CROSS-REFERENCE TO RELATED APPLICATIONS
Not applicable.
BACKGROUND OF THE INVENTION
Social activities are an important part of most of our lives. Many people enjoy being with family and friends. Games especially provide us with an opportunity to be social while having fun. In particular games provide a good excuse to be with people whose company we enjoy and can provide the intellectual stimulation that we need.
In addition, intellectual stimulation is important for human beings. It provides our brains with flexibility and keeps our minds healthy. It is especially important that our brains be given a chance to solve puzzles or other problems. This increases reaction time and helps our brains to problem solve more effectively.
Crossword puzzles, in particular, are popular for improving critical thinking skills and aptitude. Crossword puzzles require the user to think in different ways while completing the desired clue. I.e., some clues require different mental skills than other clues. Other games allow users to use math or other skills. In particular, games that allow a user to focus on particular areas that may provide greater benefits within the game. For example, some games offer bonuses for playing a particular answer or on a particular section of the game.
Nevertheless, most games focus a user on one skill area rather than multiple skill areas. In particular, word games do not emphasize math skills and math games do not emphasize language skills. In contrast, in real life the skills needed to solve a particular problem are rarely so cut and dry. That is, problems may require us to solve problems in multiple areas simultaneously.
Accordingly, there is a need in the art for a game that allows users to complete a crossword puzzle while simultaneously considering other factors. In addition, there is a need for a game that allows users to exercise multiple skill sets simultaneously. That is, a game that allows users to exercise skills from different areas on a single problem or task. Further, there is a need in the art for a game that allows a user to interact with others while completing the crossword puzzle.
BRIEF SUMMARY OF SOME EXAMPLE EMBODIMENTS
This Summary is provided to introduce a selection of concepts in a simplified form that are further described below in the Detailed Description. This Summary is not intended to identify key features or essential characteristics of the claimed subject matter, nor is it intended to be used as an aid in determining the scope of the claimed subject matter.
One example embodiment includes a method of playing a competitive crossword game. The method includes providing a crossword puzzle. The method also includes determining an order in which players will play. The method further includes a first player completing a first answer.
Another example embodiment includes a system for playing a competitive crossword game. The system includes two or more boxes in a grid. At least one of the two or more boxes is blocked and at least one of the two or more boxes is blank. The system also includes a first marked box, a second marked box, a third marked box and a fourth marked box. The system further includes one or more clues, where the one or more clues is configured to provide information allowing a player to insert the appropriate answer in the at least one blank box.
Another example embodiment includes a system embodied on a computer-readable storage medium bearing computer-executable instructions that, when executed by a processor operatively coupled to memory on a computer, carries out a method for providing a word and money game. The system includes a processor and a monitor, where the monitor is configured to display graphics to a user. The system also includes one or more computer readable media, where the one or more computer readable media contain a set of computer-executable instructions. The set of computer-executable instructions is configured to provide a crossword puzzle. The crossword puzzle includes two or more boxes in a grid. At least one of the two or more boxes is blocked and at least one of the two or more boxes is blank. The crossword puzzle also includes a first marked box, a second marked box, a third marked box and a fourth marked box. The crossword puzzles further includes at least one clue, where the at least one clue is configured to provide information allowing a player to insert the appropriate answer in the at least one blank box. The set of computer-executable instructions is also configured to determine an order in which players will play and allow each player to study the crossword puzzle for a pre-determined amount of time. The set of computer-executable instructions is further configured to allow a first player to complete a first turn and allow a second player to complete a second turn. The set of computer-executable instructions is additionally configured to determine the score of the first player and determine the score of the second player.
These and other objects and features of the present invention will become more fully apparent from the following description and appended claims, or may be learned by the practice of the invention as set forth hereinafter.
