U.S. patent application number 12/106862 was filed with the patent office on 2008-10-23 for saving data.
Invention is credited to Jason Pehr Rubin.
Application Number | 20080261702 12/106862 |
Document ID | / |
Family ID | 23281124 |
Filed Date | 2008-10-23 |
United States Patent
Application |
20080261702 |
Kind Code |
A1 |
Rubin; Jason Pehr |
October 23, 2008 |
Saving Data
Abstract
Systems and methods for saving data are disclosed. A system
automatically or manually saves data. The system saves two copies
of the data. When a user reaches a point of achievement, the system
saves a new copy of data over one of the previous copies. If the
new copy of data is unsatisfactory, then the system maintains the
other previous copy of the data. If the new copy of the data is
satisfactory, then the system copies the new data over the previous
saved data.
Inventors: |
Rubin; Jason Pehr; (Pacific
Palisades, CA) |
Correspondence
Address: |
CARR & FERRELL LLP
2200 GENG ROAD
PALO ALTO
CA
94303
US
|
Family ID: |
23281124 |
Appl. No.: |
12/106862 |
Filed: |
April 21, 2008 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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10979588 |
Nov 1, 2004 |
7363443 |
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12106862 |
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10268250 |
Oct 9, 2002 |
6811490 |
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10979588 |
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60328471 |
Oct 10, 2001 |
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Current U.S.
Class: |
463/43 |
Current CPC
Class: |
A63F 2300/636 20130101;
A63F 2300/206 20130101; A63F 13/10 20130101; A63F 13/49
20140902 |
Class at
Publication: |
463/43 |
International
Class: |
A63F 13/00 20060101
A63F013/00 |
Claims
1. A method of saving data for a game, the method comprising:
saving a first and a second copy of data representing a first state
of the game to a storage medium; saving a first new copy of data
representing a second state of the game to the storage medium such
that the first copy is overwritten; checking the first new copy of
data to determine whether the first new copy of data is corrupted;
saving a second new copy of data to the storage medium such that
the second copy is overwritten when the first new copy of data is
uncorrupted; and maintaining the second copy of data on the storage
medium when the first new copy of data is corrupted.
2. The method of claim 1, wherein saving a first and a second copy
of data representing a first state of the game occurs without user
input.
3. The method of claim 1, wherein saving a first new copy of data
representing a second state of the game is performed without user
input.
4. The method of claim 1, wherein saving a first and second copy of
data representing a first state of the game occurs in response to a
user having accomplished a task in the game.
5. The method of claim 1, wherein saving a first new copy of data
representing a second state of the game occurs in response to a
user having accomplished a task in the game.
6. The method of claim 2, wherein the saving of a first and a
second copy of data representing a first state of the game occurs
periodically.
7. The method of claim 3, wherein the saving of a first new copy of
data representing a second state of the game occurs
periodically.
8. A computer-readable storage medium having embodied thereon a
program, the program being executable by a processor to perform a
method of saving data for a game, the method comprising: saving a
first and a second copy of data representing a first state of the
game to a storage medium; saving a first new copy of data
representing a second state of the game to the storage medium such
that the first copy is overwritten; checking the first new copy of
data to determine whether the first new copy of data is corrupted;
saving a second new copy of data to the storage medium such that
the second copy is overwritten when the first new copy of data is
uncorrupted; and maintaining the second copy of data on the storage
medium when the first new copy of data is corrupted.
9. The computer-readable storage medium of claim 8, wherein saving
a first and a second copy of data representing a first state of the
game occurs without user input.
10. The computer-readable storage medium of claim 8, wherein saving
a first new copy of data representing a second state of the game is
performed without user input.
11. The computer-readable storage medium of claim 8, wherein saving
a first and second copy of data representing a first state of the
game occurs in response to a user having accomplished a task in the
game.
12. The computer-readable storage medium of claim 8, wherein saving
a first new copy of data representing a second state of the game
occurs in response to a user having accomplished a task in the
game.
13. The computer-readable storage medium of claim 9, wherein the
saving of a first and a second copy of data representing a first
state of the game occurs periodically.
14. The computer-readable storage medium of claim 10, wherein the
saving of a first new copy of data representing a second state of
the game occurs periodically.
