Abstract:
Various embodiments are disclosed for enabling multiple computing devices having a decentralized operating system to effectively monitor and manage resources across the multiple devices. In some embodiments, the systems are able to identify a set of local resources available for utilization by an application running on the decentralized operating system. A resource message identifying the set of local resources can be generated using a resource discovery and utilization application programming interface. This information can then be sent to a requestor (e.g., an application running on the decentralized operating system) which can create a resource utilization plan.
Abstract:
Technology is disclosed for utilizing version vector data of computing devices to optimize performance of the computing devices and/or other computer systems that provide various services to the computing devices (“the technology”). One embodiment includes analyzing version vectors of the computing devices to determining a user's usage pattern, such as the type of computing device used, the computer applications used on the computing device, and the time of day of usage. This information about usage pattern and other information that can be determined using the version vectors can enable system optimizations on both individual user level and a group of users level. For example, on the individual user level, knowing user's usage pattern may enable automatic file synchronization between multiple devices without user intervention. On the group level, a service provider may allocate resources (servers, bandwidth, etc.) to accommodate the group's usage pattern.
Abstract:
Technology is disclosed for migrating at least portions of a video streaming application to a cloud server. The migration is based on an optimization factor of a video streaming application. The optimization factor can be computed based on consumption of computing resources of the computing device. The video streaming application is a multi-threaded application in which a background thread performs tasks that may not require user interaction and a foreground thread performs tasks that may require user interaction. A service component of the video streaming application that obtains video streaming data from video servers is one example of the background thread. A user interface component that displays the video streaming data to a user via a user interface is an example of the foreground thread. If the optimization factor of the service component is below a predefined threshold, the service component is transferred to the cloud server for further processing.
Abstract:
Technology is disclosed for pushing notifications to computing devices based on location proximity (“the technology”). Various embodiments of the technology includes a proxy server that facilitates transmission of notifications to the computing devices based on a location proximity and/or access pattern of the computing devices. The proxy server transmits the notifications to the devices based on their location proximity with a primary device of the user, e.g., a device which the user uses more often than others. For example, if a particular device is not within a predefined location proximity of the primary device, the proxy server delays the transmission of notifications to the particular device until the particular device is in the predefined location proximity. In another example, a transmission frequency of the notifications is continuously adjusted based on the location proximity, e.g., the transmission frequency is increased as the proximity increases, and is decreased as the proximity decreases.
Abstract:
Techniques for a method for automatically synchronizing application state of a video game across multiple devices are disclosed herein. The method includes running an instance of the video game application at a first electronic device, detecting a presence of a second electronic device based on a proximity of the second electronic device to the first electronic device, identifying an installation of another instance of the video game application on the second electronic device, saving a current state of play of the instance of the video game application running on the first electronic device and transmitting the application state data to the second electronic device. The application state data of the video game application enables another instance of the video game application to resume the current state of play of the video game application at the second electronic device.
Abstract:
Technology is disclosed herein for a cloud based file system that facilitates storing data beyond a physical storage limit of a computing device. In some embodiments, the file system stores the metadata of the data in a local storage of the device and the data itself in a cloud storage. Upon accessing a data object on the device, the device obtains the data from the cloud storage and presents it to the user as if the content data is stored locally. The device identifies the data objects that are likely to be accessed by the user, pre-fetches the content of these data objects and stores them in a cache locally. Prefetching profiles are used to identify the data objects that are likely to be used based on a usage pattern of the data objects. Different prefetching profiles may be generated for multiple devices associated with the user.
Abstract:
Technology disclosed herein includes a method for loading a carrier specific OS onto a computing device depending on what network the computing device is connected to. The computing device detects an identity of a network to which a computing device is connected or is to be connected during a network identification process executed on the computing device. The network can be identified, e.g., by examining a subscriber identification module (SIM) card electronically connected to the computing device. The device then sends a request including the identity of the network to a remote registration service. In turn the device receives an instruction from the remote registration service identifying a distribution of an operating system (OS) specific for the network. After retrieving the OS distribution, the device loads the distribution of the operating system on the computing device.
Abstract:
Technology is disclosed for migrating at least portions of a video streaming application to a cloud server. The migration is based on an optimization factor of a video streaming application. The optimization factor can be computed based on consumption of computing resources of the computing device. The video streaming application is a multi-threaded application in which a background thread performs tasks that may not require user interaction and a foreground thread performs tasks that may require user interaction. A service component of the video streaming application that obtains video streaming data from video servers is one example of the background thread. A user interface component that displays the video streaming data to a user via a user interface is an example of the foreground thread. If the optimization factor of the service component is below a predefined threshold, the service component is transferred to the cloud server for further processing.
Abstract:
Technology is disclosed herein for migrating at least portions of computer applications to a server. According to at least one embodiment, a computing device identifies a service component of a computer application executed at the computing device. The service component does not directly interact with a user of the computing device. The computing device transfers an instance of the service component to a server so that the service component can be executed at the server. The computing device then receives from the server a result message generated by the instance of the service component executed at the server. The computing device feeds the result message to a user interface component of the computer application via a procedure call such that the user interface component retrieves the result message as if it were generated by an instance of the service component executed at the computing device.
Abstract:
Techniques for a method for automatically synchronizing application state of a video game across multiple devices are disclosed herein. The method includes running an instance of the video game application at a first electronic device, detecting a presence of a second electronic device based on a proximity of the second electronic device to the first electronic device, identifying an installation of another instance of the video game application on the second electronic device, saving a current state of play of the instance of the video game application running on the first electronic device and transmitting the application state data to the second electronic device. The application state data of the video game application enables another instance of the video game application to resume the current state of play of the video game application at the second electronic device.