BRIEF DESCRIPTION OF THE DRAWINGS
To further clarify various aspects of some example embodiments of the present invention, a more particular description of the invention will be rendered by reference to specific embodiments thereof which are illustrated in the appended drawings. It is appreciated that these drawings depict only illustrated embodiments of the invention and are therefore not to be considered limiting of its scope. The invention will be described and explained with additional specificity and detail through the use of the accompanying drawings in which:
FIG. 1 is a flow chart illustrating a method of beginning a game;
FIG. 2 is a flowchart illustrating a method of playing a game;
FIG. 3 illustrates an example of a crossword puzzle for use in a game;
FIG. 4 illustrates an example of a partially completed crossword puzzle;
FIG. 5 illustrates an example of a partially completed crossword puzzle; and
FIG. 6 illustrates an example of a suitable computing environment in which the invention may be implemented.
DETAILED DESCRIPTION OF SOME EXAMPLE EMBODIMENTS
Reference will now be made to the figures wherein like structures will be provided with like reference designations. It is understood that the figures are diagrammatic and schematic representations of some embodiments of the invention, and are not limiting of the present invention, nor are they necessarily drawn to scale.
FIG. 1 is a flow chart illustrating a method 100 of beginning a game. In at least one implementation, the game can include a competitive crossword puzzle. I.e., the game can include a crossword puzzle in which two or more players compete against one another while competing the crossword puzzle. The game can allow the players to interact socially while simultaneously providing intellectual stimulation. One of skill in the art will appreciate that although the game is described in relation to multiple human players, the game can be played by a solo player or against a computer opponent.
FIG. 1 shows that the method 100 can include providing 102 a crossword puzzle. In at least one implementation, the players can select the crossword puzzle from a group of puzzles. For example, the players can each agree to a specific crossword puzzle. Additionally or alternatively, the crossword puzzle can be provided 102 at random. For example, a computer can provide 102 a puzzle to be played at random. One of skill in the art will appreciate that the players selecting and random selection are not mutually exclusive. For example, the players can select a difficulty level or other grouping of puzzles, from which a puzzle is chosen at random.
In at least one implementation, the crossword can include a physical copy of the crossword. For example, the crossword can include a copy provided in a newspaper or other publication. Additionally or alternatively, the players can print a copy or printed copies can be presented to the players. Additionally or alternatively, the game can be played electronically. For example, players can play over a network against other human players or against computer players. One of skill in the art will appreciate that the electronic version of the game may include the same elements as a physical game, with the elements shown graphically.
As used in the specification and in the claims, a network exemplarily includes the Internet, including a global internetwork formed by logical and physical connections between multiple wide area networks and/or local area networks and can optionally include the World Wide Web (“Web”), including a system of interlinked hypertext documents accessed via the Internet. Alternately or additionally, the network includes one or more cellular RF networks and/or one or more wired and/or wireless networks such as, but not limited to, 802.xx networks, Bluetooth access points, wireless access points, IP-based networks, or the like. The network can also include servers that enable one type of network to interface with another type of network.
FIG. 1 also shows that the method 100 can include determining 104 the order of play. In at least one implementation, a random selection can determine which player will begin. For example, the players can choose a letter tile, role a dice or otherwise randomly determine who plays first. For example, the player that chooses the letter tile closest to “A” can go first. Play can then continue according to player seating in either a clockwise or counter-clockwise direction. Additionally or alternatively, play can continue based on the order of tiles drawn. I.e., the player that chooses the letter tile closest to “A” goes first, with the next closest going second, etc. Additionally or alternatively, the players can agree on the order before play begins.
FIG. 1 further shows that the method 100 can include providing 106 each player a set amount of time to study the crossword puzzle. In at least one implementation, the first player is at a disadvantage during the first turn if each player is not provided 106 with a set amount of time to study to crossword puzzle. I.e., the other players may study the puzzle while the first player is taking his/her turn giving the other players additional time to prepare for their turns. For example, each player may be given three minutes to study the puzzle before the first player begins his/her turn. Additionally or alternatively, the players can be allowed to view and/or study the puzzle only when it his/her turn.
FIG. 1 additionally shows that the method 100 can include the first player completing 108 a first answer. In at least one implementation, the first player can select any desired answer to complete 108. I.e., the first player can select any clue to which he/she believes that he/she knows the answer for and complete the appropriate solution. Additionally or alternatively, the first player can be constrained to complete a particular answer. For example, the player may have to answer 1-across, 1-down, a clue which includes the center box or complete some other answer.