15. A method of saving data, comprising: saving first data in a
first data area; saving the first data in a second data area;
saving second data in the first data area, whereby the first data
in the first data area is overwritten by the second data;
determining whether the second data saved in the first data area is
corrupted; saving the second data in the second data area whereby
the first data in the second data area is overwritten by the second
data when the second data saved in the first data area is
uncorrupted; and saving the first data from the second data area in
the first data area when the second data saved in the first data
area is corrupted, whereby the corrupted second data in the first
data area is overwritten by the first data from the second data
area.
16. The method of claim 15, wherein the first data includes game
data.
17. The method of claim 16, wherein the game data is associated
with accomplishment of a task in the game.
18. The method of claim 16, wherein the game data is associated
with a point of achievement in the game.
19. The method of claim 15, wherein one or more of the saving steps
occur without user input.
20. The method of claim 15, wherein one or more of the saving steps
occur at pre-determined time intervals.
21. A computer-readable storage medium having embodied thereon a
program, the program being executable by a processor to perform a
method for saving data, the method comprising: saving first data in
a first data area; saving the first data in a second data area;
saving second data in the first data area, whereby the first data
in the first data area is overwritten by the second data;
determining whether the second data saved in the first data area is
corrupted; saving the second data in the second data area whereby
the first data in the second data area is overwritten by the second
data when the second data saved in the first data area is
uncorrupted; and saving the first data from the second data area in
the first data area when the second data saved in the first data
area is corrupted, whereby the corrupted second data in the first
data area is overwritten by the first data from the second data
area.
22. The computer-readable storage medium of claim 21, wherein the
first data includes game data.
23. The computer-readable storage medium of claim 22, wherein the
game data is associated with a point of achievement in a game.
24. The computer-readable storage medium of claim 22, wherein the
game data is associated with accomplishment of a task in the
game,
25. The computer-readable storage medium of claim 21, wherein one
or more of the saving steps occur without user input.
26. The computer-readable storage medium of claim 21, wherein one
or more of the saving steps occur at pre-determined time
intervals.
27. A method of saving data, comprising: saving first data in a
first data area; saving the first data in a second data area;
saving second data in the first data area, whereby the first data
in the first data area is overwritten by the second data;
determining whether the second data saved in the first data area is
corrupted; saving the second data in the second data area whereby
the first data in the second data area is overwritten by the second
data when the second data saved in the first data area is
uncorrupted; and saving third data in the first data area, whereby
the corrupted second data is overwritten by the third data when the
second data saved in the first data area is corrupted.
28. A computer-readable storage medium having embodied thereon a
program, the program being executable by a processor to perform a
method of saving data, the method comprising: saving first data in
a first data area; saving the first data in a second data area;
saving second data in the first data area, whereby the first data
in the first data area is overwritten by the second data;
determining whether the second data saved in the first data area is
corrupted; saving the second data in the second data area whereby
the first data in the second data area is overwritten by the second
data when the second data saved in the first data area is
uncorrupted; and saving third data in the first data area, whereby
the corrupted second data is overwritten by the third data when the
second data saved in the first data area is corrupted.
Description
CROSS-REFERENCE TO RELATED APPLICATIONS
[0001] This application is a continuation and claims the priority
benefit of U.S. patent application Ser. No. 10/979,588 filed Nov.
1, 2004 and entitled "Systems and Methods for Saving Data," which
is now U.S. Pat. No. 7,363,443; U.S. patent application Ser. No.
10/979,588 is a continuation and claims priority benefit of U.S.
patent application Ser. No. 10/268,250 filed on Oct. 9, 2002 and
entitled "System and Method for Saving Game Data," which is now
U.S. Pat. No. 6,811,490; U.S. patent application Ser. No.
10/268,250 claims priority benefit of U.S. provisional patent
application No. 60/328,471 filed on Oct. 10, 2001 and entitled
"System and Method for Automatically Saving Game Data." The
disclosure of each of the above-referenced patent applications is
incorporated herein by reference.
BACKGROUND
[0002] 1. Field of the Invention
[0003] The invention relates generally to electronic entertainment
systems, and more particularly to a system and method for saving
game data.
[0004] 2. Background of the Invention
[0005] In electronic entertainment systems such as gaming systems,
a user often interacts with a game program, or electronic game,
that is quite complex. Many electronic games require large amounts
of time to complete. Often a user does not complete such a game in
one sitting, but rather completes the game over several different
gaming sessions. In some instances, it may take a user weeks or
even months to complete a game.
