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Software company patent
A Software Company Patent is the Door to a World of Confusion
There is no universal understanding of exactly what a software company patent is. In general, owning a patent allows a company certain rights (or exclusivity) for a prescribed amount of time. Individuals or corporations seeking a patent must apply for a patent in each and every country in which they wish to have one. Unlike copyrights, patents are not automatically granted to applicants and can take quite a while in order to be approved. Another thing to remember, particularly with a software company patent, is that a patent may issue in one or more of the countries in which you've applied but not all of them.
The real problem lies in the fact that there really is no central agreement about what a software company patent actually grants among any of the nations so those who are awarded patents may not be getting exactly what they think they are getting in the process. With no universal agreement there really can't be universal enforcement about the laws and the rights surrounding a software company patent.
The growth of Internet business and e-commerce in general has led to many patent applications for software, particularly software that was designed for specific business applications. The problem is that while the cases are granted and successfully tried and defended in some countries, other countries offer no enforcement or legal recourse for those who do not honor the software company patent even if the patents were granted in those countries. The fine line between nations about what is and isn't patentable is another challenge when it comes to establishing and honoring patents. In other words, the issue of a software company patent is a rather confusing process at best.
Patents differ greatly from copyrights, which are issued automatically and recognized and enforced internationally. Copyrights protect the source code of software from being copied and registration is generally not required in order for your work to be protected.
Lately there is a new term, copyleft, which is an obvious play on words and represents the rights to not only redistribute the works that are covered by this but also to modify and freely distribute those modifications. This term is very much in the spirit of many open source types of software and music. The catch for copyleft protection is that the newly created work be distributed in the same manner and spirit in which it was received. In other words if you were freely given the software, then you must freely provide the improvements and modifications you made to that software. Of course this is a long way from the idea of a software company patent.
It is also important that you are sure you understand exactly what you are applying for as far as your patent goes. Different countries will grant patents for different things and those are closely regulated and carefully regarded when it comes to software-know what you are applying for and understand what you are being granted. A software company patent means different things to different people in different places and it nearly impossible to get other countries to honor a patent that they would not have granted at the same time they shouldn't expect other countries to honor patents based on their decision to do so either.
One unfortunate circumstance surrounding patents is that there seems to be an unequal and obvious disparity between the haves and the have not's. Patent enforcement for software, unlike literature and music is largely subjective. In literature and music, it is rather obvious that the copyright has been abused or that the work has been copied, this isn't as simple with software which is one other reason that software company patent is such a hotly debated subject in the software industry.
Web Hosting - The Internet and How It Works In one sense, detailing the statement in the title would require at least a book. In another sense, it can't be fully explained at all, since there's no central authority that designs or implements the highly distributed entity called The Internet. But the basics can certainly be outlined, simply and briefly. And it's in the interest of any novice web site owner to have some idea of how their tree fits into that gigantic forest, full of complex paths, that is called the Internet. The analogy to a forest is not far off. Every computer is a single plant, sometimes a little bush sometimes a mighty tree. A percentage, to be sure, are weeds we could do without. In networking terminology, the individual plants are called 'nodes' and each one has a domain name and IP address. Connecting those nodes are paths. The Internet, taken in total, is just the collection of all those plants and the pieces that allow for their interconnections - all the nodes and the paths between them. Servers and clients (desktop computers, laptops, PDAs, cell phones and more) make up the most visible parts of the Internet. They store information and programs that make the data accessible. But behind the scenes there are vitally important components - both hardware and software - that make the entire mesh possible and useful. Though there's no single central authority, database, or computer that creates the World Wide Web, it's nonetheless true that not all computers are equal. There is a hierarchy. That hierarchy starts with a tree with many branches: the domain system. Designators like .com, .net, .org, and so forth are familiar to everyone now. Those basic names are stored inside a relatively small number of specialized systems maintained by a few non-profit organizations. They form something called the TLD, the Top Level Domains. From there, company networks and others form what are called the Second Level Domains, such as Microsoft.com. That's further sub-divided into www.Microsoft.com which is, technically, a sub-domain but is sometimes mis-named 'a host' or a domain. A host is the name for one specific computer. That host name may or may not be, for example, 'www' and usually isn't. The domain is the name without the 'www' in front. Finally, at the bottom of the pyramid, are the individual hosts (usually servers) that provide actual information and the means to share it. Those hosts (along with other hardware and software that enable communication, such as routers) form a network. The set of all those networks taken together is the physical aspect of the Internet. There are less obvious aspects, too, that are essential. When you click on a URL (Uniform Resource Locator, such as http://www.microsoft.com) on a web page, your browser sends a request through the Internet to connect and get data. That request, and the data that is returned from the request, is divided up into packets (chunks of data wrapped in routing and control information). That's one of the reasons you will often see your web page getting painted on the screen one section at a time. When the packets take too long to get where they're supposed to go, that's a 'timeout'. Suppose you request a set of names that are stored in a database. Those names, let's suppose get stored in order. But the packets they get shoved into for delivery can arrive at your computer in any order. They're then reassembled and displayed. All those packets can be directed to the proper place because they're associated with a specified IP address, a numeric identifier that designates a host (a computer that 'hosts' data). But those numbers are hard to remember and work with, so names are layered on top, the so-called domain names we started out discussing. Imagine the postal system (the Internet). Each home (domain name) has an address (IP address). Those who live in them (programs) send and receive letters (packets). The letters contain news (database data, email messages, images) that's of interest to the residents. The Internet is very much the same.
