Runtime Extraction of Data Parallelism
    12.
    发明申请
    Runtime Extraction of Data Parallelism 有权
    数据并行性的运行时提取

    公开(公告)号:US20120192167A1

    公开(公告)日:2012-07-26

    申请号:US13435411

    申请日:2012-03-30

    IPC分类号: G06F9/45

    摘要: Mechanisms for extracting data dependencies during runtime are provided. The mechanisms execute a portion of code having a loop and generate, for the loop, a first parallel execution group comprising a subset of iterations of the loop less than a total number of iterations of the loop. The mechanisms further execute the first parallel execution group and determining, for each iteration in the subset of iterations, whether the iteration has a data dependence. Moreover, the mechanisms commit store data to system memory only for stores performed by iterations in the subset of iterations for which no data dependence is determined. Store data of stores performed by iterations in the subset of iterations for which a data dependence is determined is not committed to the system memory.

    摘要翻译: 提供了在运行时提取数据依赖关系的机制。 所述机制执行具有循环的一部分代码,并为所述循环生成包括小于所述循环的总迭代次数的循环迭代子集的第一并行执行组。 机制进一步执行第一个并行执行组,并确定迭代子集中的每个迭代,迭代是否具有数据依赖性。 此外,机制仅将数据存储到系统存储器中,用于仅在确定了数据依赖性的迭代子集中通过迭代执行的存储。 在确定数据相关性的迭代子集中存储由迭代执行的存储数据不会提交给系统存储器。

    Wake-on-Event Game Client and Monitor for Persistent World Game Environment
    13.
    发明申请
    Wake-on-Event Game Client and Monitor for Persistent World Game Environment 审中-公开
    唤醒事件游戏客户端和持续世界游戏环境监视器

    公开(公告)号:US20080026845A1

    公开(公告)日:2008-01-31

    申请号:US11457529

    申请日:2006-07-14

    IPC分类号: A63F9/24

    摘要: A mechanism is provided for automatically waking a game client responsive to game events occurring within a persistent world online game. An event monitor monitors for events that occur in a persistent virtual world maintained by a game server. When a game event occurs that triggers an offline player rule, the player agent automatically activates execution of game client software. The player agent may also automatically log the player into the game server through the game client software. The player agent may generate and present a launcher dialog prompting the user whether to launch the game client software. Alternatively, the player agent may send a message to a messaging device of the offline player with instructions for launching the game client software remotely. Responsive to a message including a launch command, the player agent automatically launches the game client software on a game client device associated with the offline player.

    摘要翻译: 提供了一种机制,用于响应于持续世界在线游戏中发生的游戏事件而自动唤醒游戏客户端。 事件监视器监视由游戏服务器维护的持久虚拟世界中发生的事件。 当触发离线玩家规则的游戏事件发生时,玩家代理自动激活游戏客户端软件的执行。 玩家代理还可以通过游戏客户端软件自动地将玩家登录到游戏服务器。 播放器代理可以生成并呈现提示用户是否启动游戏客户端软件的启动器对话。 或者,播放器代理可以向离线播放器的消息收发设备发送消息,其具有远程启动游戏客户端软件的指令。 响应于包括发射命令的消息,播放器代理在与离线播放器相关联的游戏客户端设备上自动启动游戏客户端软件。

    Configure offline player behavior within a persistent world game
    14.
    发明授权
    Configure offline player behavior within a persistent world game 有权
    在持久的世界游戏中配置脱机播放器行为

    公开(公告)号:US08128498B2

    公开(公告)日:2012-03-06

    申请号:US11425452

    申请日:2006-06-21

    IPC分类号: A63F9/22

    摘要: A mechanism is provided for configuring offline player behavior within a persistent world game. A player agent for an offline player includes an event monitor that monitors for events that occur in a persistent virtual world maintained by a game server. When a game event occurs that triggers an offline player rule, the player agent may generate game events on behalf of the offline player. The player agent may also receive messages from an offline player. The messages may include commands for adding, removing, or editing offline player rules. A message may also include a command to view a list of rules or fire a one-time execution of a rule upon receipt. Therefore, a player may contribute to the persistent virtual world even when offline by sending commands using a messaging client or Web browser.

    摘要翻译: 提供了一种用于在持久化世界游戏中配置离线玩家行为的机制。 用于离线播放器的播放器代理包括事件监视器,其监视由游戏服务器维护的持久虚拟世界中发生的事件。 当发生触发离线玩家规则的游戏事件时,玩家代理可以代表离线玩家生成游戏事件。 播放器代理也可以从离线播放器接收消息。 消息可能包括用于添加,删除或编辑离线播放器规则的命令。 消息还可以包括查看规则列表的命令或者在接收到一次规则执行时触发。 因此,即使当通过使用消息传递客户端或Web浏览器发送命令进行脱机时,玩家也可以对持久虚拟世界作出贡献。

    Efficient Communication of Producer/Consumer Buffer Status
    15.
    发明申请
    Efficient Communication of Producer/Consumer Buffer Status 审中-公开
    生产者/消费者缓冲区状态的高效通信

