Managing a storage device using a hybrid controller
    1.
    发明授权
    Managing a storage device using a hybrid controller 有权
    使用混合控制器管理存储设备

    公开(公告)号:US09158459B2

    公开(公告)日:2015-10-13

    申请号:US13412088

    申请日:2012-03-05

    IPC分类号: G06F3/06

    摘要: Methods, apparatuses, and computer program products for managing a storage device using a hybrid controller are provided where the storage device comprises an internal peripheral component interconnect express (PCIe) interface to control solid state memory within the storage device. In particular embodiments, the storage device includes a first external interface configured to establish an external PCIe link and a second external interface configured to establish at least one of an external serial attached small computer system interface (SAS) link and an external serial advanced technology attachment (SATA) link. Embodiments include receiving from an external source, by the hybrid controller, a first command at the first external interface and a second command at the second external interface; and concurrently implementing, by the hybrid controller, the first command using a PCIe protocol and the second command using one of a SAS protocol and a SATA protocol.

    摘要翻译: 提供了用于使用混合控制器管理存储设备的方法,设备和计算机程序产品,其中存储设备包括用于控制存储设备内的固态存储器的内部外围组件互连快速(PCIe)接口。 在特定实施例中,存储设备包括被配置为建立外部PCIe链路的第一外部接口和被配置为建立外部串行连接的小型计算机系统接口(SAS)链路和外部串行高级技术附件中的至少一个的第二外部接口 (SATA)链接。 实施例包括:通过混合控制器从外部源接收在第一外部接口处的第一命令和在第二外部接口处的第二命令; 并且由混合控制器同时使用PCIe协议执行第一命令,并且使用SAS协议和SATA协议之一同时实施第二命令。

    Asynchronous raid stripe writes to enable response to media errors
    3.
    发明授权
    Asynchronous raid stripe writes to enable response to media errors 有权
    异步RAID条带写入,以响应媒体错误

    公开(公告)号:US08914668B2

    公开(公告)日:2014-12-16

    申请号:US13605350

    申请日:2012-09-06

    IPC分类号: G06F11/00

    摘要: A method includes detecting that a first file and a second file are duplicates, and storing the first file and the second file to a target storage device. Metadata is written to the target storage device in association with the first file, wherein the metadata identifies the location of the second file that is a duplicate of the first file. Later, an application program requests a first read operation to read the first file. In response to a media error that results from the first read operation, the target storage device reads the metadata associated with the first file to identify the location of the second file, performs a second read operation to read the second file instead of the first file, and provides the second file to the application program in satisfaction of the requested first read operation.

    摘要翻译: 一种方法包括检测第一文件和第二文件是否复制,并将第一文件和第二文件存储到目标存储装置。 将元数据与第一文件相关联地写入目标存储设备,其中元数据标识第二文件的位置,该第二文件是第一文件的副本。 之后,应用程序请求第一次读取操作来读取第一个文件。 响应于由第一读取操作产生的媒体错误,目标存储设备读取与第一文件相关联的元数据以识别第二文件的位置,执行第二读操作以读取第二文件而不是第一文件 并且将第二文件提供给应用程序以满足所请求的第一读取操作。

    REMAPPING DISK DRIVE I/O IN RESPONSE TO MEDIA ERRORS
    4.
    发明申请
    REMAPPING DISK DRIVE I/O IN RESPONSE TO MEDIA ERRORS 有权
    重新启动磁盘驱动器I / O以响应媒体错误

    公开(公告)号:US20140068323A1

    公开(公告)日:2014-03-06

    申请号:US13605269

    申请日:2012-09-06

    IPC分类号: G06F11/16

    CPC分类号: G06F11/2094 G06F2201/83

    摘要: A method for handling media errors during a read operation on a data storage device. The method comprises detecting that a first file and a second file are duplicates, wherein the first file is stored on a first storage device. Metadata is written to the first storage device in association with the first file, wherein the metadata identifies the location of the second file that is a duplicate of the first file. Later, an application program requests a first read operation to read the first file. In response to a media error that results from the first read operation, the method reads the metadata associated with the first file to identify the location of the second file, performs a second read operation to read the second file instead of the first file, and provides the second file to the application program in satisfaction of the requested first read operation.