Five Flex Time Options that Can Propel your Employee Productivity Flex time is something that is still very rarely used in the United States, but has many followers in other countries, especially European countries. Flex time in general means flexible working hours for employees of a company. They way the flexible working hours are implemented can differ greatly. But one thing is for sure, flexible working hours can greatly propel the employee productivity in your company. Take a look at five different ways to implement flex time in your company. The first and probably easiest way is to give your employees the option to come in to work and leave work within a certain time range. For example, so far your employees worked from 8am to 5pm, now you might give them the opportunity to come in to work anywhere from 7am to 9am, and of course, leave somewhere between 4pm and 6pm. This first model would give your employees an opportunity to be on time as long as they are within that range and their individual habits are considered in regards to being an early riser or a late sleeper. This first model would set the rule that there are 8 work hours plus a one hour lunch in a work day and these are not variables. Therefore, you only have to check their arrival and leaving times in one way or another. A second option is very similar to this, but you can expand the hours worked to a weekly or monthly check, where the employee is responsible to work 40 hours a week with one hour lunch everyday. Then he or she can come and leave in the morning and afternoon in the specified time ranges. For the employee, this means maybe on days that he or she is more energetic, they can spent more hours at work to get their work done and on days they do not feel so energetic or so good or they have family things going, on they can come in the minimum hours established from 9am to 4pm. This version of flextime is a much appreciated model by many employees, but for the employer, it means more work in tracking hours worked and arrival times, to make sure the required hours per week or months are worked. An even more advanced version of the first two flex time themes is a theme where the worker can accumulate time to take off at some point in the future. How specifically you are going to use this version is up to you. You basically are making sure that your employees are not working more than the required amount of hours. Why would you profit from this? Less time spent at the work place makes for more time to relax and regenerate and your employees will be more efficient and motivated throughout your work week. In some companies this flex time method allows the employee to accumulate hours up to a certain amount and then for example, they are allowed to leave after six hours for several days to be home for activities with their family. In an even more expanded version, a fourth version of flex time options, the employee can actually take full days off after having accumulated hours. These days are in general additional to vacation and holidays and can be taken in agreement with their supervisor. The fifth option that has been adopted by some companies actually gives the employees the chance to go into negative hours on their time account. This means if you do not have the required hours, you can still take a flex day off, but have to make sure that after a period of time, that the employer sets in the contract your account goes back to zero or higher. If the employer is a really generous person, he might allow you to completely choose the hours you want to work. You might be able to take work home or work from 10pm to 3am if you desire, as long as you have your assignments done on time and your hours are fulfilled.
Software copyright act The Software Copyright Act was a Great Step in the Right Direction The software copyright act, which is actually called the Digital Millennium Copyright Act has given software developers a little more power when it comes to protecting their works. If you've bought software in the last few years I'm sure you've noticed some of the changes that have been made in the software buying process. If not, then you really should wake up and take note. Some of the more noteworthy achievements of this act are the following: 1) It is now a crime to go around anti-piracy measures in software. 2) It is no longer legal to make, sale, or give away software or devices that were invented for the purpose of cracking codes enabling the illegal copying of software. 3) Limits the liability that ISPs (as far as copyright infringement violations) when information is transmitted online. The problem isn't the people want to be bad or do something wrong. Most of us by nature want to do the right thing. The problem lies in educating people to the fact that it really is stealing when you bootleg, pirate, illegally download, or otherwise acquire copies of software that you didn't pay for. It's one of those 'white lie' types of crimes for most people and they don't really see how it will hurt anyone for them to copy a game that their brother, cousin, uncle, or friend has. Someone paid for it after all. The problem is that at $50 plus being the average price for computer games and simple software if 10 million people are doing it, the numbers are staggering and they add up quickly. The software copyright act sought to protect businesses from losing money this way. The software copyright act was the worldwide response to a growing problem. This problem was so widespread with illegal downloading of music that lawsuits and massive commercial ad campaigns were initiated in order to curtail illegal downloading activities when it comes to music. It seems to be working to some degree. Fewer people are illegally downloading music; the downside is that these people aren't buying as much music either. The reason is because they are no longer being exposed to the wide variety of music and artists that they were getting freely when downloading music each night at no cost. This equals lower record sales and is becoming a problem of lower movie sales and software sales as well. People aren't trying new games like they could before the software copyright act by going to LAN parties and everyone sharing a copy to play, now everyone has to own a copy before they can play. While this may be great for the companies that make a few (a minimal few at best) extra sales on the games for the sake of a great party but for the most part, it is costing them the extra money that could be made by 10 people finding they liked the game enough to go out and buy it so they could play it whenever (and the next group of 10 they will introduce the game to) Gamers are a funny group and software copyright act or no, they are going to stick with the software and games that serve them best. The software copyright act was created in order to protect the rights of those writing and developing computer software. We want those who fill our lives with fun games, useful tools, and great ways to connect to friends and family to continue providing these great services and to get paid for the ones they've already provided. The software copyright act is one giant step in the right direction as far as I'm concerned.