    公开(公告)号:US20120317372A1

    公开(公告)日:2012-12-13

    申请号:US13593030

    申请日:2012-08-23

    IPC分类号: G06F12/00

    CPC分类号: G06F15/17337

    摘要: A mechanism is provided for efficient communication of producer/consumer buffer status. With the mechanism, devices in a data processing system notify each other of updates to head and tail pointers of a shared buffer region when the devices perform operations on the shared buffer region using signal notification channels of the devices. Thus, when a producer device that produces data to the shared buffer region writes data to the shared buffer region, an update to the head pointer is written to a signal notification channel of a consumer device. When a consumer device reads data from the shared buffer region, the consumer device writes a tail pointer update to a signal notification channel of the producer device. In addition, channels may operate in a blocking mode so that the corresponding device is kept in a low power state until an update is received over the channel.

    摘要翻译: 提供了一种用于生成器/消费者缓冲器状态的有效通信的机制。 利用该机制,当设备使用设备的信号通知通道在共享缓冲区域上执行操作时,数据处理系统中的设备通知彼此对共享缓冲区域的头和尾指针的更新。 因此,当向共享缓冲区域产生数据的生成器设备将数据写入到共享缓冲区域时,对头指针的更新被写入消费者设备的信号通知通道。 当消费者设备从共享缓冲区域读取数据时,消费者设备将尾指针更新写入生成器设备的信号通知通道。 此外,信道可以以阻塞模式操作,使得对应的设备保持在低功率状态,直到通过信道接收到更新。

    METHOD TO CONFIGURE OFFLINE PLAYER BEHAVIOR WITHIN A PERSISTENT WORLD GAME
    16.
    发明申请
    METHOD TO CONFIGURE OFFLINE PLAYER BEHAVIOR WITHIN A PERSISTENT WORLD GAME 有权
    在世界各地游戏中配置离线玩家行为的方法

    公开(公告)号:US20070298886A1

    公开(公告)日:2007-12-27

    申请号:US11425452

    申请日:2006-06-21

    IPC分类号: A63F9/24

    摘要: A mechanism is provided for configuring offline player behavior within a persistent world game. A player agent for an offline player includes an event monitor that monitors for events that occur in a persistent virtual world maintained by a game server. When a game event occurs that triggers an offline player rule, the player agent may generate game events on behalf of the offline player. The player agent may also receive messages from an offline player. The messages may include commands for adding, removing, or editing offline player rules. A message may also include a command to view a list of rules or fire a one-time execution of a rule upon receipt. Therefore, a player may contribute to the persistent virtual world even when offline by sending commands using a messaging client or Web browser.

    摘要翻译: 提供了一种用于在持久化世界游戏中配置离线玩家行为的机制。 用于离线播放器的播放器代理包括事件监视器,其监视由游戏服务器维护的持久虚拟世界中发生的事件。 当发生触发离线玩家规则的游戏事件时,玩家代理可以代表离线玩家生成游戏事件。 播放器代理也可以从离线播放器接收消息。 消息可能包括用于添加,删除或编辑离线播放器规则的命令。 消息还可以包括查看规则列表的命令或者在接收到一次规则执行时触发。 因此,即使当通过使用消息传递客户端或Web浏览器发送命令进行脱机时,玩家也可以对持久虚拟世界作出贡献。

    Efficient communication of producer/consumer buffer status
    17.
    发明授权
    Efficient communication of producer/consumer buffer status 有权
    生产者/消费者缓冲区状态的有效沟通

    公开(公告)号:US09053069B2

    公开(公告)日:2015-06-09

    申请号:US13593030

    申请日:2012-08-23

    IPC分类号: G06F15/173

    CPC分类号: G06F15/17337

    摘要: A mechanism is provided for efficient communication of producer/consumer buffer status. With the mechanism, devices in a data processing system notify each other of updates to head and tail pointers of a shared buffer region when the devices perform operations on the shared buffer region using signal notification channels of the devices. Thus, when a producer device that produces data to the shared buffer region writes data to the shared buffer region, an update to the head pointer is written to a signal notification channel of a consumer device. When a consumer device reads data from the shared buffer region, the consumer device writes a tail pointer update to a signal notification channel of the producer device. In addition, channels may operate in a blocking mode so that the corresponding device is kept in a low power state until an update is received over the channel.