    摘要翻译: 一种在数据存储设备的读取操作期间处理媒体错误的方法。 该方法包括检测第一文件和第二文件是否是重复的,其中第一文件被存储在第一存储设备上。 将元数据与第一文件相关联地写入第一存储设备,其中元数据标识第二文件的位置,该第二文件是第一文件的副本。 之后,应用程序请求第一次读取操作来读取第一个文件。 响应于从第一读取操作产生的媒体错误,该方法读取与第一文件相关联的元数据以识别第二文件的位置,执行第二读取操作以读取第二文件而不是第一文件,以及 向应用程序提供第二个文件以满足所请求的第一读取操作。

    DYNAMIC OPTIMIZATION OF COMMAND ISSUANCE IN A COMPUTING CLUSTER
    5.
    发明申请
    DYNAMIC OPTIMIZATION OF COMMAND ISSUANCE IN A COMPUTING CLUSTER 有权
    计算机组中命令问题的动态优化

    公开(公告)号:US20140032628A1

    公开(公告)日:2014-01-30

    申请号:US13557186

    申请日:2012-07-24

    IPC分类号: G06F15/16

    摘要: Embodiments of the present invention provide a method, system and computer program product for dynamic optimization of command sequencing in a computing cluster. In an embodiment of the invention, a method for dynamic optimization of command sequencing in a computing cluster can include selecting a set of nodes in the computing cluster to receive a single command and probing the nodes of the set to compute a computer communications latency for each of the nodes. Thereafter, the single command can be transmitted to the nodes in the set according to a sequence determined by the computed computer communications latency for each of the nodes.

    摘要翻译: 本发明的实施例提供了一种用于计算群集中的命令排序的动态优化的方法,系统和计算机程序产品。 在本发明的一个实施例中,用于计算集群中的命令排序的动态优化的方法可以包括:选择计算集群中的一组节点以接收单个命令并且探测集合的节点以计算每个节点的计算机通信延迟 的节点。 此后,单个命令可以根据由计算的每个节点的计算机通信延迟确定的序列被发送到集合中的节点。

    DYNAMIC PEER-TO-PEER MAP RECONCILIATION IN A MULTIPLAYER GAMING ENVIRONMENT
    6.
    发明申请
    DYNAMIC PEER-TO-PEER MAP RECONCILIATION IN A MULTIPLAYER GAMING ENVIRONMENT 审中-公开
    多玩家游戏环境中的动态对等地图重建

    公开(公告)号:US20130172084A1

    公开(公告)日:2013-07-04

    申请号:US13339873

    申请日:2011-12-29

    IPC分类号: A63F13/00

    摘要: A multiplayer game data processing system includes a computer coupled to a host server over a network and a game client executing in the computer and providing a user interface to a map of a virtual world provided by a game server hosted by the host server. The system additionally includes a map generator generating a portion of the map according to a corresponding contemporaneous position of a game player in the virtual world. Finally, the system includes a peer-to-peer map reconciliation module. The module includes program code enabled to detect movement of the game player to a new position in the virtual world in proximity to a bordering map generated by a different game player and to generate a new portion of the map for the new position of the game player that is consistent with a portion of the bordering map in respect to both structure and terrain.

    摘要翻译: 多人游戏数据处理系统包括通过网络耦合到主机服务器的计算机和在计算机中执行的游戏客户端,并且向由主机服务器托管的游戏服务器提供的虚拟世界的地图提供用户界面。 该系统还包括地图生成器,其根据游戏玩家在虚拟世界中的相应同期位置生成地图的一部分。 最后,系统包括对等地图对照模块。 该模块包括程序代码,用于检测游戏玩家在虚拟世界中与由不同游戏玩家生成的边界地图附近的新位置的移动,并且为游戏玩家的新位置生成地图的新部分 这与在结构和地形方面的边界地图的一部分是一致的。

    CONTACT LIST AVAILABILITY PRIORITIZATION
    7.
    发明申请
    CONTACT LIST AVAILABILITY PRIORITIZATION 有权
    联系人列表可用性优先

    公开(公告)号:US20130172051A1

    公开(公告)日:2013-07-04

    申请号:US13339903

    申请日:2011-12-29

    IPC分类号: H04M1/00

    CPC分类号: H04M1/274583 H04M2250/12

    摘要: A method for contact list prioritization according to predicted reachability includes loading a contact list of contacts and retrieving a reachability value for each corresponding contact in the contact list that has been computed for each corresponding contact according to usage data of each corresponding contact for an associated mobile telephone. Thereafter, contacts in the contact list that are determined to be most reachable according to a corresponding reachability value are displayed first.

