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    • 6. 发明授权
    • Providing online connectivity across a range of electronic communications systems
    • 提供各种电子通信系统的在线连接
    • US07532571B1
    • 2009-05-12
    • US10608944
    • 2003-06-27
    • Michael PriceAlec DunGulsen DemirozRonald Eric GrayDavid RaissipourAaron Hartwell
    • Michael PriceAlec DunGulsen DemirozRonald Eric GrayDavid RaissipourAaron Hartwell
    • H04L12/26
    • H04L43/0817H04L43/0811
    • Methods and systems allow an application capable of online communication to monitor the availability of different electronic communications sources and provide transition between online and offline operation and between different electronic communications sources. When a change occurs in connectivity source status, such as when the user disconnects from a wireline connection or goes offline or when a connection is otherwise lost due to mechanical failure or loss of wireline or wireless signal or when a reduction in bandwidth or connection speed is detected, the application is automatically transitioned between online and offline status and between different types of connectivity source without user action and without interruption of use of the application. If an online connection may not be obtained via TCP/IP connection, a determination is made as to whether the application and computer operating system are configured for RPC/HTTP connectivity. If the application and computer operating system are configured for RPC/HTTP connectivity, RPC/HTTP connection is attempted.
    • 方法和系统允许能够在线通信的应用程序监视不同电子通信源的可用性,并提供在线和离线操作之间以及不同电子通信源之间的转换。 当连接源状态发生变化时,例如当用户从有线连接断开或脱机或由于机械故障或有线或无线信号丢失导致连接丢失时,或者当带宽或连接速度降低时 检测到,应用程序在线路和离线状态之间以及不同类型的连接源之间自动转换,无需用户操作,并且不中断使用应用程序。 如果通过TCP / IP连接可能无法获取在线连接,则确定应用程序和计算机操作系统是否配置为RPC / HTTP连接。 如果应用程序和计算机操作系统配置为RPC / HTTP连接,则尝试RPC / HTTP连接。
    • 8. 发明申请
    • CROSS-REALM ZONES FOR INTERACTIVE GAMEPLAY
    • 交互式游戏的跨现实区域
    • US20130296045A1
    • 2013-11-07
    • US13464871
    • 2012-05-04
    • Alec DunKurtis McCathernMichael ElliottJ. Allen BrackTom Chilton
    • Alec DunKurtis McCathernMichael ElliottJ. Allen BrackTom Chilton
    • A63F13/12
    • A63F13/35A63F13/12A63F13/30A63F13/335A63F13/358A63F2300/407A63F2300/5533A63F2300/5553A63F2300/8082
    • Methods, computer-readable media, and specially configured machines are described for hosting an instance of a cross-realm zone that manages interaction among characters from different instances of a virtual world in a massively multiplayer online game. Different zones of the virtual world may support different numbers of realms or different combinations of realms, and some zones of the virtual world may remain as single-realm zones. When a character enters a zone, the character may be added to an instance of a cross-realm zone based on the virtual world for which the character is a member. A single cross-realm zone may handle all characters that enter the zone from a subset of realms, but not characters that enter the zone from other realms that are not in the subset of realms. Characters in a cross-realm zone might not have any affiliation or prior social connection or interaction with each other.
    • 描述了方法,计算机可读介质和专门配置的机器,用于托管跨大区域的实例,其管理在大型多人在线游戏中来自虚拟世界的不同实例的字符之间的交互。 虚拟世界的不同区域可以支持不同数量的领域或不同的领域组合,并且虚拟世界的一些区域可以保持为单一领域。 当角色进入区域时,可以基于该角色所属的虚拟世界将该角色添加到跨领域的实例。 单个交叉领域可以处理从一个领域的子集进入区域的所有字符,而不是从不在领域子集中的其他领域进入该区域的字符。 交叉领域中的角色可能没有任何关联或之前的社交关系或彼此的互动。
    • 9. 发明申请
    • Partial item change tracking and synchronization
    • 部分项目更改跟踪和同步
    • US20070078941A1
    • 2007-04-05
    • US11204067
    • 2005-08-15
    • Alec DunJoseph WarrenRobert Novitskey
    • Alec DunJoseph WarrenRobert Novitskey
    • G06F15/16
    • G06F17/30584G06F17/30575G06F17/30581G06F19/00G06Q50/24H04L51/00
    • Embodiments herein change the way item syncing is handled and tracked between two devices. Changes to items are tracked in accordance with well defined property groups and each group is tracked independently of the other. For example, one group could contain large data items, e.g., attachments, while another group could include highly volatile properties like a follow-up flag. The present invention increases the sync rates between a client and a server by syncing only select portions of an item that have changed, without monitoring the change of each individual property within the item. Accordingly, if a change is made to a small data property (e.g., follow-up flag) on a relatively large email message, such change will not trigger a large download to a client running under a cached mode, nor will there be a requirement for high storage and processing for tracking each individual property.
    • 这里的实施例改变了在两个设备之间处理和跟踪项目同步的方式。 根据明确定义的属性组跟踪对项目的更改,并且每个组都独立于其他组进行跟踪。 例如,一个组可以包含大数据项,例如附件,而另一个组可以包括高度易失性的属性,如后续标志。 本发明通过仅通过同步仅改变项目的选择部分而增加了客户端和服务器之间的同步速率,而不监视项目内的每个单独属性的变化。 因此,如果在相对较大的电子邮件消息上对小数据属性(例如后续标志)进行了更改,则这种更改不会触发向缓存模式下运行的客户端的大量下载,也不会有要求 用于跟踪每个单独财产的高存储和处理。