Error scanning in flash memory
    81.
    发明授权
    Error scanning in flash memory 有权
    在闪存中扫描错误

    公开(公告)号:US07770079B2

    公开(公告)日:2010-08-03

    申请号:US11843466

    申请日:2007-08-22

    IPC分类号: G11C29/00

    CPC分类号: G06F11/006 G06F11/106

    摘要: Various embodiments include methods, apparatus, and systems to scan at least a portion of a memory device for potential errors when a condition for scanning is met. The condition may be dependent on one or more of a number of read operations, a number of write operations, time, and others. Other embodiments including additional methods, apparatus, and systems are disclosed.

    摘要翻译: 各种实施例包括当满足扫描条件时扫描存储器件的至少一部分以用于潜在错误的方法,装置和系统。 条件可以取决于多个读取操作,多个写入操作,时间等中的一个或多个。 公开了包括附加方法,装置和系统的其它实施例。

    Flash memory architecture with separate storage of overhead and user data
    82.
    发明申请
    Flash memory architecture with separate storage of overhead and user data 有权
    闪存体系结构,分开存储开销和用户数据

    公开(公告)号:US20070124533A1

    公开(公告)日:2007-05-31

    申请号:US11595730

    申请日:2006-11-08

    IPC分类号: G06F12/00

    摘要: A flash memory system segregates overhead data from user data so that overhead data may be address, programmed and erased independently from user data. The non-volatile memory medium of a flash memory system is mapped into a plurality of separate and separately addressable memory blocks that are independently programmable and independently erasable, including Dedicated Overhead Blocks and Dedicated Data Blocks. The Dedicated Overhead Blocks are mapped according to a plurality of distinguishably addressable segments. User Data defined by a VLBA is stored in a Dedicated Data Block within the flash memory. Successively generated sets of Overhead Data, such as a cross reference to the physical address of the user data, flags, and Error Correction Data generated in conjunction with incoming User Data, are stored in respective segments in the Dedicated Overhead Blocks. When a Dedicated Overhead Block is designated for erasure, any current overhead segments are consolidated and moved to a new Dedicated Overhead Block., and the full or obsolete block is erased.

    摘要翻译: 闪存系统将开销数据与用户数据隔离开,使得开销数据可以独立于用户数据进行地址,编程和擦除。 闪速存储器系统的非易失性存储介质被映射到独立且可单独地寻址的存储器块,其独立地可编程并且可独立地可擦除,包括专用开销块和专用数据块。 专用开销块根据多个可区分地寻址的段映射。 由VLBA定义的用户数据存储在闪存中的专用数据块中。 随后生成的开销数据集,如与用户数据的结合物理地址的交叉引用,标志和与输入用户数据一起生成的纠错数据,存储在专用开销块中的相应段中。 当专用的开销块被指定用于擦除时,任何当前的开销段都被合并并移动到一个新的专用开销块,并且完全或过时的块被擦除。

    Flash memory architecture with separate storage of overhead and user data
    83.
    发明授权
    Flash memory architecture with separate storage of overhead and user data 有权
    闪存体系结构,分开存储开销和用户数据

    公开(公告)号:US07155559B1

    公开(公告)日:2006-12-26

    申请号:US09648271

    申请日:2000-08-25

    IPC分类号: G06F12/02

    摘要: A flash memory system segregates overhead data from user data so that overhead data may be addressed, programmed and erased independently from user data. The non-volatile memory medium of a flash memory system is mapped into a plurality of separately addressable memory blocks that are independently programmable and independently erasable, including a plurality of Dedicated Overhead Blocks and Dedicated Data Blocks. The Dedicated Overhead Blocks are mapped according to a plurality of distinguishably addressable segments, and include a first Dedicated Overhead Block and a second Dedicated Overhead Block. User Data defined by a VLBA is stored in a Dedicated Data Block within the flash memory.

    摘要翻译: 闪存系统将开销数据与用户数据隔离开,从而可以独立于用户数据寻址,编程和擦除开销数据。 闪速存储器系统的非易失性存储介质被映射到独立可编程且可独立地可擦除的多个单独可寻址的存储器块,包括多个专用开销块和专用数据块。 专用开销块根据多个可区分的可寻址段映射,并且包括第一专用开销块和第二专用开销块。 由VLBA定义的用户数据存储在闪存中的专用数据块中。

    ID-less format defect management for automatic track processing including translation of physical sector number into logical sector number
    84.
    发明授权
    ID-less format defect management for automatic track processing including translation of physical sector number into logical sector number 失效
    用于自动跟踪处理的无ID格式缺陷管理,包括将物理扇区号转换为逻辑扇区号

    公开(公告)号:US06560055B1

    公开(公告)日:2003-05-06

    申请号:US08434457

    申请日:1995-05-02

    IPC分类号: G11B509

    摘要: Defect management for automatic track processing without an ID field, processes defect information for a track on a magnetic media within a disk drive system. A system which uses any method of defect management including linear replacement, sector slipping, cylinder slipping or segment slipping, can be supported. A physical sector number for each sector is translated to a logical sector number relating to the order of data on a track. This translation of the physical sector number to a logical sector number for automatic track processing can be accomplished using any one of three methods: 1) a track defect table can be built in the buffer RAM; 2) the defect information can be written in the header of every sector; or 3) a system FIFO, located in the onboard logic, can be used to manage the defect list. In the second method, the header subfield comprises four defect records. In the third method, if there are more defect records for the track than will fit in the FIFO, then the first and second banks are each loaded while the other is being processed in a ping-pong manner until all of the defect records for the track have been processed. A defect record includes a physical sector number of the defective sector, an offset number and a flag indicating whether or not the defective sector has been slipped. Defect flags are automatically generated by the system for each defective sector.