[0006] In order for a user to complete a game over a long period of
time, the state of the game should be saved before the end of each
gaming session. Instruction manuals often advise users to save the
state of the game at various points during game play. In other
games, graphical prompts advise users to save the state of the game
at various points during play. In some games, a user must manually
save the state of the game, and may be prompted to do so at various
intervals in the game. These interruptions can be disruptive to a
user. Further, a user may forget to save a gaming session at times,
thus resulting in the loss of valuable game data.
[0007] Moreover, when game or other data is saved the process does
not always work perfectly. The game data that is saved might be
incomplete, corrupted or the like. This problem might occur, for
example, if someone removes a memory card on which the game data is
to be saved during the saving process. This problem might occur
under other circumstances as well.
SUMMARY
[0008] The invention provides in various embodiments a system and
method for automatically (or manually) saving game data.
[0009] A method according to one embodiment of the invention
comprises saving two copies of data representing a state of the
game to a storage medium, saving a new copy of data representing a
state of the game to the storage medium such that one of the two
copies is overwritten, checking the new copy of data to determine
whether the new copy of data is satisfactory, saving, if the new
copy of data is satisfactory, another new copy of data to the
storage medium such that the other of the two copies is
overwritten, and maintaining, if the new copy of the data is
unsatisfactory, the other of the two copies of data on the storage
medium.
[0010] A system according to one embodiment of the invention
comprises a first module configured to save two copies of data
representing a state of the game to a storage medium, a second
module configured to save a new copy of data representing a state
of the game to the storage medium such that one of the two copies
is overwritten, a third module configured to check the new copy of
data to determine whether the new copy of data is satisfactory, a
fourth module configured to save, if the new copy of data is
satisfactory, another new copy of data to the storage medium such
that the other of the two copies is overwritten, and a fifth module
configured to maintain, if the new copy of the data is
unsatisfactory, the other of the two copies of data on the storage
medium.
BRIEF DESCRIPTION OF THE DRAWINGS
[0011] FIG. 1 is a diagram of one embodiment of an electronic
entertainment system, in accordance with the invention;
[0012] FIG. 2 is a diagram of one embodiment of the main memory of
FIG. 1, in accordance with the invention;
[0013] FIG. 3 is a diagram of one embodiment of a game screen on a
display device, in accordance with the invention;
[0014] FIG. 4 is a diagram of one embodiment of the memory card of
FIG. 1, in accordance with the invention;
[0015] FIG. 5 is a diagram illustrating a new copy of game data
being written over one of the two previous copies of game data in
the memory card of FIG. 4, in accordance with one embodiment of the
invention;
[0016] FIG. 6 is a diagram illustrating the new copy of game data
being written over the other of the two previous copies of game
data in the memory card of FIG. 4, in accordance with one
embodiment of the invention;
[0017] FIG. 7 is a flowchart of method steps for saving game data,
in accordance with one embodiment of the invention; and
[0018] FIG. 8 is a flowchart of method steps for saving game data,
in accordance with another embodiment of the invention.
DETAILED DESCRIPTION
[0019] Electronic entertainment systems are widely used in today's
world. As mentioned herein, in some games a user manually saves the
state of the game and may be prompted to do so at various intervals
in the game. These interruptions can be very disruptive to a user.
Further, a user might neglect to save a gaming session at times,
thus resulting in the loss of valuable game data. Accordingly,
there is a need for a system that automatically saves game data.
The system and methodology described herein solves problems
associated with losing game data and disruption of a user.
Accordingly, a user can expect his or her system to automatically
save critical game data at key points within a game.
[0020] Further, when game or other data is saved the process does
not always work perfectly. The game data that is saved might be
incomplete, corrupted or the like. This problem might occur, for
example, if someone removes a memory card on which the game data is
to be saved during the saving process. This problem might occur
under other circumstances as well. The system and methodology
described herein also solves these types of problems.
[0021] FIG. 1 is a block diagram of one embodiment of an electronic
entertainment system 100 in accordance with the invention. System
100 includes, but is not limited to, a main memory 110, a central
processing unit (CPU) 112, vector processing units VU0 111 and VU1
113, a graphics processing unit (GPU) 114, an input/output
processor (IOP) 116, an IOP memory 118, a controller interface 120,
a memory card 122, a universal serial bus (USB) interface 124 and
an IEEE 1394 interface 126. System 100 also includes an operating
system read-only memory (OS ROM) 128, a sound processing unit (SPU)
132, an optical disc control unit 134 and a hard disc drive (HDD)
136, which are connected via a bus 146 to IOP 116. System 100 is
preferably an electronic gaming console; however, system 100 may
also be implemented as, for example, a general-purpose computer, a
set-top box or a hand-held gaming device.