One skilled in the art will appreciate that, for this and other processes and methods disclosed herein, the functions performed in the processes and methods may be implemented in differing order. Furthermore, the outlined steps and operations are only provided as examples, and some of the steps and operations may be optional, combined into fewer steps and operations, or expanded into additional steps and operations without detracting from the essence of the disclosed embodiments.
FIG. 2 is a flowchart illustrating a method 200 of playing a game. In at least one implementation, the game can be started using the method 100 of FIG. 1. One of skill in the art will appreciate, however, that the game can be started using a method other than the method 100 of FIG. 1. The game can include a competitive crossword. For example, the game can include a crossword puzzle that players compete to complete.
FIG. 2 shows that the method 200 can include completing 202 a turn. In at least one implementation, the player's turn can be determined based on a set amount of time. For example, the player may be given between 5 and 8 minutes to complete as many answers as possible. Additionally or alternatively, the player may be allowed to complete a certain number answers. For example, the player's turn may end after he/she completes 5 to 8 answers. Additionally or alternatively, the player's turn can be some combination of the above. For example, the player's time may be 5-8 minutes but end when the player completes a maximum number of answers.
Additionally or alternatively, the player can make single letter and number placements (such as an ‘A’) instead of whole words during their turn only if the letter or number is a “word” itself. For example, for the multiple word answer “3 IN A TUB”, the letter “A” and the number “3” are acceptable placements. This placement will count as a word in the players' word quota for his/her turn.
FIG. 2 also shows that the method 200 can include determining 204 the player's score. In at least one implementation, the player's score can include a point total for each blank box completed by the player. For example, the player's score can be 10 points for each blank box completed by the player. Additionally or alternatively, one or more penalties can be deducted from the player's score. For example, the player can be assessed a penalty for incorrect answers or incorrect letters. E.g., the player can be penalized 5 points for each incorrectly completed box. Additionally or alternatively, the player's score can include point modifications for one or more bonus boxes played by the player, as described below.
In at least one implementation, there can be other score adjustments that are applied. For example, a single letter entry that completes two words can be scored for both words. E.g., if each blank box completed by the player is worth 10 points, a letter which is used in two solutions in a single turn can be worth 20 points. Additionally or alternatively, one or more boxes can include a bonus for either the letter, a word or the complete answer, as described below.
Additionally or alternatively, a non-colored word that has 5 or 6 blank boxes (and no bonus boxes, as discussed below) can earn double the normal score if the word is completed correctly. The word can be originally blank or partially completed to receive the bonus. I.e., it can be the player which completes the entire answer that receives the bonus.
Additionally or alternatively, a non-colored word that has 7 or more blank boxes (and no bonus boxes, as discussed below) can earn triple the normal score if the word is completed correctly. The word can be originally blank or partially completed to receive the bonus. I.e., it can be the player which completes the entire answer that receives the bonus.
Additionally or alternatively, a bonus word or phrase can be located outside the board matrix. For example, the bonus word can be consistent with the theme of the crossword and/or constructed from letters identified in the crossword. The bonus word can receive a large number of points relative to other words. The points assigned to the bonus word are based on the difficulty of the word. For example, completing the bonus word can be worth 100-500 bonus points when it is correctly completed.
Additionally or alternatively, for clues that have answers with multiple words, players can earn points for solving each word of the answer earning the same bonus as the whole answer is assigned. For example if the clue is a triple word score clue then the players earns triple the normal score for each correct word of the multiple word answer.
FIG. 2 further shows that the method 200 can include proceeding 206 to the next player. In at least one implementation, the next player can be determined by prior arrangement, as described above. The next player completes 202 his/her turn and a score is determined 204 for the next player. Play continues in a similar manner through each of the player's turns.
