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:
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:
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:
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.
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.