[0022] CPU 112, VU0 111, VU1 113, GPU 114 and IOP 116 communicate
via a system bus 144. CPU 112 communicates with main memory 110 via
a dedicated bus 142. VU1 113 and GPU 114 may also communicate via a
dedicated bus 140. CPU 112 executes programs stored in OS ROM 128
and main memory 110. Main memory 110 may contain pre-stored
programs and may also contain programs transferred via IOP 116 from
a CD-ROM, DVD-ROM or other optical disc (not shown) using optical
disc control unit 134. IOP 116 controls data exchanges between CPU
112, VU0 111, VU1 113, GPU 114 and other devices of system 100 such
as controller interface 120.
[0023] GPU 114 executes drawing instructions from CPU 112 and VU0
111 to produce images for display on a display device (not shown).
VU1 113 transforms objects from three-dimensional coordinates to
two-dimensional coordinates and sends the two-dimensional
coordinates to GPU 114. SPU 132 executes instructions to produce
sound signals that are output on an audio device (not shown).
[0024] A user of system 100 provides instructions via controller
interface 120 to CPU 112. For example, the user may instruct CPU
112 to store certain game information on memory card 122 or may
instruct a character in a game to perform some specified action.
Other devices may be connected to system 100 via USB interface 124
and IEEE 1394 interface 126.
[0025] FIG. 2 is a block diagram of one embodiment of main memory
110 of FIG. 1, according to the invention. Main memory 110
includes, but is not limited to, game software 212, which was
loaded into main memory 110 from an optical disc in optical disc
control unit 134. Game software 212 includes instructions
executable by CPU 112, VU0 111, VU1 113 and SPU 132 that allow a
user of system 100 to play a game. In the FIG. 2 embodiment, game
software 212 is a role-playing game (RPG). In other embodiments,
game software 212 may be any other type of game, including but not
limited to a combat simulation game, a sports game, a racing game,
a flight simulation game and a civilization-building simulation
game. Game software 212 includes a data save module 220 configured
to save game data. In one embodiment, it is contemplated that data
save module 220 can be located other than within game software
212.
[0026] In one embodiment according to the invention, data save
module 220 automatically saves the state of a game onto a storage
medium, such as removable memory card 122 or the like. In another
embodiment, the state of the game is saved onto a storage medium
that is different from the medium that stores game software
212.
[0027] In one embodiment according to the invention, data save
module 220 initiates an "auto-save" when the user has completed
certain tasks, such as entering a new area, solving a puzzle,
exiting a maze, etc. In another embodiment, data save module 220
initiates an "auto-save" after a predetermined time interval. Data
save module 220 can also allow the user to manually save the state
of the game at any time. The functionality of data save module 220
is further discussed below in conjunction with FIGS. 3-6.
[0028] FIG. 3 is a diagram of one embodiment of a game screen 322
on a display device 310 connected to system 100, according to the
invention. Game screen 322 shows the user's progress in, for
example, an RPG.
[0029] In the case of an RPG, for example, data save module 220
might automatically save the game at certain points of achievement.
For example, the user controls a knight character who explores a
dungeon fighting monsters and discovering new areas of the dungeon
in order to rescue a princess held hostage deep within. The dungeon
has various doors through which the knight cannot pass unless the
knight obtains certain keys by defeating monsters of varying
strength. In order for the knight to pass from an Area A 332 to an
Area B 334 via a door 330, the user must first use the knight to
defeat an exceptionally powerful monster in Area A 332. After
defeating this monster, the knight can obtain the key needed to
open door 330 and enter Area B 334. In one embodiment, the user has
reached a point of achievement upon entering Area B 334. In another
embodiment, the user has reached a point of achievement upon
obtaining the key. In yet another embodiment, the user has reached
a point of achievement upon defeating the exceptionally powerful
monster. It is contemplated that reaching a point of achievement
can include realizing any or all of these three accomplishments, as
well as possibly other accomplishments.
[0030] Data save module 220 saves game data at points of
achievement, either automatically or upon a manual user command.
