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    • 2. 发明申请
    • TWO-LEVEL CLOUD SYSTEM MIGRATION
    • 两级云系统移植
    • WO2015054832A1
    • 2015-04-23
    • PCT/CN2013/085273
    • 2013-10-16
    • EMPIRE TECHNOLOGY DEVELOPMENT LLCZHAO, RanLI, QiSONG, Xuefeng
    • ZHAO, RanLI, QiSONG, Xuefeng
    • H04L29/08
    • H04L67/141G06F17/30H04L67/10H04L67/1014H04L67/1097H04L67/148
    • Technologies are generally described for systems and methods effective to provide migration of data to a cloud computing service without interruption of service to client devices. In an example, a method includes establishing a first communication link with one or more communication devices and establishing a second communication link with a source device. The method also includes transferring via the second communication link at least a data set of a plurality of data sets of the source device and storing at least the data set to a data store. Further, the method includes receiving, via the first communication link, a request for the data set or another data set of the plurality of data sets, wherein the request is received from a communication device of the one or more communication devices.
    • 通常描述了有效提供数据到云计算服务迁移而不中断向客户端设备的服务的系统和方法的技术。 在一个示例中,一种方法包括与一个或多个通信设备建立第一通信链路并建立与源设备的第二通信链路。 该方法还包括经由第二通信链路至少将源设备的多个数据集的数据集传送并至少存储数据集到数据存储。 此外,所述方法包括经由所述第一通信链路接收对所述数据集或所述多个数据集的另一数据集的请求,其中从所述一个或多个通信设备的通信设备接收所述请求。
    • 3. 发明申请
    • RESOURCE MANAGEMENT FOR DISTRIBUTED GAMES
    • 分销游戏资源管理
    • WO2014161144A1
    • 2014-10-09
    • PCT/CN2013/073594
    • 2013-04-02
    • EMPIRE TECHNOLOGY DEVELOPMENT LLCZHAO, RanLI, QiSONG, Xuefeng
    • ZHAO, RanLI, QiSONG, Xuefeng
    • G06F19/00
    • A63F13/77A63F13/352A63F13/358A63F13/795
    • Technologies are generally described for server resource allocation for distributed games. In one example, a method includes allocating a first set of resources for a first player instance on a first server, a second set of resources for a second player instance on the first server, and a third set of resources for a third player instance on a second server. The method also includes comparing a first relationship strength defined between the first player instance and the second player instance with a second relationship strength defined between the first player instance and the third player instance. Further, the method includes distributing at least one of the first set of resources, the second set of resources, or the third set of resources between the first server and the second server based on a result of the comparing.
    • 技术通常描述用于分布式游戏的服务器资源分配。 在一个示例中,一种方法包括:在第一服务器上为第一玩家实例分配第一组资源,在第一服务器上为第二玩家实例分配第二资源集合,以及为第三玩家实例分配第三组资源 第二台服务器。 该方法还包括将在第一玩家实例和第二玩家实例之间定义的第一关系强度与在第一玩家实例和第三玩家实例之间定义的第二关系强度进行比较。 此外,该方法包括基于比较的结果在第一服务器和第二服务器之间分配第一组资源,第二资源集合或第三组资源中的至少一个。
    • 4. 发明申请
    • DATA INTERPOLATION
    • 数据插值
    • WO2016000093A1
    • 2016-01-07
    • PCT/CN2014/079225
    • 2014-06-05
    • EMPIRE TECHNOLOGY DEVELOPMENT LLCZHAO, RanLI, QiSONG, Xuefeng
    • ZHAO, RanLI, QiSONG, Xuefeng
    • G06T3/00
    • H04N7/0135G06T3/4007H04N7/0117H04N9/3188H04N21/462
    • When a picture displayed on a client device is enlarged, the client device may be configured to insert new pixels between two adjacent pixels in the picture. When actual values of the new pixels are stored on a server, the client device may submit a request to the server for actual values of the new pixels. Responsive to the request, the server may first calculate interpolation values in accordance with the same interpolation algorithm and then calculate a difference value based on the interpolation values and the actual values stored on the server. If the calculated difference value is greater than a threshold value, the server may transmit the actual values for the new pixels to the client device. Otherwise, the server may instruct the client device to calculate the interpolation values.
    • 当在客户端设备上显示的图像被放大时,客户端设备可以被配置为在图片中的两个相邻像素之间插入新的像素。 当新像素的实际值存储在服务器上时,客户端设备可以向服务器提交新的像素的实际值的请求。 响应于该请求,服务器可以首先根据相同的插值算法计算插值,然后根据内插值和存储在服务器上的实际值计算差值。 如果所计算的差值大于阈值,则服务器可以将新像素的实际值发送到客户端设备。 否则,服务器可以指示客户端设备计算内插值。
    • 7. 发明申请
    • TRANSITION METAL HYDROXY-ANION ELECTRODE FOR LITHIUM-ION BATTERY
    • 用于锂离子电池的过渡金属羟基 - 阴离子电极
    • WO2014205381A1
    • 2014-12-24
    • PCT/US2014/043468
    • 2014-06-20
    • CHAN, CandaceZHAO, Ran
    • CHAN, CandaceZHAO, Ran
    • H01M4/136H01M4/139H01M10/0525
    • H01M4/139H01M4/485H01M4/5825H01M10/0525H01M2220/20H01M2220/30Y02T10/7011
    • A transition metal hydroxy-anion electrode material for lithium-ion battery cathodes includes the charge-neutral structure M x (OH) n (XO 4 ) m , where M is one or more transition metals, x is the total number of transition metal atoms, X is sulfur or phosphorus, and x, n, and m are integers. The polyanion material has a nanostructured morphology. (OH) n (XO 4 )m is a hydroxysulfate or hydroxyphosphate, and M can be one or more (e.g., a solid solution of) transition metals selected from the group consisting of copper, iron, manganese, nickel, vanadium, cobalt, zinc, chromium, and molybdenum. A lithium-ion battery may have a cathode including M x (OH) n (XO 4 ) m as a cathode material, and an electronic device may include a lithium-ion battery having a cathode including M x (OH) n (XO 4 ) m as a cathode material.
    • 用于锂离子电池阴极的过渡金属羟基 - 阴离子电极材料包括电荷中性结构Mx(OH)n(XO4)m,其中M是一种或多种过渡金属,x是过渡金属原子的总数X 是硫或磷,x,n和m是整数。 聚阴离子材料具有纳米结构形态。 (OH)n(XO4)m是羟基硫酸盐或羟基磷酸盐,M可以是选自铜,铁,锰,镍,钒,钴,锌中的一种或多种(例如,固溶体)过渡金属 ,铬和钼。 锂离子电池可以具有包括M x(OH)n(XO 4)m作为阴极材料的阴极,并且电子器件可以包括具有包含M x(OH)n(XO 4)m的阴极的锂离子电池作为 阴极材料。