Patent application number | Description | Published |
20110175923 | APPARATUSES, METHODS AND SYSTEMS FOR A DISTRIBUTED OBJECT RENDERER - APPARATUSES, METHODS AND SYSTEMS FOR A DISTRIBUTED OBJECT RENDERER implement distributed rendering of complex visualizations in rich multimedia objects for sharing in online social networking applications. In one embodiment, a processor-implemented distributed rendering method is disclosed, comprising: obtaining a request to render an image of a visualization included in a client app; analyzing the render request to determine data required for render processing; providing a request for the data required for render processing; obtaining the data required for render processing upon providing the request for the required data; recreating an app state of the client app using the obtained data required for render processing, the recreated app state including data related to the visualization included in the client app; rendering the image of the visualization including in the client app using the recreated app state; generating a publishing element using the rendered image of the visualization included in the client app; and providing the publishing element for publication. | 07-21-2011 |
20110202905 | APPARATUSES, METHODS AND SYSTEMS FOR AN API CALL ABSTRACTOR - The APPARATUSES, METHODS AND SYSTEMS FOR AN API CALL ABSTRACTOR provide live reconciliation of code updates to multi-user social networking applications in highly dynamic build environments (“SNAM”). In one embodiment, an API call abstraction processor-implemented method is disclosed. It includes obtaining programming code for an application and parsing the obtained programming code to identify instructions in the programming code. The SNAM identifies an application programming interface call in the programming code based on parsing the obtained programming code and the application programming interface call including an input string. The SNAM determines if the identified application programming interface call requires a pre-registered bundle to replace the input string. It provides a request to register a new bundle including the input string and obtains an indication that the new bundle has been registered. The SNAM can obtain a bundle identification corresponding to the new bundle, upon obtaining the indication that the bundle has been registered and replace the input string in the application programming interface call with the bundle identification. | 08-18-2011 |
20110209133 | APPARATUSES, METHODS AND SYSTEMS FOR A SOCIAL NETWORKING APPLICATION UPDATER - The APPARATUSES, METHODS AND SYSTEM FOR A SOCIAL NETWORKING APPLICATION UPDATER provide live reconciliation of code updates to multi-user social networking applications in highly dynamic build environments (“SNAM”). In one embodiment, an application updating processor-implemented method is disclosed. In this embodiment, the SNAM obtains a module dependency graph for a current version of an application. It identifies current module version numbers for one or more modules in the module dependency graph for the current version of the application. The SNAM obtains, for the modules in the module dependency graph, module version numbers for updated module versions. It analyzes compatibility specifications for the current version of the application and the updated module versions; The SNAM determines that the updated version of the application can be generated based on the analysis. It obtains an updated module version for one of the modules in the module dependency graph of the current version of the application; and generates the updated version of the application using the obtained updated module version. | 08-25-2011 |
20110320401 | SYSTEM AND METHOD FOR REMOTE UPDATES - In one embodiment, accessing, using a computing device, a batch file comprising a plurality of events generated by a remote game client application executing an instance of a computer-implemented game; accessing, in response to the batch file, a game state data object associated with the instance of the computer-implemented game, wherein the game state data object includes one or more game state parameters formatted as serialized unstructured data; parsing the game state data object to identify the one or more game state parameters; processing the plurality of events in the batch file against game logic to update one or more of the game state parameters; re-serializing the one or more game state parameters into an updated game state data object; and storing the game state data object in a memory cache. | 12-29-2011 |
20120013622 | Apparatuses, Methods and Systems for a Distributed Object Renderer - Software on a server receives a render request from a queue database. The software determines the render process requirements for the render request. The software queries a user profile database for render data based on the render process requirements. The software transmits a request to provide render data to a client device, if render data is not available in the user profile database. The software receives a response from the client device, including the requested render data. The software generates the rendered image, using the rendered data. The software creates a publishing element from the rendered data and a publishing template. And the software publishes the publishing element to the a newsfeed using an application programming interface (API). | 01-19-2012 |
20120016904 | System and Method for Remote Updates - Software on a server accesses a batch file including a plurality of events generated by a remote game client application executing an instance of the computer-implemented game. The software accesses a game state data object associated with the instance of the computer-implemented game. The game state data object includes one or more game state parameters formatted as a serialized unstructured string of text data. The software parses the game state data object to identify the one or more game state parameters. The software processes the plurality of events in the batch file against game logic to update one or more of the game state parameters in the game state data object. The game logic incorporates information extracted from a social graph. And the software stores the game state data object in a memory cache. | 01-19-2012 |
20120077580 | DYNAMIC ASSET AND OBSTACLE GENERATION IN ONLINE GAMES - Example systems and methods related to dynamic generation of in-game assets and in-game obstacles of an online game are presented. In an example, information describing a social network of a first player of an online game is accessed, the information identifying other players of the online game. Game account information of the other players is then accessed. The game account information of the other players identifies in-game assets of the other players. At least one of an in-game asset for the first player and an in-game obstacle to affect the first player in the online game is generated based on a mathematical function that considers the in-game assets of the other player | 03-29-2012 |
20130004932 | VOTING WITH YOUR FEET - A method of voting with your feet is disclosed. A notification regarding a survey question is communicated to a player of a computer implemented game. The notification includes an indication of a particular location-based action that is to be performed by the player to answer the survey question. The answer of the player to the survey question is determined based on detection of performance of the particular location-based action by the player. | 01-03-2013 |
20130005466 | UPDATING VIRTUAL WORLDS BASED ON INTERACTIONS BETWEEN REAL-WORLD ITEMS - A method of updating virtual worlds based on interactions between real-world items is disclosed. An interaction between a first real-world item and a second real-world item is detected. The first real-world item is a real-world item that is associated with a first player of a computer-implemented game and the second real-world item is a real-world item that is associated with a second player of the computer-implemented game. A virtual world of the computer-implemented game is updated based on the detection of the interaction. | 01-03-2013 |