Consequently, if the power goes out, system 100 is manually shut
off, the user's character fails or dies, or the like, the user can
resume the game from Area B 334 and does not have to repeat killing
the monster in Area A 332, as well as possible other actions. It is
noteworthy that instead of or in addition to data save module 220
automatically saving the game data, the user can also elect to save
the game data manually at certain points of achievement or at
various other points. The user can autonomously save game data
anytime, autonomously but only at certain times, or only when
prompted.
[0031] In one embodiment, it may be desirable for data save module
220 not to continuously prompt the user to save the state of the
game because the user might consider that to be invasive and
disruptive. Data save module 220 allows the user to not have to
repeat certain achievements since at the points of achievement data
save module 220 (automatically or manually) saves the game.
Therefore, for example, if the user's character dies, the character
fails, the power is unexpectedly shut off accidentally, the user
shuts off the power intentionally and the user neglected to save
the game, or the like, the user is able to resume play at the last
point of achievement. In the present example, the user would have
to start at the beginning of Area B 334. It is also contemplated
that instead of having to start at the beginning of the last area,
the user might start anywhere in the last area. For example, the
user might start over in a randomly selected part of Area B
334.
[0032] Consequently, if the user is in a situation where the knight
dies, the user might feel as though the user has simply expired a
life but not lost any significant achievement. When the user loads
the saved game the user will resume play from the last point of
achievement (e.g., Area B 334). After resuming play, the user can
decide to instruct the knight to do different things and/or go to
different places in Area B 334 than the user instructed before. The
user can also instruct the knight to travel to a different
area.
[0033] In one embodiment, when the user resumes play some or all of
the knight's possessions, attributes or the like are saved intact
as part of the last point of achievement. In an alternate
embodiment, the knight's possessions, attributes, etc., are not
saved intact as part of the last point of achievement.
[0034] In keeping with aspects of the invention, when attempting to
save to a storage medium such as memory card 122 there is a chance
that something will happen that causes the saved data to be
unsatisfactory (e.g., to be incomplete or corrupted). The data may
not be saved at all for some reason, and might therefore also be
considered to be unsatisfactory. For example, the user (or someone
else) removes the storage medium during the saving process or there
is a power surge during the saving process.
[0035] FIG. 4 is a diagram of one embodiment of memory card 122 of
FIG. 1, in accordance with the invention. Memory card 122 includes
but is not limited to a data area 412 and a data area 414 for
storing game data. It is contemplated that memory card 122 can be
implemented as any type of non-volatile memory (e.g., a disc,
magnetic device or the like).
[0036] As shown in FIG. 4, one embodiment of data save module 220
saves two copies of game data (data A) onto memory card 122. Data
save module 220 saves data A in both data area 412 and data area
414. Data save module 220 saves the two copies of game data, for
example, when the user reaches a point of achievement.
[0037] FIG. 5 is a diagram illustrating a new copy of game data
(data B) being written over one of the two previous copies of game
data (data A) in data area 412 of memory card 122, in accordance
with one embodiment of the invention. This occurs during a next
save (auto-save or manual save) when data B (the new data) is
written over the copy of data A (the initial or previous data) in
data area 412. Data save module 220 then checks data B (the new
data) to determine if data B is satisfactory. In one embodiment,
data save module 220 checks data B by determining if the entire
amount of data A in data area 412 was overwritten. However, any
suitable method of checking data B is within the scope of the
invention.
[0038] FIG. 6 is a diagram illustrating the new copy of game data
(data B) being written over the other of the two previous copies of
game data (data A) in data area 414 of memory card 122, in
accordance with one embodiment of the invention. This occurs when
the copy of the new data (data B) in data area 412 was checked and
found to be satisfactory. At that point, the new data (data B) is
written over the other copy of the previous data (data A) in data
area 414 so that memory card 122 again contains two copies of the
game data. The new copy of game data (data B) written over the
previous game data (data A) in data area 414 may be from main
memory 110 or from data area 412 of memory card 122.
[0039] However, if the new game data (data B) is found to be
unsatisfactory during the check, then the new game data (data B) is
not written over the other copy of the previous game data (data A)
in data area 414 and the other copy of the previous game data (data
A) is maintained. Thus, the user is not required to start over from
the beginning of the game if one auto-save (or manual save)
resulted in unsatisfactory data.
