Patent classifications
H04L67/1095
PRIORITIZING DATA REPLICATION PACKETS IN CLOUD ENVIRONMENT
Provided is a system and method which prioritizes data replication packets between a private cloud and a public cloud which provides a backup for the private cloud. In one example, the method may include receiving a request from a software application to write data to a storage location of a private cloud that hosts the software application, identifying storage attributes of the storage location of the private cloud, generating a replication request for replicating the data over a network to a public cloud, embedding a priority tag into the replication request based on the identified storage attributes of the storage location of the private cloud, and transmitting the tagged replication request over the network from the private cloud to the public cloud based on a bandwidth assigned to the embedded priority tag.
PRIORITIZING DATA REPLICATION PACKETS IN CLOUD ENVIRONMENT
Provided is a system and method which prioritizes data replication packets between a private cloud and a public cloud which provides a backup for the private cloud. In one example, the method may include receiving a request from a software application to write data to a storage location of a private cloud that hosts the software application, identifying storage attributes of the storage location of the private cloud, generating a replication request for replicating the data over a network to a public cloud, embedding a priority tag into the replication request based on the identified storage attributes of the storage location of the private cloud, and transmitting the tagged replication request over the network from the private cloud to the public cloud based on a bandwidth assigned to the embedded priority tag.
SYSTEM AND METHODS OF TRACKING PLAYER GAME EVENTS
System and methods for tracking events in a sports game using one or more event input devices. Each event input device tracks a subset of the game events and the devices work together to provide a simplified input experience by sharing input and context from other event input devices. Since the user is only responsible for capturing a subset of the events, and because each device simplifies the input requirements of the other event input devices, the end user is still able to enjoy watching the game while also opening up the input task to users who would not have typically done so. The combined results of the devices provides a complete picture of the game in the form of a game play-by-play for the fans and statistics for the coaches. Integration with the scoreboard, communication system and player devices provide further event input simplification, rich content for viewers and simplification for traditional scorekeepers and sound controllers.
SYSTEM AND METHODS OF TRACKING PLAYER GAME EVENTS
System and methods for tracking events in a sports game using one or more event input devices. Each event input device tracks a subset of the game events and the devices work together to provide a simplified input experience by sharing input and context from other event input devices. Since the user is only responsible for capturing a subset of the events, and because each device simplifies the input requirements of the other event input devices, the end user is still able to enjoy watching the game while also opening up the input task to users who would not have typically done so. The combined results of the devices provides a complete picture of the game in the form of a game play-by-play for the fans and statistics for the coaches. Integration with the scoreboard, communication system and player devices provide further event input simplification, rich content for viewers and simplification for traditional scorekeepers and sound controllers.
SYSTEM AND METHOD FOR OFFLINE-FIRST APPLICATION DEVELOPMENT
A system to synchronize application data bidirectionally between N clients and one server, by: (a) pushing mutations made in the client to the server, wherein each mutation is comprised of a mutation name identifying the type of mutation, and arguments provided by the application modifying the behavior of the mutation, and the pusher also pushes a client ID and mutation ID for each mutation to the server; (b) pulling server differentials to the client; (c) storing key/value pairs in a versioned cache, wherein the keys are text strings and the values are data provided by an application in the client; and (d) resolving conflicts between the client and the server with a rebaser that: forks the cache to create a synch branch when the client receives the latest server differential, applies the latest received server differential to the synch branch, applies only those mutations to the synch branch that have not already been acknowledged by the server, and then makes the synch branch the main branch of the cache.
SYSTEM AND METHOD FOR OFFLINE-FIRST APPLICATION DEVELOPMENT
A system to synchronize application data bidirectionally between N clients and one server, by: (a) pushing mutations made in the client to the server, wherein each mutation is comprised of a mutation name identifying the type of mutation, and arguments provided by the application modifying the behavior of the mutation, and the pusher also pushes a client ID and mutation ID for each mutation to the server; (b) pulling server differentials to the client; (c) storing key/value pairs in a versioned cache, wherein the keys are text strings and the values are data provided by an application in the client; and (d) resolving conflicts between the client and the server with a rebaser that: forks the cache to create a synch branch when the client receives the latest server differential, applies the latest received server differential to the synch branch, applies only those mutations to the synch branch that have not already been acknowledged by the server, and then makes the synch branch the main branch of the cache.
Edge-computing-based bottom-up hierarchical architecture for data administration in a digital network
A bottom-up hierarchical computer network architecture is provided. The architecture may include a central server. The architecture may also include a plurality of edge nodes that may be coupled to the central server. At least a first one of the edge nodes may be configured to process a transaction, compile data associated with the transaction, and store the data as a master dataset in the first edge node. The architecture may also include a data administration module. The data administration module may be configured to compare the master dataset in the first edge node to transactional data in the central server. When the transactional data in the central server is inconsistent with the master dataset in the first edge node, the data administration module may be configured to update the transactional data in the central server to be consistent with the master dataset in the first edge node.
Cross-system process control framework
Methods and apparatus are disclosed for controlling distributed software applications implementing asynchronous replication of shared data objects. Each shared data object has a distinct token. A token has respective states (active or inactive) at each computing system sharing the data object. At most one computing system can have the token active at any time; possessing an active token allows a computing system to update the shared data object. Counters maintain state across the computing systems, and semantic checks specific to a class of data objects (or, a single object) ensure consistency of updates across computing systems. Token activation requests and update replication requests are supported. Participating computing systems can have asymmetric or symmetric roles. Token management can be provided by a framework offering superior performance compared to conventional locking systems, co-existence with local conventional locking systems, and a single uniform interface for streamlined integration with existing software applications.
Cross-system process control framework
Methods and apparatus are disclosed for controlling distributed software applications implementing asynchronous replication of shared data objects. Each shared data object has a distinct token. A token has respective states (active or inactive) at each computing system sharing the data object. At most one computing system can have the token active at any time; possessing an active token allows a computing system to update the shared data object. Counters maintain state across the computing systems, and semantic checks specific to a class of data objects (or, a single object) ensure consistency of updates across computing systems. Token activation requests and update replication requests are supported. Participating computing systems can have asymmetric or symmetric roles. Token management can be provided by a framework offering superior performance compared to conventional locking systems, co-existence with local conventional locking systems, and a single uniform interface for streamlined integration with existing software applications.
Ethernet in data storage device
A Data Storage Device (DSD) includes a plurality of solid-state memories for storing data and a controller configured to receive a packet from a host including a command to read or write data in a solid-state memory of the plurality of solid-state memories and a header to communicate between the host and the DSD. The header in the packet is changed into an internal header to communicate between the controller and the solid-state memory. An internal command and the internal header are sent to the solid-state memory to perform the command.