Valves for actuating the flow of pressurized fluids and device containing same
    1.
    发明授权
    Valves for actuating the flow of pressurized fluids and device containing same 失效
    用于致动加压流体流动的阀和含有其的装置

    公开(公告)号:US06418920B1

    公开(公告)日:2002-07-16

    申请号:US09628267

    申请日:2000-07-28

    申请人: Michael D. Marr

    发明人: Michael D. Marr

    IPC分类号: F41B1100

    CPC分类号: F41B11/721 F41B11/723

    摘要: A valve is disclosed that generally includes: a valve body that preferably has at least three exhaust ports, which are preferably located in a recess, thereby allowing a larger volume of fluid to flow out from the passageway and providing less restrictive fluid flow; a valve stem with preferably a predetermined diameter along its length to take up less volume in the passageway and interfering less with the flow of pressurized fluid; a preferably aerodynamic seal that provides for less pressure on the seal, more fluid to flow between the valve chamber bore and the passageway, and less turbulence, thereby providing increased fluid flow and allowing the valve to be utilized with both high and low fluid pressure; and a strikable portion to regulate the valve without reliance on such external factors as fluid pressure, valve return spring pressure, striker spring pressure, and striker weight. The valve is preferably further regulated by a spring that is abutted between the strikable portion and the valve body, the spring and strikable portion forming a rear spring assembly that causes the valve stem to travel a constant distance, thereby providing a constant amount of fluid volume relevant to fluid pressure through the valve, further increasing fluid flow and volume, and further decreasing acoustic irregularities. Furthermore, the valve might include a plurality of channels that preferably communicate with the recess, thereby allowing bi-directional movement of fluid through the valve, a recycling of fluid pressure, and the use of low fluid pressures.

    摘要翻译: 公开了一种阀,其通常包括:阀体,其优选地具有至少三个排气口,其优选地位于凹部中,从而允许更大体积的流体从通道流出并提供较少限制性的流体流动; 阀杆,其长度优选地具有预定直径,以在通道中占据较少的体积,并且与加压流体的流动相比较少; 优选空气动力学密封件,其提供对密封件的较小的压力,在阀室孔和通道之间流动更多的流体,并且具有较少的湍流,由此提供增加的流体流动并允许阀门同时使用高流体和低流体压力; 以及不依赖于诸如流体压力,阀复位弹簧压力,撞击弹簧压力和撞击锤重量之类的外部因素来调节阀的可刺破部分。 阀优选地通过与可冲切部分和阀体之间的弹簧对接的弹簧进一步调节,弹簧和可刺破部分形成后弹簧组件,其使阀杆行进恒定距离,由此提供恒定量的流体体积 与通过阀的流体压力相关,进一步增加流体流量和体积,并进一步减小声学不规则性。 此外,阀可以包括优选地与凹部连通的多个通道,从而允许流体通过阀的双向运动,流体压力的再循环以及低流体压力的使用。

    VIDEO GAME STORAGE MANAGEMENT
    2.
    发明申请
    VIDEO GAME STORAGE MANAGEMENT 有权
    视频游戏存储管理

    公开(公告)号:US20160001189A1

    公开(公告)日:2016-01-07

    申请号:US14703678

    申请日:2015-05-04

    IPC分类号: A63F13/95

    CPC分类号: A63F13/95 A63F13/30 A63F13/79

    摘要: Aspects of the invention provide for management of storage space utilized by video game information based in part on the engagement of the video game user. For example, one aspect of the invention provides a method of providing information for play of a video game, comprising determining a storage parameter based on user game play related information, the storage parameter indicative of level of commitment of the user to the video game; outside of a game play session of the video game, providing, over a communications network, first information to a compute device associated with the user, the first information for use in providing for game play of the video game by the compute device, the first information being an amount of information determined based on the storage parameter; and during a game play session of the video game, providing additional information for use in providing for game play of the video game by the compute device.

    摘要翻译: 本发明的方面部分地基于视频游戏用户的参与来提供由视频游戏信息使用的存储空间的管理。 例如,本发明的一个方面提供一种提供用于播放视频游戏的信息的方法,包括:基于用户游戏相关信息确定存储参数,所述存储参数指示用户对视频游戏的承诺级别; 在视频游戏的游戏游戏之外,通过通信网络向与用户相关联的计算设备提供第一信息,用于由计算设备提供视频游戏的游戏,第一信息 信息是基于存储参数确定的信息量; 并且在视频游戏的游戏过程中,提供用于通过计算设备提供视频游戏的游戏的附加信息。

    System and method for obfuscating code using instruction replacement scheme
    3.
    发明授权
    System and method for obfuscating code using instruction replacement scheme 有权
    使用指令替换方案对代码进行模糊处理的系统和方法

    公开(公告)号:US07383443B2

    公开(公告)日:2008-06-03

    申请号:US10185658

    申请日:2002-06-27

    IPC分类号: G06F21/00 G06F12/14

    CPC分类号: G06F21/14

    摘要: A technique for obfuscating code. A list of one-byte instructions for a particular processor is created. Bytes in a function to be obfuscated are randomly selected, and these bytes are replaced with one-byte instructions from the list. A table that identifies the replaced bytes and their original values is inserted into the executable that contains the function. When the function is called, the function is deobfuscated by consulting the table to restore the replaced bytes to their original values.

