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    • 22. 发明申请
    • PARSING A MARKUP LANGUAGE DOCUMENT
    • 标记一个MARKUP语言文件
    • US20090006944A1
    • 2009-01-01
    • US12141541
    • 2008-06-18
    • Ya Bin DangYi GeLing ShaoZhiyong LiangYang Xu
    • Ya Bin DangYi GeLing ShaoZhiyong LiangYang Xu
    • G06F17/00
    • G06F17/272
    • A method and system for parsing a markup language document are disclosed in the invention. The method comprises: pre-splitting a body of the markup language document into plurality parts; scanning each of the plurality parts, wherein while each of the parts is scanned, the scanning of the part is stopped only when a specific mark is found, and then a stop point at which the scanning is stopped is recorded; splitting the body of the markup language document into a plurality of fragments using the respective stop points; parsing the plurality of fragments in parallel and producing parsing results for the respective fragments; and combining the parsing results for the respective fragments to form a parsing result for the markup language document. A parsing method that supports namespace is also provided.
    • 在本发明中公开了一种用于解析标记语言文档的方法和系统。 该方法包括:将标记语言文档的主体预分解成多个部分; 扫描多个部分中的每一个,其中当扫描每个部分时,只有当找到特定标记时才停止部件的扫描,然后记录停止扫描的停止点; 使用各个停止点将标记语言文档的主体分割成多个片段; 并行解析多个片段并产生相应片段的解析结果; 并组合各个片段的解析结果以形成标记语言文档的解析结果。 还提供了支持命名空间的解析方法。
    • 23. 发明申请
    • APPARATUS AND METHOD FOR PEER TO PEER VOD SYSTEM
    • 与对等体系统相关的装置和方法
    • US20080104643A1
    • 2008-05-01
    • US11969069
    • 2008-01-03
    • Ling ShaoGuo Hui Lin
    • Ling ShaoGuo Hui Lin
    • H04N7/173
    • H04N7/17318H04N21/2385H04N21/4383H04N21/47202H04N21/4788H04N21/632H04N21/6332
    • Video On Demand system providing video programs between a program provider and a plurality of clients coupled over a peer to peer network. Transmitting a requested video program from a first client on a first channel. Allocating a second channel for transmitting the video program requested by a second client. The first client forwarding the video program to the second client on the second channel from the beginning of the video program received and stored. Controlling the second client to receive and store the video program sent on the first channel in synchronization with the first client. Merging the second channel into the first channel in response to notification that the program received from the first client by the second client reaches a starting point of the program received and stored by the second client. Notifying the first client to stop sending the video program to the second client.
    • 视频点播系统,在节目提供者和通过对等网络耦合的多个客户端之间提供视频节目。 在第一个频道上从第一个客户端发送所请求的视频节目。 分配用于发送由第二客户端请求的视频节目的第二频道。 第一客户端从接收和存储的视频节目的开头将视频节目转发到第二频道上的第二客户端。 控制第二客户端以与第一客户端同步地接收和存储在第一信道上发送的视频节目。 响应于由第二客户端从第一客户端接收的程序到达第二客户端接收和存储的程序的起始点的通知,将第二信道合并到第一信道中。 通知第一个客户端停止向第二个客户端发送视频节目。
    • 24. 发明申请
    • CONTENT DISTRIBUTING METHOD, APPARATUS AND SYSTEM
    • 内容分配方法,装置和系统
    • US20080031448A1
    • 2008-02-07
    • US11766101
    • 2007-06-20
    • Ya DANGLing ShaoFeng BoRong Yan
    • Ya DANGLing ShaoFeng BoRong Yan
    • H04N7/167
    • H04N7/1675H04N21/23476H04N21/6405H04N21/6408
    • The present invention provides a method of distributing content to a plurality of clients. The method on a server begins with accessing content to be distributed to a plurality of clients and identifying a first type of content to be distributed as crucial content and identifying a second type of content to be distributed as non-crucial content. The crucial content is any content required to properly render, after a decryption process, the content. The non-crucial content is all the other content to be distributed. The crucial content is encrypted with a first encrypting key which is unique to each of the plurality of clients. The crucial content which has been encrypted is transmitted. The non-crucial content is transmitted to the plurality of clients.
