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    • 4. 发明授权
    • Board game
    • 棋盘游戏
    • US07549640B1
    • 2009-06-23
    • US11739469
    • 2007-04-24
    • Lenworth N. EvansPhillip Jones
    • Lenworth N. EvansPhillip Jones
    • A63F3/00
    • A63F3/00
    • A board game of chance and skill using a game board, a pair of dice, and tokens. The player throwing the highest initial roll begins game play. Rolling one six or two sixes allows movement of one token or two tokens, respectively, from a home base space marked with a country name to a starting space marked “GATE” and along a clockwise path of movement to a finish space marked “PARADISE”. A token is returned to home base space if another player's token lands on the same game space. A blockade, which may not be passed by other players' tokens until such blockade is broken, is created when two tokens of one player are placed on the same game space. An exact roll is required to enter a finish space. The first player with all tokens in his finish space is the winner.
    • 使用游戏板,一对骰子和令牌的机会和技能的棋盘游戏。 投掷最高初赛的玩家开始玩游戏。 滚动六六个或六个六个允许一个令牌或两个令牌分别从标记有国家名称的家庭空间移动到标记为“GATE”的起始空间,并沿顺时针方向移动到标有“PARADISE”的完成空间 。 如果另一个玩家的标记位于相同的游戏空间,则令牌将返回到基地空间。 当一个玩家的两个令牌被放置在同一个游戏空间时,封锁可能不会被其他玩家的令牌通过,直到这种封锁被破坏为止。 需要确切的滚动才能输入完成空间。 获胜者是第一名拥有所有令牌的球员。
    • 9. 发明申请
    • Instruction memory unit and method of operation
    • 指令存储单元和操作方法
    • US20060230259A1
    • 2006-10-12
    • US11104115
    • 2005-04-11
    • Muhammad AhmedLucian CodrescuErich PlondkeWilliam AndersonRobert LesterPhillip Jones
    • Muhammad AhmedLucian CodrescuErich PlondkeWilliam AndersonRobert LesterPhillip Jones
    • G06F9/00
    • G06F9/325G06F9/3802G06F9/3804G06F9/381
    • An instruction memory unit comprises a first memory structure operable to store program instructions, and a second memory structure operable to store program instructions fetched from the first memory structure, and to issue stored program instructions for execution. The second memory structure is operable to identify a repeated issuance of a forward program redirect construct, and issue a next program instruction already stored in the second memory structure if a resolution of the forward branching instruction is identical to a last resolution of the same. The second memory structure is further operable to issue a backward program redirect construct, determine whether a target instruction is stored in the second memory structure, issue the target instruction if the target instruction is stored in the second memory structure, and fetch the target instruction from the first memory structure if the target instruction is not stored in the second memory structure.
    • 指令存储单元包括可操作以存储程序指令的第一存储器结构,以及可操作以存储从第一存储器结构提取的程序指令并且发出用于执行的存储的程序指令的第二存储器结构。 如果前向分支指令的分辨率与其最后一个分辨率相同,则第二存储器结构可操作以识别正向程序重定向构造的重复发出,并发出已经存储在第二存储器结构中的下一个程序指令。 第二存储器结构还可操作以发出反向程序重定向结构,确定目标指令是否存储在第二存储器结构中,如果目标指令存储在第二存储器结构中,则发出目标指令,并从 如果目标指令没有存储在第二存储器结构中的第一存储器结构。