FIG. 2 additionally shows that the method 200 can include finishing 208 the game. In at least one implementation, finishing 208 the game can occur when a pre-determined event occurs. For example, the game can be finished 208 when all of the boxes are completed, when any uncompleted boxes cannot be completed by any of the players, by agreement of the players, when a pre-set time limit is reached, or when any other condition is met.
FIG. 3 illustrates an example of a crossword puzzle 300 for use in a game. One of skill in the art will appreciate that any desired crossword puzzle can be used for the game herein and that the crossword puzzle 300 shown herein is exemplary only and is not limiting unless otherwise indicated in the claims.
FIG. 3 shows that the crossword puzzle 300 can include a grid 302. In at least one implementation, the grid 302 can include a series of vertical and horizontal lines which divides the crossword puzzle 300 into rectangular boxes. For example, the grid 302 can divide the crossword puzzle 300 into boxes. The lines can be any desired thickness in order to produce the rectangular boxes.
FIG. 3 also shows that the crossword puzzle 300 can include a series of blocked boxes 304. In at least one implementation, the blocked boxes 304 can indicate to the players that the box is not available for writing answers. For example, the blocked boxes 304 can be black in color or can otherwise indicate that they are unavailable for writing.
FIG. 3 further shows that crossword puzzle 300 can include a series of blank boxes 306. In at least one implementation, the blank boxes 306 can be completed by the players. I.e., the players can insert one or more letters or numbers into the blank boxes 306 completing the answer. For example, the blank boxes 306 can include an unprinted background or a white background. The blank boxes 306 and the blocked boxes 304 can occupy the entire grid. I.e., each rectangular box created by the grid 302 can be either a blocked box 304 or a blank box 306. One of skill in the art will appreciate that the grid 302 can include 180-degree rotational symmetry. I.e. the pattern of blocked boxes 304 and blank boxes 306 appears the same if the paper is turned upside down. Additionally or alternatively, the blank boxes 306 can be orthogonally contiguous. I.e., the blank boxes 306 can be connected in one mass through shared sides, to form a single polyomino.
FIG. 3 additionally shows that the crossword puzzle 300 can include one or more clues 308. In at least one implementation, the clues 308 can offer hints or puzzles which indicate to the players the answer to be placed in a series of blank boxes 306. Clue types may be straight (or quick), themes, related entries, indirect clues, cryptic clues, cross-references and other clue types. Straight clues can include definitions, blanks, puns, abbreviations, anagrams or other straightforward clues. Themes can include a number of answers that are related to one another, have some element in common, or have some element in common with the crossword title. Related entries can include answers that can be combined into a phrase. Indirect clues can include clues that involve wordplay or metaphors that should not be taken in their literal sense. Cryptic clues can include clues that are themselves puzzles. Cross-references can include references to other answers.
FIG. 3 also shows that the crossword puzzle 300 can include numbers 310 in the blank boxes 306 in which answers begin. In at least one implementation, the clues 308 are then referred to by these numbers and a direction. For example, “4-Across” or “20-Down”. Some crosswords will also indicate the number of words in a given answer, should there be more than one. In at least one implementation, the clues 308 and their respective solutions should always agree in tense and number. For example, if a clue is in the past tense, so is the answer: thus “Traveled on horseback” would be a valid clue for the solution “RODE”, but not for “RIDE”. Similarly, “Family members” would be a valid clue for “AUNTS” but not “UNCLE”.
