challenger. In a single player game, the method itself may generate a random challenger value. The method further adjusts, on the display, the position of the player graphic in relation to the first side of the goal and adjusts the position of the challenger graphic in relation to the second side of the goal. The amount of adjustment is based on the offset value. When the challenger graphic is adjusted to cross the second side of the goal graphic, the method declares the player a winner and when the player graphic is adjusted to cross the first side of the goal graphic, the method declares the challenger a winner.
    • 本发明提供了一种用于玩游戏的装置和控制模拟拔河比赛的计算机化镖游戏的方法。 该方法在显示器上生成目标图形,至少一个玩家图形和至少一个挑战者图形。 目标图形通常包括最初显示玩家图形的第一侧和最初显示挑战者图形的第二侧。 该方法通过飞镖监视至少一个电子飞镖板中的分段,并且确定与由飞镖击中的分段相关联的至少一个偏移值。 偏移值可以表示玩家的一个或多个命中的总和,由挑战者的一次或多次命中的总和,玩家的一个或多个之间的差异与挑战者的命中之间的差。 在单人游戏中,该方法本身可以产生随机的挑战者值。 该方法在显示器上进一步调整玩家图形相对于目标的第一侧的位置,并且相对于目标的第二侧调整挑战者图形的位置。 调整量基于偏移值。 当挑战者图形被调整为穿过目标图形的第二面时,该方法声明玩家获胜者,并且当玩家图形被调整以越过目标图形的第一侧时,该方法向挑战者声明获胜者。
    • 8. 发明申请
    • METHOD, SYSTEM AND COMPUTER PROGRAM FOR BYTECODE WEAVING
    • 方法,系统和计算机程序用于保护装置
    • US20110126177A1
    • 2011-05-26
    • US12953864
    • 2010-11-24
    • Graham C. ChartersMark P. NuttallTimothy J. Ward
    • Graham C. ChartersMark P. NuttallTimothy J. Ward
    • G06F9/45
    • G06F8/40G06F8/44G06F8/76G06F9/44521
    • A method, computer apparatus and computer program product for bytecode weaving is described herein. The method includes determining when a code module such as an OSGi bundle that requires bytecode weaving becomes available for loading into a system. Code associated with the code module is loaded. This code may be part of the module itself or part of a separate entity, such as an OSGI bundle fragment, but does not require weaving. Responsive to loading the code associated with the code module, a reference is received to the entity responsible for loading the code associated with the code module. A code entity (which does require weaving) within the code module is identified and a woven set of bytes are provided to the code loading entity identified via the returned reference. Consequently, the woven set of bytes represents a transformed version of the identified code entity.
    • 本文描述了用于字节码编织的方法,计算机装置和计算机程序产品。 该方法包括确定何时需要诸如要求字节码编织的OSGi束的代码模块可用于加载到系统中。 加载与代码模块相关联的代码。 此代码可能是模块本身的一部分或单独实体的一部分,例如OSGI捆绑包,但不需要编织。 响应于加载与代码模块相关联的代码,接收到负责加载与代码模块相关联的代码的实体的引用。 识别代码模块中的代码实体(其需要编织),并且将经编码的字节集提供给经返回引用识别的代码加载实体。 因此,编织的字节集表示所识别的代码实体的变换版本。
    • 10. 发明授权
    • Client bundle resource creation
    • 客户端捆绑资源创建
    • US09164781B2
    • 2015-10-20
    • US13432275
    • 2012-03-28
    • Daniel Q. BanderaGraham C. ChartersJeremy P. J. HughesTimothy J. Ward
    • Daniel Q. BanderaGraham C. ChartersJeremy P. J. HughesTimothy J. Ward
    • G06F15/173G06F9/445G06F9/455
    • G06F9/44521G06F9/45504
    • A first request for a bundle resource can be sent to a first location. A first response can be received that identifies a second location. The first response can be analyzed to identify the second location. A second request and a third request can be created for a metadata resource and for an artifact resource. The second request can be sent to the second location. The third request can be sent to a third location. A second response and a third response can be received. The second response can comprise the metadata resource. The third response can comprise the artifact resource. The second response can be evaluated to determine the metadata resource. The third response can be evaluated to determine the artifact resource. The bundle resource can be created.
    • 捆绑资源的第一个请求可以发送到第一个位置。 可以接收到识别第二个位置的第一个响应。 可以分析第一个响应以识别第二个位置。 可以为元数据资源和工件资源创建第二个请求和第三个请求。 第二个请求可以发送到第二个位置。 第三个请求可以发送到第三个位置。 可以接收第二个响应和第三个响应。 第二个响应可以包括元数据资源。 第三个响应可以包括人工制品资源。 可以评估第二个响应以确定元数据资源。 可以评估第三个响应以确定工件资源。 可以创建bundle资源。