20130005473 | CLAN WARS - A method of implementing clan wars is disclosed. An incentive reward is generated that is to be provided to at least one member of a group of users of a game networking system based on the group exercising a level of influence over a location during a time period that is greater than a level of influence of an additional group of users over the location during the time period. It is determined that the group exercised the level of influence over the location during the time period. The incentive reward is provided to the at least one member of the group based on the determining that the level of influence exercised by the group is greater than the level of influence of the additional group over the location during the time period. | 01-03-2013 |
20130005474 | INTEGRATING CLIENT DEVICES INTO A GAME NETWORKING SYSTEM - A method of integrating client devices into a game networking system is disclosed. A location of a client device of a user of a group of users is enabled to be detected by a game networking system. A notification is received from the game networking system of an incentive reward to be provided to the user based on the group of users performing a set of tasks at the location within a time period. The notification is displayed in a user interface of the client device. | 01-03-2013 |
20130005475 | ENABLING USERS TO TRANSFER VIRTUAL ITEMS BASED ON THEIR LOCATIONS - A method of enabling users to transfer virtual items based on their locations is disclosed. A presence of a player of a computer-implemented game at a location is detected. A presence of an additional player of the computer-implemented game at the location is detected. The player is enabled to transfer a virtual item to the additional player based on the detection of the presence of the player at the location and the detection of the presence of the additional player at the location. | 01-03-2013 |
20130006736 | PROVIDING REWARDS TO USERS BASED ON THEIR LEVELS OF INFLUENCE OVER OTHER USERS - A method of providing rewards to users based on their levels of influence over other users is disclosed. A level of influence of a user of a system over other users of the system is determined. An incentive reward that is to be provided to the user based on a success of the user at influencing the other users to perform a location-based action within a time period is determined. The determining of the incentive reward is based on the level of influence of the user. A success of the user at influencing the other users to perform the location-based action is determined. A reward is provided to the user based on the determining of the success of the user at influencing the other users to perform the location-based action. | 01-03-2013 |
20130029770 | System and Method for Remote Updates - Software on a server accesses a batch file including a plurality of events generated by a remote game client application executing an instance of the computer-implemented game. The software accesses a game state data object associated with the instance of the computer-implemented game. The game state data object includes one or more game state parameters formatted as a serialized unstructured string of text data. The software parses the game state data object to identify the one or more game state parameters. The software processes the plurality of events in the batch file against game logic to update one or more of the game state parameters in the game state data object. The game logic incorporates information extracted from a social graph. And the software stores the game state data object in a memory cache. | 01-31-2013 |
20140057725 | UPDATING VIRTUAL WORLDS BASED ON INTERACTIONS BETWEEN REAL-WORLD ITEMS - A method of updating virtual worlds based on interactions between real-world items is disclosed. An interaction between a first real-world item and a second real-world item is detected. The first real-world item is a real-world item that is associated with a first player of a computer-implemented game and the second real-world item is a real-world item that is associated with a second player of the computer-implemented game. A virtual world of the computer-implemented game is updated based on the detection of the interaction. | 02-27-2014 |
20140189676 | Dynamic Update of Applications As Code is Checked-In - Software accesses a code database and determines that a specified percentage of the code in the code database for an application has been updated. The software then accesses an application database and obtains the application as currently deployed. The software obtains one or more application specifications from the application database, based at least in part on a scan of the application. And the software obtains one or more code-module specifications from the code database, based at least in part on the one or more application specifications. The software then determines that an update can be made to the application as currently deployed, based at least in part on code-module dependencies identified in the one or more application specifications and updated code modules for the application in the code database. And the software creates a new version of the application using the updated code modules and deploys the new version. | 07-03-2014 |
20140253568 | Methods and Apparatus for A Distributed Object Renderer - A method performed by software generates a render request record for a render request submitted by a user of an app and stores the render request record in a queue database. The render request includes a visualization to be rendered. The software selects the render request record from the queue database. Selection of the render request record is determined at least in part by a priority value that depends on an amount of time the user has spent using the app. The software generates a rendered image for the selected render request record, using render data. Then the software publishes a publishing element including the rendered image to a newsfeed stream displayed by a social networking site. | 09-11-2014 |
20140256451 | Methods and Apparatus for Remote Updates - Software on a server transmits a copy of a string of text data containing game state parameters to a client device executing an instance of a computer-implemented game. The string is serialized and unstructured. The instance modifies the game state parameters according to game logic and events generated by a user as the user plays the game. The software on the server then receives a batch file transmitted after a threshold period of time by the instance. The batch file includes a plurality of events. The software processes the plurality of events in the batch file against game logic to update one or more of game state parameters in the string and stores the text data in the updated string in a persistent database. | 09-11-2014 |
20140331214 | Apparatuses, Methods and Systems for Application Programming Interface Call Abstraction - The apparatuses, methods and systems for API call abstraction includes obtaining programming code for an application. The obtained programming code is parsed to identify various instructions contained therein. An application programming interface (API) call is identified in the programming code, based on the parsing. The API call includes an input string. It is then determined whether the API call requires a pre-registered bundle to replace the input string. A database is queried for the pre-registered bundle using the input string. The pre-registered bundle is retrieved and is incorporated into the application by replacing the input string. | 11-06-2014 |