    摘要翻译: 提供了一种用于生成器/消费者缓冲器状态的有效通信的机制。 利用该机制,当设备使用设备的信号通知通道在共享缓冲区域上执行操作时,数据处理系统中的设备通知彼此对共享缓冲区域的头和尾指针的更新。 因此,当向共享缓冲区域产生数据的生成器设备将数据写入到共享缓冲区域时,对头指针的更新被写入消费者设备的信号通知通道。 当消费者设备从共享缓冲区域读取数据时,消费者设备将尾指针更新写入生成器设备的信号通知通道。 此外,信道可以以阻塞模式操作,使得对应的设备保持在低功率状态,直到通过信道接收到更新。

    Apparatus and Method for Efficient Communication of Producer/Consumer Buffer Status
    18.
    发明申请
    Apparatus and Method for Efficient Communication of Producer/Consumer Buffer Status 失效
    用于生产者/消费者缓冲区状态的高效通信的装置和方法

    公开(公告)号:US20090037620A1

    公开(公告)日:2009-02-05

    申请号:US12127464

    申请日:2008-05-27

    IPC分类号: G06F3/00

    CPC分类号: G06F15/17337

    摘要: An apparatus and method for efficient communication of producer/consumer buffer status are provided. With the apparatus and method, devices in a data processing system notify each other of updates to head and tail pointers of a shared buffer region when the devices perform operations on the shared buffer region using signal notification channels of the devices. Thus, when a producer device that produces data to the shared buffer region writes data to the shared buffer region, an update to the head pointer is written to a signal notification channel of a consumer device. When a consumer device reads data from the shared buffer region, the consumer device writes a tail pointer update to a signal notification channel of the producer device. In addition, channels may operate in a blocking mode so that the corresponding device is kept in a low power state until an update is received over the channel.

    摘要翻译: 提供了用于生产者/消费者缓冲器状态的有效通信的装置和方法。 利用该设备和方法,当设备使用设备的信号通知通道在共享缓冲区域上执行操作时,数据处理系统中的设备通知彼此对共享缓冲区域的头和尾指针的更新。 因此,当向共享缓冲区域产生数据的生成器设备将数据写入到共享缓冲区域时,对头指针的更新被写入消费者设备的信号通知通道。 当消费者设备从共享缓冲区域读取数据时,消费者设备将尾指针更新写入生成器设备的信号通知通道。 此外,信道可以以阻塞模式操作,使得对应的设备保持在低功率状态,直到通过信道接收到更新。

    Virtual world event notifications from within a persistent world game
    19.
    发明授权
    Virtual world event notifications from within a persistent world game 有权
    来自持久性世界游戏的虚拟世界事件通知

    公开(公告)号:US08734254B2

    公开(公告)日:2014-05-27

    申请号:US11380021

    申请日:2006-04-25

    摘要: A mechanism is provided for generating event notifications for offline characters from within a persistent world online game. A player agent for an offline player includes an event monitor that monitors for events that occur in a persistent virtual world maintained by a game server. When a game event occurs that triggers an offline player rule, the player agent composes an event notification message and sends the message to the offline player. Event notification messages may include images, voice (text-to-speech), sound, or video. Offline players may receive event notifications at various messaging clients, such as personal computers and wireless telephones. A notification server may transmit the event notifications via existing communications channels, such as electronic mail, facsimile, instant messaging, text messaging, and voice communications.

    摘要翻译: 提供了一种用于从永久性世界在线游戏内产生离线角色的事件通知的机制。 用于离线播放器的播放器代理包括事件监视器,其监视由游戏服务器维护的持久虚拟世界中发生的事件。 当发生触发离线播放器规则的游戏事件时,播放器代理构成事件通知消息并将消息发送到脱机播放器。 事件通知消息可以包括图像,语音(文本到语音),声音或视频。 离线玩家可以在各种消息传递客户端(如个人电脑和无线电话)收到事件通知。 通知服务器可以经由诸如电子邮件,传真,即时消息,文本消息和语音通信之类的现有通信信道来发送事件通知。

    Efficient communication of producer/consumer buffer status
    20.
    发明授权
    Efficient communication of producer/consumer buffer status 失效
    生产者/消费者缓冲区状态的有效沟通

    公开(公告)号:US08275917B2

    公开(公告)日:2012-09-25

    申请号:US12127464

    申请日:2008-05-27

    CPC分类号: G06F15/17337

    摘要: A mechanism is provided for efficient communication of producer/consumer buffer status. With the mechanism, devices in a data processing system notify each other of updates to head and tail pointers of a shared buffer region when the devices perform operations on the shared buffer region using signal notification channels of the devices. Thus, when a producer device that produces data to the shared buffer region writes data to the shared buffer region, an update to the head pointer is written to a signal notification channel of a consumer device. When a consumer device reads data from the shared buffer region, the consumer device writes a tail pointer update to a signal notification channel of the producer device. In addition, channels may operate in a blocking mode so that the corresponding device is kept in a low power state until an update is received over the channel.

    摘要翻译: 提供了一种用于生成器/消费者缓冲器状态的有效通信的机制。 利用该机制,当设备使用设备的信号通知通道在共享缓冲区域上执行操作时,数据处理系统中的设备通知彼此对共享缓冲区域的头和尾指针的更新。 因此,当向共享缓冲区域产生数据的生成器设备将数据写入到共享缓冲区域时,对头指针的更新被写入消费者设备的信号通知通道。 当消费者设备从共享缓冲区域读取数据时,消费者设备将尾指针更新写入生成器设备的信号通知通道。 此外,信道可以以阻塞模式操作,使得对应的设备保持在低功率状态,直到通过信道接收到更新。