FIG. 3 further shows that the crossword puzzle 300 can include a first set of bonus boxes 312 (also “first bonus box 312”). In at least one implementation, the first set of bonus boxes 312 can indicate a double word score. I.e., when a player inserts an answer which correctly completes a word using a first bonus box 312, the player earns double the normal score for the word. The first set of bonus boxes 312 can be indicated to the players using coloring, background markings or any other desired indicator. For example, the first set of bonus boxes 312 can be marked with a yellow background. Additionally or alternatively, the corresponding clues 308 can be marked in a manner similar to the first set of bonus boxes 312. For example, the corresponding clues 308 can also be colored in yellow. The number of first bonus boxes 312 can be limited to allow for strategic game play. For example, the number of first bonus boxes 312 can be less than 1 of every 3 blank boxes 306. E.g., the number of first bonus boxes 312 can be approximately 3 of every 20 blank boxes 306
FIG. 3 additionally shows that the crossword puzzle 300 can include a second set of bonus boxes 314 (also “second bonus box 314”). In at least one implementation, the second set of bonus boxes 314 can indicate a triple word score. I.e., when a player inserts an answer which correctly completes a word using a second bonus box 314, the player earns triple the normal score for the word. The second set of bonus boxes 314 can be indicated to the players using coloring, background markings or any other desired indicator. For example, the second set of bonus boxes 314 can be marked with a green background. Additionally or alternatively, the corresponding clues 308 can be marked in a manner similar to the second set of bonus boxes 314. For example, the corresponding clues 308 can also be colored in green. The number of second bonus boxes 314 can be limited to allow for strategic game play. For example, the number of second bonus boxes 314 can be less than 1 of every 3 blank boxes 306. E.g., the number of second bonus boxes 314 can be approximately 1 of every 10 blank boxes 306
FIG. 3 further shows that the crossword puzzle 300 can include a third set of bonus boxes 316 (also “third bonus box 316”). In at least one implementation, the third set of bonus boxes 316 can indicate a double letter score. I.e., when a player inserts an answer which correctly completes a word using a third bonus box 316, the player earns double the normal score for the letter. The third set of bonus boxes 316 can be indicated to the players using coloring, background markings or any other desired indicator. For example, the third set of bonus boxes 316 can be marked with a blue background. Additionally or alternatively, the corresponding clues 308 can be marked in a manner similar to the third set of bonus boxes 316. For example, the corresponding clues 308 can also be colored in blue. The number of third bonus boxes 316 can be limited to allow for strategic game play. For example, the number of third bonus boxes 316 can be less than 1 of every 3 blank boxes 306. E.g., the number of third bonus boxes 316 can be approximately 1 of every 10 blank boxes 306.
FIG. 3 further shows that the crossword puzzle 300 can include a fourth set of bonus boxes 318 (also “fourth bonus box 318”). In at least one implementation, the fourth set of bonus boxes 318 can indicate a triple letter score. I.e., when a player inserts an answer which correctly completes a word using a fourth bonus box 318, the player earns triple the normal score for the letter. The fourth set of bonus boxes 318 can be indicated to the players using coloring, background markings or any other desired indicator. For example, the fourth set of bonus boxes 318 can be marked with a red background. Additionally or alternatively, the corresponding clues 308 can be marked in a manner similar to the fourth set of bonus boxes 318. For example, the corresponding clues 308 can also be colored in red. The number of fourth bonus boxes 318 can be limited to allow for strategic game play. For example, the number of fourth bonus boxes 318 can be less than 1 of every 3 blank boxes 306. E.g., the number of fourth bonus boxes 318 can be approximately 1 of every 10 blank boxes 306.
FIG. 3 additionally shows that the crossword puzzle 300 can include a bonus word 320. In at least one implementation, the bonus word 320 can be located outside the board matrix. For example, the bonus word 320 can be consistent with the theme of the crossword and/or constructed from letters identified in the crossword. The bonus word 320 can receive a large number of points relative to other words. The points assigned to the bonus word 320 are based on the difficulty of the word. For example, completing the bonus word 320 can be worth 100-500 bonus points when it is correctly completed.
FIG. 4 illustrates an example of a partially completed crossword puzzle 300. In at least one implementation, the crossword can reflect the state of the crossword puzzle 300 after a first player has completed his/her turn. I.e., the answers were inserted by the first player, who has now completed his/her turn. The first player can type or otherwise enter his/her answer if an electronic version is being played or can handwrite the answer if played on a printed version.
