Gaming Device with Resources Swapping
Abstract
Embodiments of the invention include a method for conserving memory storage on a gaming machine. The method includes creating a resource file and caching the resource file in RAM on a gaming machine; determining whether the resource file is accessed more than a preselected number of times within a preselected time interval; caching the resource file in a SWAP store as a SWAP file if the resource file has not been accessed the preselected number of times within the preselected time interval; monitoring the number of times the SWAP file is accessed within a preselected period of time; and caching the SWAP file as a resource file in RAM of the gaming machine if the SWAP file is accessed a number of preselected times or more.
Claims
exact text as granted — not AI-modified1 . A method for conserving memory storage on a gaming machine, comprising:
Creating a resource file and caching the resource file in RAM on a gaming machine; Determining whether the resource file is accessed more than a preselected number of times within a preselected time interval; Caching the resource file in a SWAP store as a SWAP file if the resource file has not been accessed the preselected number of times within the preselected time interval; Monitoring the number of times the SWAP file is accessed within a preselected period of time; and Caching the SWAP file as a resource file in RAM of the gaming machine if the SWAP file is accessed a number of preselected times or more.
2 . The method of claim 1 wherein the resource file comprises one or more of an image, animation or a sound.
3 . (canceled)
4 . The method of claim 1 wherein the resource file is instantiated to create a cached resource object.
5 . The method of claim 4 wherein the cached resource object maintains a reference to a cached image.
6 . (canceled)
7 . (canceled)
8 . (canceled)
9 . The method of claim 5 , further comprising copying the cached image into the SWAP file.
10 . (canceled)
11 . (canceled)
12 . The method of claim 4 , wherein the cached resource object tracks a number of references that wish to show an image associated with the cached resource object.
13 . (canceled)
14 . (canceled)
15 . (canceled)
16 . (canceled)
17 . A method for increasing the number of images, animations, and sounds on a gaming machine, the method comprising:
Creating one or more resource files associated with one or more games and caching the one or more resource files in RAM on the gaming machine; Determining whether the one or more resource files is accessed more than a preselected number of times within a preselected time interval; Caching one or more of the resource filea in a SWAP store as one or more SWAP files if the one or more resource files has not been accessed the preselected number of times within the preselected time interval; Monitoring the number of times the one or more “SWAP files are accessed within a preselected period of time; and Caching the one or more SWAP files as one or more resource files in RAM of the gaming machine if the SWAP file is accessed a number of preselected times or more.
18 . (canceled)
19 . The method of claim 17 wherein the resource file is stored in a resource store.
20 . The method of claim 17 wherein the resource file is instantiated to create a cached resource object.
21 . The method of claim 20 wherein the cached resource object maintains a reference to a cached image.
22 . (canceled)
23 . (canceled)
24 . (canceled)
25 . The method of claim 21 , further comprising copying the cached image into the SWAP file.
26 . (canceled)
27 . (canceled)
28 . The method of claim 20 , wherein the cached resource object tracks a number of references that wish to show an image associated with the cached resource object.
29 . (canceled)
30 . (canceled)
31 . (canceled)
32 . (canceled)
33 . A gaming machine comprising:
RAM; A plurality of resource files stored on RAM, wherein the resource files have been accessed a preselected number of times or more over a preselected time interval; A SWAP store; and A plurality of SWAP files cached on the SWAP store.
34 . (canceled)
35 . (canceled)
36 . The gaming machine of claim 33 wherein the resource file is instantiated to create a cached resource object.
37 . (canceled)
38 . (canceled)
39 . A Computer Readable Medium for conserving memory storage on a gaming machine, the computer readable medium comprising:
Creating a resource file and caching the resource file in RAM on a gaming machine; Determining whether the resource file is accessed more than a preselected number of times within a preselected time interval; Caching the resource file in a SWAP store as a SWAP file if the resource file has not been accessed the preselected number of times within the preselected time interval; Monitoring the number of times the SWAP file is accessed within a preselected period of time; and Caching the SWAP file as a resource file in RAM of the gaming machine if the SWAP file is accessed a number of preselected times or more.
40 . (canceled)
41 . (canceled)
42 . The Computer Readable Medium of claim 39 wherein the resource file is instantiated to create a cached resource object.
43 . The Computer Readable Medium of claim 42 wherein the cached resource object maintains a reference to a cached image.
44 . (canceled)
45 . (canceled)
46 . (canceled)
47 . The Computer Readable Medium of claim 42 , further comprising copying the cached image into the SWAP file.
48 . (canceled)
49 . (canceled)
50 . The Computer Readable Medium of claim 42 , wherein the cached resource object tracks a number of references that wish to show an image associated with the cached resource object.
51 . (canceled)
52 . (canceled)
53 . (canceled)
54 . The Computer Readable Medium of claim 43 wherein when the cached resource object is destroyed, the cached resource object deletes the cached image and corresponding SWAP file.Cited by (0)
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