    摘要翻译: 根据预测的可达性的联系人列表优先级的方法包括加载联系人联系人列表,并且根据针对每个相应联系人的每个对应联系人的使用数据,为每个相应联系人计算的联系人列表中的每个对应联系人检索可达性值 电话。 此后,首先显示根据相应的可达性值确定为最可达的联系人列表中的联系人。

    AUTOMATIC GENERATION OF AUDIBLE ALERT ACCORDING TO AMBIENT SOUND
    8.
    发明申请
    AUTOMATIC GENERATION OF AUDIBLE ALERT ACCORDING TO AMBIENT SOUND 有权
    根据声音自动生成可听警报

    公开(公告)号:US20100202622A1

    公开(公告)日:2010-08-12

    申请号:US12369108

    申请日:2009-02-11

    IPC分类号: H03G3/20 H04M1/00

    CPC分类号: H04M19/044 H03G3/32

    摘要: In one embodiment, ambient sound in audible range of a telephone is electronically sampled, and an audible alert is automatically generated in response to an incoming call signal as a function of the sampled ambient sound. The ambient sound sample may be analyzed in terms of selected parameters such as frequency, amplitude, and tempo. The audible alert may then be generated as a function of the selected parameters in such a way that the audible alert is more noticeable in the presence of the ambient sound. For example, an alert frequency that is dissonant with an identified frequency of the ambient sound may be generated.

    摘要翻译: 在一个实施例中,电话的可听范围中的环境声音被电子采样,并且响应于作为采样的环境声音的函数的来电信号而自动生成可听警报。 可以根据所选择的参数(例如频率,幅度和速度)来分析环境声音样本。 然后可以以使得在存在环境声音的情况下可听见的警报更显着的方式作为所选择的参数的函数生成可听警报。 例如,可以产生与环境声音的识别频率不协调的报警频率。

    SOLUTION FOR ENHANCING THE USER EXPERIENCE OF AN ELECTRONIC GAME BY MAKING USER-CREATED GAME DATA AVAILABLE IN CONTEXT DURING GAMEPLAY
    9.
    发明申请
    SOLUTION FOR ENHANCING THE USER EXPERIENCE OF AN ELECTRONIC GAME BY MAKING USER-CREATED GAME DATA AVAILABLE IN CONTEXT DURING GAMEPLAY 审中-公开
    解决方案,通过制作用户创建的游戏数据来提高电子游戏的用户体验,游戏数据可以在游戏中获得

    公开(公告)号:US20090118015A1

    公开(公告)日:2009-05-07

    申请号:US11936149

    申请日:2007-11-07

    IPC分类号: A63F9/24

    摘要: The present invention discloses a system for enhancing a user's experience in an electronic game by dynamically incorporating user-created tag data. Such a system can include an electronic game application running on a network-capable computing device, a game tag monitor, and a game tag information coordinator. The game tag monitor can be configured to accept and present user-created game tag data within the electronic game application. User created game tag data can also be received outside a gameplay situation using a suitable game tagging interface. The game tag data can be presented dynamically based on the current context of the game. The game tag information coordinator can be configured to provide the game tag monitor with game tag data and receive new game tag data from the game tag monitor.

    摘要翻译: 本发明公开了一种通过动态地结合用户创建的标签数据来增强用户在电子游戏中的体验的系统。 这样的系统可以包括在具有网络能力的计算设备上运行的电子游戏应用,游戏标签监视器和游戏标签信息协调器。 游戏标签监视器可被配置为在电子游戏应用程序内接受和呈现用户创建的游戏标签数据。 用户创建的游戏标签数据也可以使用合适的游戏标签界面在游戏外部的情况下被接收。 可以基于游戏的当前上下文动态地呈现游戏标签数据。 游戏标签信息协调器可以被配置为向游戏标签监视器提供游戏标签数据,并从游戏标签监视器接收新的游戏标签数据。

    Adaptive difficulty in a multiplayer gaming environment
    10.
    发明授权
    Adaptive difficulty in a multiplayer gaming environment 有权
    多人游戏环境中的自适应难度

    公开(公告)号:US09415305B2

    公开(公告)日:2016-08-16

    申请号:US13402960

    申请日:2012-02-23

    IPC分类号: A63F9/24 A63F13/30 A63F13/40

    摘要: Embodiments of the present invention provide a method, system and computer program product for adapting game difficulty through dynamic map generation in a multi-player gaming environment. In an embodiment of the invention, a method for adapting game difficulty through dynamic map generation in a multi-player gaming environment is provided. The method includes creating in memory of a computer a multi-player gaming environment. The method also includes identifying a player in the multi-player gaming environment, looking up performance data of the identified player and correlating the performance data of the identified player with a feature of the multi-player gaming environment. Finally, the method includes modifying the multi-player gaming environment to account for the correlated feature.

    摘要翻译: 本发明的实施例提供了一种用于在多人游戏环境中通过动态地图生成适应游戏难度的方法,系统和计算机程序产品。 在本发明的一个实施例中,提供了一种用于在多玩家游戏环境中通过动态地图生成来适应游戏难度的方法。 该方法包括在计算机的存储器中创建多玩家游戏环境。 该方法还包括识别多玩家游戏环境中的玩家,查找所识别的玩家的演奏数据并将所识别的玩家的演奏数据与多玩家游戏环境的特征相关联。 最后,该方法包括修改多玩家游戏环境以考虑相关特征。