[0040] FIG. 7 is a flowchart of method steps for saving game data,
in accordance with one embodiment of the invention. In step 710,
data save module 220 issues an initial save command. One example of
data save module 220 issuing a save command is an automatic
issuance when the user reaches a point of achievement.
Alternatively, data save module 220 may issue a save command in
response to input from the user. Another example of data save
module 220 issuing a save command is automatically on a periodic
basis.
[0041] In step 712, data save module 220 saves data A (game data)
in both data area 412 and data area 414. Data save module 220 saves
the game data, for example, onto a removable storage medium such as
memory card 122. However, it is contemplated that data save module
220 can save the data in any suitable location.
[0042] In step 714, data save module 220 issues a save command
either automatically or in response to the manual input of a user.
This might happen, for example, when a user reaches a point of
achievement. In step 716, data save module 220 writes data B (the
new data) over data A (the previous data) in data area 412.
[0043] In step 718, data save module 220 checks data B (the new
data) to determine whether data B is satisfactory (e.g., complete
and uncorrupted or the like). In step 720, data save module 220
makes a determination as to whether or not data B (the new data) is
satisfactory. If the new data is satisfactory then the method
proceeds to 722. If the new data is unsatisfactory then the method
proceeds to step 724.
[0044] In step 722, if data save module 220 determined in step 720
that data B (the new data) was satisfactory, then data save module
220 writes data B (the new data) over data A in data area 414 and
game play can continue.
[0045] In step 724, if data save module 220 determined in step 720
that data B (the new data) was unsatisfactory, then data save
module 220 writes data A (the previous data) from data area 414
over data B (the new data) in data area 412. Another save can be
attempted at this point. Alternatively, upon shutdown of system 100
the user can resume play at the last point of achievement using
data A.
[0046] FIG. 8 is a flowchart of method steps for saving game data,
in accordance with another embodiment of the invention. Steps 710
through 722 of FIG. 8 are the same as steps 710 through 722 of FIG.
7.
[0047] However, in the embodiment of FIG. 8, the method proceeds to
step 810 if in step 720 data save module 220 determined that data B
(the new data) was unsatisfactory. In step 810, data save module
220 issues a save command either automatically or in response to
the manual input of a user. In step 812, data save module 220
writes data C (the most current game data) over the copy of game
data that was found to be unsatisfactory in step 720. In this
example, data save module 220 thus writes data C (the most current
game data) over data B in data area 412. Data save module 220 then
checks data C to determine if data C is satisfactory.
[0048] Thus, a system and methodology have been described for
improving the manner in which game data is saved. It is
contemplated that the system and method of the invention are not
limited to game data, but can be used in conjunction with any
suitable type of data.
[0049] It is noteworthy that any hardware platform suitable for
performing the processing described herein is suitable for use with
the invention. The terms "computer-readable medium" and
"computer-readable media" as used herein refer to any medium or
media that participate in providing instructions to a CPU for
execution. Such media can take many forms, including, but not
limited to, non-volatile media, volatile media and transmission
media. Non-volatile media include, for example, optical or magnetic
disks, such as a fixed disk. Volatile media include dynamic memory,
such as system RAM. Transmission media include coaxial cables,
copper wire and fiber optics, among others, including the wires
that comprise one embodiment of a bus. Transmission media can also
take the form of acoustic or light waves, such as those generated
during radio frequency (RF) and infrared (IR) data communications.
Common forms of computer-readable media include, for example, a
floppy disk, a flexible disk, a hard disk, magnetic tape, any other
magnetic medium, a CD-ROM disk, digital video disk (DVD), any other
optical medium, punch cards, paper tape, any other physical medium
with patterns of marks or holes, a RAM, a PROM, an EPROM, a
FLASHEPROM, any other memory chip or cartridge, a carrier wave, or
any other medium from which a computer can read.
[0050] Various forms of computer-readable media may be involved in
carrying one or more sequences of one or more instructions to a CPU
for execution. A bus carries the data to system RAM, from which a
CPU retrieves and executes the instructions. The instructions
received by system RAM can optionally be stored on a fixed disk
either before or after execution by a CPU.
[0051] The above description is illustrative and not restrictive.
Many variations of the invention will become apparent to those of
skill in the art upon review of this disclosure. The scope of the
invention should, therefore, be determined not with reference to
the above description, but instead should be determined with
reference to the appended claims along with their full scope of
equivalents.
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