    • 本发明提供一种向多个客户端分发内容的方法。 服务器上的方法开始于访问要分发到多个客户端的内容,并且识别要作为关键内容分发的第一类型的内容,并且识别要作为非关键内容分发的第二类型的内容。 关键内容是在解密过程之后正确呈现内容所需的任何内容。 非关键内容是要分发的其他内容。 关键内容使用对于多个客户端中的每一个唯一的第一加密密钥进行加密。 发送已经加密的关键内容。 非关键内容被发送到多个客户端。
    • 28. 发明授权
    • Channel merging method for VOD system
    • VOD系统的频道合并方法
    • US07373653B2
    • 2008-05-13
    • US10726835
    • 2003-12-03
    • Yun Zhang PeiLing ShaoDong Xie
    • Yun Zhang PeiLing ShaoDong Xie
    • H04N7/173
    • H04N21/26616H04N7/17336H04N21/2408H04N21/47202H04N21/6125
    • A channel merging method for a VOD system, said method comprises the steps of: in response to requests from a plurality of clients for a video program, establishing a root channel (S1) and at least one sub-channel (S11), said root channel (S1) being established according to a request from a client that makes the earliest request, each of said sub-channels (S11) being established in response to a request from a client that makes a later request; and monitoring variation of the number of the clients that are using each of said established channels, and maintaining the channel if the number of the clients using the monitored channel is not zero, and closing the channel if the number of the clients using the monitored channel becomes zero.
    • 一种用于VOD系统的信道合并方法,所述方法包括以下步骤:响应于来自多个客户端的用于视频节目的请求,建立根信道(S 1)和至少一个子信道(S 11), 所述根信道(S 1)根据来自客户端的请求建立,所述请求是进行最早请求的,每个所述子信道(S 11)响应于来自客户端的请求而建立; 以及监视正在使用每个所述建立的信道的客户端的数量的变化,以及如果使用所监视的信道的客户端的数量不为零则维护该信道,以及如果使用所监视的信道的客户端的数量,则关闭该信道 变成零。
    • 30. 发明申请
    • System and method of seamless game world based on server/client
    • 基于服务器/客户端的无缝游戏世界的系统和方法
    • US20060258462A1
    • 2006-11-16
    • US11403024
    • 2006-04-12
    • Long ChengYi GilLing ShaoMzng Yz
    • Long ChengYi GilLing ShaoMzng Yz
    • A63F9/24
    • A63F13/352A63F13/12A63F13/358A63F13/69A63F2300/531A63F2300/534G07F17/32
    • The present invention provides a seamless game world system in the field of massively multiplayer online games, comprising a plurality of game servers and at least a client, each of the game servers being assigned to a zone in the game world divided into zones. The seamless game world comprises: a game logic computing module for computing an avatar's new status; a map controller for detecting whether an area of interest of the avatar has crossed the border of a host server of the avatar and spanned neighbor game servers based on the avatar's new status computed by the avatar computing module, and determining to make/delete a clone on a neighbor game server or synchronize the clone's status based on the detected result; and an avatar status update module for performing a normal status update on the avatar based on the computed result of the game logic computing module after the map controller notices its neighbor game server to delete the clone from an avatar list.
    • 本发明提供了一种在大型多人在线游戏领域中的无缝游戏世界系统,包括多个游戏服务器和至少一个客户端,每个游戏服务器被分配到游戏世界中被划分为区域的区域。 无缝游戏世界包括:用于计算化身的新状态的游戏逻辑计算模块; 地图控制器,用于根据化身计算模块计算出的虚拟形象的新状态来检测化身的兴趣区域是否越过化身的主体服务器的边界和跨越的相邻游戏服务器,并且确定克隆 在邻居游戏服务器上或根据检测结果同步克隆的状态; 以及化身状态更新模块,用于在地图控制器注意到其邻近游戏服务器之后,基于游戏逻辑计算模块的计算结果,对化身进行正常状态更新以从化身列表中删除克隆。