    摘要翻译: 一种混淆代码的技术。 创建一个特定处理器的单字节指令列表。 随机选择要被模糊化的函数中的字节,并从列表中替换为一个字节的指令。 标识替换的字节及其原始值的表将插入到包含该函数的可执行文件中。 当函数被调用时,通过查看表来将该函数恢复为模糊,以将替换的字节恢复到其原始值。

    Generating resized images using ripple free image filtering
    4.
    发明授权
    Generating resized images using ripple free image filtering 有权
    使用无纹图像滤波生成调整大小的图像

    公开(公告)号:US06816622B2

    公开(公告)日:2004-11-09

    申请号:US09982435

    申请日:2001-10-18

    IPC分类号: G06K940

    摘要: An optimal filter kernel, formed by convolving a box filter with a filter of fixed integer width and unity area, is used to perform image resizing and reconstruction. The optimal filter has forced zeros at locations along a frequency scale corresponding to the reciprocal of the spacing of one or more pixels that comprise a source image to be resized. When a rescale value for a source image is selected, the optimal filter kernel is computed, mapped to the source image, and centered upon a location within the source image corresponding to the position of an output pixel to be generated. The number of pixels that lie underneath the optimal filter kernel is established by multiplying the number of pixels that comprise the width of the source image by the selected rescale value. Upon mapping the optimal filter kernel, the output pixel values that comprise the resized image are then evaluated by processing the one or more source image pixels, such as through interpolation. Alternatively, the output pixel values of the resized image are calculated by performing partial integral analysis with respect to a standard filter kernel of fixed width and unity area. The output pixel values are calculated by multiplying the pixel value for each pixel under the kernel by the area of the standard filter kernel surrounding the pixel. The products are then summed to reveal the output pixel value, and placed into the output image buffer. Both of these methods speed up the computation process, while producing a ripple free output image.

    Edge cycle collision detection in graphics environment
    5.
    发明授权
    Edge cycle collision detection in graphics environment 失效
    图形环境中的边缘循环碰撞检测

    公开(公告)号:US6049341A

    公开(公告)日:2000-04-11

    申请号:US953629

    申请日:1997-10-20

    IPC分类号: G06T13/20 G06T15/00

    摘要: A collision of a moving object with another object in a 3D virtual world is efficiently determined in real time so that the technique is usable over a network. An object in the 3D virtual world is projected onto a 2D plane. The projection of the object is bounded by a two-sided edge cycle that is formed from a sequence of line segments having endpoints that are consecutively joined at an ordered series of vertices. One side, which is formed by a counterclockwise ordering of the line segments and their respective vertices, is characterized as "front facing." The other side is characterized as "back facing." Additionally, the front and back facing characterization of a side of the edge cycle is determined by the disposition of the moving object, i.e., the closest side of the edge cycle to the moving object is its back facing side. A path line segment is developed for the projection of a path of a moving object onto the 2D plane, and a path line equation is determined for the path line segment. The path line equation is employed to identify any positive to negative sign transition between consecutive vertices of a front facing line segment of the edge cycle. An edge cycle line equation is then evaluated with the endpoints of the path line segment for the moving object to determine if the path line segment has intersected the line segment of the edge cycle during a particular time period.

    摘要翻译: 移动物体与3D虚拟世界中的另一物体的碰撞被有效地实时地确定,使得该技术可以在网络上使用。 3D虚拟世界中的一个对象被投影到2D平面上。 对象的投影由两边缘周期限制,该双边缘周期由具有在有序的顶点序列连续地连接的端点的一系列线段形成。 通过线段的逆时针顺序和它们各自的顶点形成的一个侧面被表征为“前面”。 另一方面被称为“背面”。 此外,边缘周期的一侧的正面和背面表征由移动物体的设置决定,即边缘周期与移动物体的最靠近的侧面是其背面侧。 开发路线线段用于将运动物体的路径投影到2D平面上,并且为路线线段确定路线方程。 使用路线方程来识别边缘周期的前面线段的连续顶点之间的任何正向负号转换。 然后用运动对象的路径线段的端点评估边缘循环线方程,以确定在特定时间段内路径线段是否与边缘周期的线段相交。