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    • 1. 发明授权
    • Simple, reliable, connectionless communication mechanism
    • 简单,可靠,无连接的通信机制
    • US09396159B2
    • 2016-07-19
    • US11860914
    • 2007-09-25
    • Michael K. WongRabin A. SugumarStephen E. PhillipsHugh KurthSuraj SudhirJochen Behrens
    • Michael K. WongRabin A. SugumarStephen E. PhillipsHugh KurthSuraj SudhirJochen Behrens
    • H04L12/28G06F15/173
    • G06F15/17356
    • A server interconnect system includes a first server node operable to send and receive messages and a second server nodes operable to send and receive messages. The system further comprises a first interface unit in communication with the first server node and a second interface unit in communication with the second server node. The first interface unit has a first set of message send registers and a first set of message receive registers. Similarly, the second interface unit has a second set of message send registers and a second set of message receive registers. The server interconnect system also includes a communication switch that receives and routes a message from the first or second server nodes when either of the first or second registers indicates that a valid message is ready to be sent. A method implemented by the server interconnect system is also provided.
    • 服务器互连系统包括可操作以发送和接收消息的第一服务器节点和可操作以发送和接收消息的第二服务器节点。 该系统还包括与第一服务器节点通信的第一接口单元和与第二服务器节点通信的第二接口单元。 第一接口单元具有第一组消息发送寄存器和第一组消息接收寄存器。 类似地,第二接口单元具有第二组消息发送寄存器和第二组消息接收寄存器。 服务器互连系统还包括通信交换机,当第一或第二寄存器中的任一个指示有效消息准备好发送时,该通信交换机接收并路由来自第一或第二服务器节点的消息。 还提供了由服务器互连系统实现的方法。
    • 2. 发明申请
    • SIMPLE, RELIABLE, CORRECTIONLESS COMMUNICATION MECHANISM
    • 简单,可靠,无差错的通信机制
    • US20090080439A1
    • 2009-03-26
    • US11860914
    • 2007-09-25
    • Michael K. WongRabin A. SugumarStephen E. PhillipsHugh KurthSuraj SudhirJochen Behrens
    • Michael K. WongRabin A. SugumarStephen E. PhillipsHugh KurthSuraj SudhirJochen Behrens
    • H04L12/56
    • G06F15/17356
    • A server interconnect system includes a first server node operable to send and receive messages and a second server nodes operable to send and receive messages. The system further comprises a first interface unit in communication with the first server node and a second interface unit in communication with the second server node. The first interface unit has a first set of message send registers and a first set of message receive registers. Similarly, the second interface unit has a second set of message send registers and a second set of message receive registers. The server interconnect system also includes a communication switch that receives and routes a message from the first or second server nodes when either of the first or second registers indicates that a valid message is ready to be sent. A method implemented by the server interconnect system is also provided.
    • 服务器互连系统包括可操作以发送和接收消息的第一服务器节点和可操作以发送和接收消息的第二服务器节点。 该系统还包括与第一服务器节点通信的第一接口单元和与第二服务器节点通信的第二接口单元。 第一接口单元具有第一组消息发送寄存器和第一组消息接收寄存器。 类似地,第二接口单元具有第二组消息发送寄存器和第二组消息接收寄存器。 服务器互连系统还包括通信交换机,当第一或第二寄存器中的任一个指示有效消息准备好发送时,该通信交换机接收并路由来自第一或第二服务器节点的消息。 还提供了由服务器互连系统实现的方法。
    • 4. 发明授权
    • Multi-player audio game and game console
    • 多玩家音响游戏和游戏机
    • US07549645B1
    • 2009-06-23
    • US11345025
    • 2006-01-31
    • Michael K. Wong
    • Michael K. Wong
    • A63F9/18G06F15/02
    • A63F13/80A63F9/183A63F13/12A63F13/323A63F13/54A63F2003/00126A63F2009/247A63F2300/403A63F2300/8047A63F2300/8064G09B15/00
    • A multi-player audio game system and game console enables players to compete against each other based on music that is contained in their own personal music player devices. The game console has multiple ports to allow the players to plug their audio player devices into the game console. In response to pressing a Next button to advance the game, the console displays a music question or challenge selected from questions stored in memory. Upon seeing the challenge displayed, the players compete to be the first to submit a music entry (by playing their entry and pressing the respective Enter button on the console) that meets the challenge from among the songs stored on their audio player devices. The console has an audio signal queuing mechanism to allow the first-in-time player's song input to be played on a speaker while muting the other players' song inputs. If the first-in-time player's entry is deemed incorrect by the other players, the player's Enter button can be pressed a second time to mute that player's song input and allow the next-in-time player's song input to be played, and so on until a winner is found.