FIG. 4 shows that the first player in a single turn correctly answered a word that included a first bonus box 312. I.e., the first player correctly inserted an answer (“RENTS”) where one of the boxes was a first bonus box 312. In addition, FIG. 4 shows that the first player in the same single turn correctly inserted an answer that included a third bonus box 316 (“POND”) and a fourth bonus box 318 (“ISSUE”) and correctly inserted an answer for 1-Across (“SHRED”). Further, FIG. 4 shows that the first player incorrectly inserted an answer for 8-Down (“PESTERED”; the correct answer is “RESTLESS”). By way of example, the first player's score will be calculated. For purposes of the calculation it will be assumed that each box is worth 10 points and that all bonuses and penalties described above are in force (even though some may be optional). Therefore, the first player's score is calculated as follows: 190 points for correctly completed boxes 306 (19 completed boxes 306×10 points/box 306)+10 additional points for correctly completed third bonus boxes 316 (1 third bonus boxes 316×10 additional points/third bonus box 316)+50 additional points for correctly completed boxes 306 in the answer containing the first bonus box 312 (5 boxes 306 in answer containing first bonus box 312×10 additional points/first bonus box 316)+20 additional points for correctly completed boxes 306 in the answer containing the fourth bonus box 318 (1 fourth bonus boxes 318×20 additional points/fourth bonus box 318)−35 points for incorrectly completed boxes 306 (7 incorrectly completed boxes 306×−5 points/incorrectly completed box 306)−5 additional points for incorrectly completed third bonus boxes 316 (1 third bonus boxes 316×−5 additional points/third bonus box 316)=230 total points.
FIG. 5 illustrates an example of a partially completed crossword puzzle 300. In at least one implementation, the crossword can reflect the state of the crossword puzzle 300 after a second player has completed his/her turn. I.e., the answers were inserted by the second player, who has now completed his/her turn. The second player can type or otherwise enter his/her answer if an electronic version is being played or can handwrite the answer if played on a printed version. FIG. 5 shows that the incorrect answer inserted by the first player was removed before the second player began his/her turn.
FIG. 5 shows that the second player in a single turn correctly answered a word that included a second bonus box 314 (“LINTEL”). In addition, FIG. 5 shows that the second player in the same single turn correctly inserted an answer that included a third bonus box 316 (“RESTLESS”), a fourth bonus box 318 (“SPOT”), correctly inserted an answer for 11-Across (“SEA”) and the bonus word 320 (“VALUELESS”). By way of example, the second player's score will be calculated. For purposes of the calculation it will be assumed that each box is worth 10 points and that all bonuses and penalties described above are in force (even though some may be optional). Therefore, the second player's score is calculated as follows: 200 points for correctly completed boxes 306 (20 boxes 306×10 points/box 306)+10 additional points for correctly completed third bonus boxes 316 (1 third bonus boxes 316×10 additional points/third bonus box 316)+20 additional points for correctly completed fourth bonus boxes 318 (1 fourth bonus boxes 318×20 additional points/fourth bonus box 318)+120 additional points for correctly completed boxes 306 in answer containing second bonus box 314 (6 boxes 306 in answer containing second bonus box 314×20 additional points/fourth bonus box 318)+200 additional points for completing bonus word 320=550 total points.
FIG. 6, and the following discussion, is intended to provide a brief, general description of a suitable computing environment in which the invention may be implemented. Although not required, the invention will be described in the general context of computer executable instructions, such as program modules, being executed by computers in network environments. Generally, program modules include routines, programs, objects, components, data structures, etc. that performs particular tasks or implement particular abstract data types. Computer-executable instructions, associated data structures, and program modules represent examples of the program code means for executing steps of the methods disclosed herein. The particular sequence of such executable instructions or associated data structures represents examples of corresponding acts for implementing the functions described in such steps.
One skilled in the art will appreciate that the invention may be practiced in network computing environments with many types of computer system configurations, including personal computers, hand-held devices, mobile phones, multi-processor systems, microprocessor-based or programmable consumer electronics, network PCs, minicomputers, mainframe computers, and the like. The invention may also be practiced in distributed computing environments where tasks are performed by local and remote processing devices that are linked (either by hardwired links, wireless links, or by a combination of hardwired or wireless links) through a communications network. In a distributed computing environment, program modules may be located in both local and remote memory storage devices.