    摘要翻译: 缺少ID字段的自动跟踪处理的缺陷管理,处理磁盘驱动器系统中磁性介质上的磁道的缺陷信息。 可以支持使用任何缺陷管理方法的系统,包括线性替换,扇形滑动,气缸滑动或段滑动。 每个扇区的物理扇区号被转换为与轨道上的数据顺序有关的逻辑扇区号。 将物理扇区号转换为用于自动轨道处理的逻辑扇区号可以使用以下三种方法之一完成:1)轨道缺陷表可以内置在缓冲RAM中; 2)缺陷信息可以写在每个扇区的标题中; 或3)位于板载逻辑中的系统FIFO可用于管理缺陷列表。 在第二种方法中,标题子字段包括四个缺陷记录。 在第三种方法中,如果轨道的缺陷记录多于符合FIFO的缺陷记录,则第一和第二组各自被加载,而另一个正在以乒乓方式处理,直到所有的缺陷记录为 轨道已经被处理。 缺陷记录包括缺陷扇区的物理扇区号,偏移号和指示缺陷扇区是否已经滑动的标志。 缺陷扇区由系统自动生成。

    Flash memory mass storage architecture
    85.
    发明授权
    Flash memory mass storage architecture 失效
    闪存大容量存储架构

    公开(公告)号:US5388083A

    公开(公告)日:1995-02-07

    申请号:US38668

    申请日:1993-03-26

    摘要: A semiconductor mass storage system and architecture can be substituted for a rotating hard disk. The system and architecture avoid an erase cycle each time information stored in the mass storage is changed. (The erase cycle is understood to include, fully programming the block to be erased, and then erasing the block.) Erase cycles are avoided by programming an altered data file into an empty mass storage block rather than over itself as hard disk would. Periodically, the mass storage will need to be cleaned up. Secondly, all blocks in the mass storage are used evenly. These advantages are achieved through the use of several flags, a map to correlate a logical address of a block to a physical address of that block and a count register for each block. In particular, flags are provided for defective blocks, used blocks, old version of a block, a count to determine the number of times a block has been erased and written and erase inhibit flag.

    摘要翻译: 半导体大容量存储系统和架构可以代替旋转硬盘。 每当存储在大容量存储器中的信息改变时,系统和架构避免了擦除周期。 (擦除周期被理解为包括完全编程要擦除的块,然后擦除块)。通过将更改后的数据文件编程为空的大容量存储块而不是将硬盘自身编程,可以避免擦除周期。 定期地,大容量存储将需要清理。 其次,大容量存储中的所有块均匀使用。 这些优点通过使用几个标志来实现,地图将块的逻辑地址与该块的物理地址和每个块的计数寄存器相关联。 特别地,为缺陷块,使用块,旧版块,用于确定块被擦除的次数和写入和擦除禁止标志的计数提供标志。

    Game controller capable of storing and executing stored sequences of
user playing button settings
    86.
    发明授权
    Game controller capable of storing and executing stored sequences of user playing button settings 失效
    游戏控制器能够存储和执行用户播放按钮设置的存储序列

    公开(公告)号:US5317505A

    公开(公告)日:1994-05-31

    申请号:US630170

    申请日:1990-12-19

    摘要: The user controller for a video game has a set of auxiliary buttons from which a user may input requests to store, request and execute stored sequences of user playing button settings. The auxiliary buttons are programmable and could be assigned to arbitrary special moves matching the needs of different games or of different stages of one game. The controller can store any arbitrary sequence of user play button settings to relieve the user from having to repeat inputting the sequence. The user may also add to a stored sequence during execution on the fly to form a merged sequence which may be stored. The controller also permits the user to override a stored sequence during execution. Special moves possible include a sequence of fast paced reproductions of predetermined moves. The controller also disregards unintended idle settings to provide more realistic rendition of stored sequences.

    摘要翻译: 用于视频游戏的用户控制器具有一组辅助按钮,用户可从该按钮输入存储,请求和执行存储的用户播放按钮设置序列的请求。 辅助按钮是可编程的,并且可以被分配到符合不同游戏或不同阶段的一个游戏的需要的任意特殊动作。 控制器可以存储任意任意的用户播放按钮设置序列,以缓解用户不必重复输入序列。 用户还可以在执行期间在运行中添加到存储的序列,以形成可被存储的合并序列。 控制器还允许用户在执行期间覆盖存储的序列。 特别的动作可能包括一系列快节奏的预定动作的复制品。 控制器还忽略了非预期的空闲设置,以提供更逼真的存储序列。