    • 多播放器音频游戏系统和游戏控制台使得玩家能够基于包含在他们自己的个人音乐播放器设备中的音乐相互竞争。 游戏机具有多个端口,允许播放器将音频播放器设备插入游戏机。 响应按下一步按钮推进游戏,控制台显示音乐问题或选择存储在内存中的问题挑战。 看到所显示的挑战后,玩家将首先通过音乐播放器设备中存储的歌曲中的第一个提交音乐录像(通过播放录像并按下控制台上的相应的Enter按钮)来满足挑战。 控制台具有音频信号排队机构,以允许在扬声器上播放第一时间播放器的歌曲输入,同时使其他播放器的歌曲输入静音。 如果其他玩家的入场时间被认为不正确,则可以再次按下玩家的“输入”按钮,使该播放器的歌曲输入静音,并允许下次播放器的歌曲输入被播放,等等 直到找到赢家。
    • 8. 发明申请
    • EFFICIENT ACL LOOKUP ALGORITHMS
    • 有效的ACL查询算法
    • US20100080223A1
    • 2010-04-01
    • US12241987
    • 2008-09-30
    • Michael K. WongYatin V. GajjarRavinder Kumar
    • Michael K. WongYatin V. GajjarRavinder Kumar
    • H04L12/56
    • H04L45/00H04L45/7457
    • A rule management system and methods are disclosed. A rule management system includes a processor and an interface for receiving data comprising a plurality of data fields. The processor includes in a data structure nodes corresponding to combinations of first and second data field values. The data structure includes a node for each combination of first and second data field values for which there exists at least one rule and does not include at least one node corresponding to at least one combination of first and second data field values for which there does not exist a rule. The processor associates rules with each node of the data structure. A node and an associated set of rules for processing a data packet may be identified by determining first and second indices into the data structure that correspond to first and second data field values of the received data packet.
    • 公开了规则管理系统和方法。 规则管理系统包括处理器和用于接收包括多个数据字段的数据的接口。 处理器在数据结构中包括对应于第一和第二数据字段值的组合的节点。 数据结构包括用于其中存在至少一个规则的第一和第二数据字段值的每个组合的节点,并且不包括对应于不存在的第一和第二数据字段值的至少一个组合的至少一个节点 存在规则。 处理器将规则与数据结构的每个节点相关联。 用于处理数据分组的节点和相关联的规则集可以通过确定数据结构中对应于接收到的数据分组的第一和第二数据字段值的第一和第二索引来识别。
    • 9. 发明申请
    • MULTI-PLAYER AUDIO GAME PLAYABLE ON INTERNET
    • 多媒体音乐游戏在互联网上播放
    • US20090305784A1
    • 2009-12-10
    • US12482393
    • 2009-06-10
    • Michael K. Wong
    • Michael K. Wong
    • A63F13/00A63F9/24
    • A63F13/335A63F9/183A63F13/12A63F13/358A63F13/80A63F2003/00126A63F2009/247A63F2300/534A63F2300/8047A63F2300/8064G09B7/02G09B15/00G10H2220/145G10H2240/175
    • An audio game system and method playable with a website server having an online connection on a network such as the Internet to a plurality of computers for respective participants employs a website enabled to receive from each participant's computer a music file entry selected in response to a game question or challenge issued by the website and determining an ordering by time of response of a first-in-time music file entry and sending it for audio playback on the participants' computers as a winning entry to the game question or challenge. Preferably, a participant's time-of-response is measured by a client applet on each participant's computer, and sent with the music file entry to the website server to enable the server to determine at least a first-in-time response accurately despite differences in bandwidth and connection speeds of the participants' computers.
    • 具有网络服务器的网络服务器可播放的音频游戏系统和方法,所述网站服务器具有诸如因特网的网络到各个参与者的多个计算机的在线连接,使用能够从每个参与者的计算机接收响应于游戏选择的音乐文件条目的网站 由网站发出的问题或挑战,并确定按时间顺序排列第一时间音乐文件条目,并将其发送给参与者的计算机上的音频播放作为游戏问题或挑战的获胜条目。 优选地,参与者的响应时间由每个参与者的计算机上的客户端小程序来测量,并且与音乐文件条目一起发送到网站服务器,以使服务器能够精确地确定至少一个即时响应,尽管差异 参与者电脑的带宽和连接速度。