With reference to FIG. 6, an example system for implementing the invention includes a general purpose computing device in the form of a conventional computer 620, including a processing unit 621, a system memory 622, and a system bus 623 that couples various system components including the system memory 622 to the processing unit 621. It should be noted however, that as mobile phones become more sophisticated, mobile phones are beginning to incorporate many of the components illustrated for conventional computer 620. Accordingly, with relatively minor adjustments, mostly with respect to input/output devices, the description of conventional computer 620 applies equally to mobile phones. The system bus 623 may be any of several types of bus structures including a memory bus or memory controller, a peripheral bus, and a local bus using any of a variety of bus architectures. The system memory includes read only memory (ROM) 624 and random access memory (RAM) 625. A basic input/output system (BIOS) 626, containing the basic routines that help transfer information between elements within the computer 620, such as during start-up, may be stored in ROM 624.
The computer 620 may also include a magnetic hard disk drive 627 for reading from and writing to a magnetic hard disk 639, a magnetic disk drive 628 for reading from or writing to a removable magnetic disk 629, and an optical disc drive 630 for reading from or writing to removable optical disc 631 such as a CD-ROM or other optical media. The magnetic hard disk drive 627, magnetic disk drive 628, and optical disc drive 630 are connected to the system bus 623 by a hard disk drive interface 632, a magnetic disk drive-interface 633, and an optical drive interface 634, respectively. The drives and their associated computer-readable media provide nonvolatile storage of computer-executable instructions, data structures, program modules and other data for the computer 620. Although the exemplary environment described herein employs a magnetic hard disk 639, a removable magnetic disk 629 and a removable optical disc 631, other types of computer readable media for storing data can be used, including magnetic cassettes, flash memory cards, digital versatile discs, Bernoulli cartridges, RAMs, ROMs, and the like.
Program code means comprising one or more program modules may be stored on the hard disk 639, magnetic disk 629, optical disc 631, ROM 624 or RAM 625, including an operating system 635, one or more application programs 636, other program modules 637, and program data 638. A user may enter commands and information into the computer 620 through keyboard 640, pointing device 642, or other input devices (not shown), such as a microphone, joy stick, game pad, satellite dish, scanner, or the like. These and other input devices are often connected to the processing unit 621 through a serial port interface 646 coupled to system bus 623. Alternatively, the input devices may be connected by other interfaces, such as a parallel port, a game port or a universal serial bus (USB). A monitor 647 or another display device is also connected to system bus 623 via an interface, such as video adapter 648. In addition to the monitor, personal computers typically include other peripheral output devices (not shown), such as speakers and printers.
The computer 620 may operate in a networked environment using logical connections to one or more remote computers, such as remote computers 649a and 649b. Remote computers 649a and 649b may each be another personal computer, a server, a router, a network PC, a peer device, a handheld mobile phone or tablet computer or other common network node, and typically include many or all of the elements described above relative to the computer 620, although only memory storage devices 650a and 650b and their associated application programs 636a and 636b have been illustrated in FIG. 6. The logical connections depicted in FIG. 6 include a local area network (LAN) 651 and a wide area network (WAN) 652 that are presented here by way of example and not limitation. Such networking environments are commonplace in office-wide or enterprise-wide computer networks, intranets and the Internet.
When used in a LAN networking environment, the computer 620 can be connected to the local network 651 through a network interface or adapter 653. When used in a WAN networking environment, the computer 620 may include a modem 654, a wireless link, or other means for establishing communications over the wide area network 652, such as the Internet. The modem 654, which may be internal or external, is connected to the system bus 623 via the serial port interface 646. In a networked environment, program modules depicted relative to the computer 620, or portions thereof, may be stored in the remote memory storage device. It will be appreciated that the network connections shown are exemplary and other means of establishing communications over wide area network 652 may be used.
The present invention may be embodied in other specific forms without departing from its spirit or essential characteristics. The described embodiments are to be considered in all respects only as illustrative and not restrictive. The scope of the invention is, therefore, indicated by the appended claims rather than by the foregoing description. All changes which come within the meaning and range of equivalency of the claims are to be embraced within their scope.