"Nerve-Damage"
Regular
I will add more patents to the main thread topic or post if there relevant towards the next generation systems. Anyhow, Microsoft’s Systems and methods providing a multiprocessor scalable write barrier seems interesting. :smile:
PS3:
Powering on a remote wireless device: File date 10-2003 & Issue date: 12-2005
-----------------------------------------Xbox 360---------------------------------------------------------------------------
Systems and methods for multiprocessor scalable write barrier: File Date 4-2003 & Issue Date 12-2005
Method and apparatus for creating and playing soundtracks in a gaming system: File date 2-2004 & Issue date 1-2006
PS3:
Powering on a remote wireless device: File date 10-2003 & Issue date: 12-2005
* A method, apparatus, and system for use in providing wireless communication while reducing power consumption includes an in-band system and an out-of-band system, wherein the out-of-band system receives an out-of-band wireless communication and activates the in-band system causing the in-band system to transition from a sleep mode to an activate mode. The in-band system is maintained in the sleep mode. When an out-of-band communication is received, the out-of-band system activates the in-band system such that the in-band system transition from the sleep mode to the active mode. The out-of-band system can further verify the in-band system is an intended target of the out-of-band communication such that the in-band system is activated when the in-band system is verified as the intended target by transmitting an out-of-band identification request, and receiving an out-of-band reply containing an identification.
Typically, an access point 102-104 provides control of wireless communication for a wireless sub-network 130. The access point 102 controls and forwards communications to and from the sub-network. This allows communication between devices external to the sub-network 130 and the stations 106-108. Further, the access point can provide a wireless communication link between stations within a sub-network. A sub-system 130 can be substantially any wireless network, such as an in-home wireless network, a wireless campus network, a cellular communication network (e.g., a cellular phone network) or other similar wireless networks. The access point 102 can be a central or client device access point providing control over the sub-network 130. The stations 106-108 can be substantially any wireless device configured to communicate with the AP, such as a computer, a wireless phone, a set-to-box, video gaming console (e.g., Sony PlayStation™ and the like) and other similar devices configured to wireless communicate with and through the AP. For example, the station 106 can be a portable computer (e.g., laptop) wirelessly accessing the Internet 120 through the access point 102. A station can also communicate directly with another station
-----------------------------------------Xbox 360---------------------------------------------------------------------------
Systems and methods for multiprocessor scalable write barrier: File Date 4-2003 & Issue Date 12-2005
Systems and methods providing a multiprocessor scalable write barrier to a main memory card table are described. The main memory is divided into multiple cards bit-mapped by the card table. In one aspect, an application store operation (reference) associated with one of the cards is detected. Responsive to detecting the reference, card table bit(s) that are mapped to the card are evaluated. Responsive to determining that the bit(s) have already been marked as dirty, the card table bit(s) are not again marked. This technique effectively reduces the probability of more than a single overlapping write operation to a card table cache line by two or more processors in the system.
In view of this, certain programming techniques may be used to reduce the probability that more than a single thread will compete for access to any particular object at any one time. Such techniques generally involve storing each object in its own cache line (i.e., an object will not share a same cache line with any other object). This technique effectively reduces competition by multiple threads for a same cache line during object store operations. Unfortunately, this programming technique does not alleviate problems caused when multiple threads compete for a same cache line in the card table, wherein each card of a system's main memory is represented with one or more bits, during card marking operations. To make matters worse, such conventional programming techniques are not realistically transferable to the card table because prohibitive amounts of memory would be required to represent each of the card table's atomic values (one or more bits mapped to a card) with its own cache line.
Method and apparatus for creating and playing soundtracks in a gaming system: File date 2-2004 & Issue date 1-2006
A gaming system includes a game console that executes an application that creates and plays soundtracks through the gaming system. The application allows a user to create soundtracks by copying audio tracks from one or more audio sources. A user-created soundtrack can be associated with a particular game such that the user-created soundtrack is played during execution of the game instead of the game's default soundtrack.