Touch control click structure
    7.
    发明申请
    Touch control click structure 审中-公开
    触摸控制点击结构

    公开(公告)号:US20110102330A1

    公开(公告)日:2011-05-05

    申请号:US12588988

    申请日:2009-11-04

    申请人: Tony Chen

    发明人: Tony Chen

    IPC分类号: G06F3/041

    CPC分类号: G06F3/0416 G06F2203/04106

    摘要: A touch control click structure includes at least an action board swayable up and down, a click switch and a touch panel. The action board has an axle mechanism at one end that is fastened to a chassis in an integrated manner, an extension zone in a middle portion and a click zone at another end that is swayable. The click switch aims to control input movements and is located below the action board. The touch panel is located above the click zone. The extension zone is formed at a desired length such that any position of the click zone can get a depressing pressure approximate to each other when depressed. Therefore the click zone can be swayed steadily up and down. The touch panel also provides position detecting function such that different output signals are generated when different positions are depressed

    摘要翻译: 触摸控制点击结构至少包括上下摆动的动作板,点击开关和触摸面板。 动作板在一端具有轴向机构,其以一体的方式固定在底盘上,在中间部分设有延伸区,在另一端具有可摇摆的点击区。 点击开关旨在控制输入运动,并位于动作板下方。 触摸面板位于点击区域上方。 延伸区形成为期望的长度,使得当按压时,点击区域的任何位置可以获得彼此近似的压下压力。 因此,点击区域可以稳定地上下摆动。 触摸面板还提供位置检测功能,使得当按下不同的位置时产生不同的输出信号

    Scalable Game Primitives / Distributed Real-Time Aggregation Of Player Data
    10.
    发明申请
    Scalable Game Primitives / Distributed Real-Time Aggregation Of Player Data 审中-公开
    可扩展游戏原语/分布式实时聚合播放器数据

    公开(公告)号:US20100160047A1

    公开(公告)日:2010-06-24

    申请号:US12341481

    申请日:2008-12-22

    IPC分类号: A63F9/24

    摘要: Disclosed herein is a set of coordinated game service primitives that allows for custom, per-game, logic. A new game with new custom logic can be added without needing to change any public api or database schema or write any new server code. The same hardware may be shared across many games. And the system scales linearly. That is, if the number of servers is doubled, then so is the number of concurrent users that can be supported. Also disclosed are systems and methods for two-stage aggregation. Pre-aggregation may take place on a plurality of front-end server. Final aggregation may take place on one or more back-end servers. A name value store may be used to reliably store state.

    摘要翻译: 这里公开的是一组协调的游戏服务原语,其允许定制,每游戏的逻辑。 可以添加具有新自定义逻辑的新游戏,而无需更改任何公共api或数据库模式或编写任何新的服务器代码。 相同的硬件可能会在许多游戏中共享。 并且系统线性缩放。 也就是说,如果服务器数量加倍,则可以支持的并发用户数量也是如此。 还公开了用于两阶段聚合的系统和方法。 预聚合可能发生在多个前端服务器上。 最终聚合可能发生在一个或多个后端服务器上。 名称值存储可以用于可靠地存储状态。