Dynamic SDK Binding for Memory-Limited Wearable Applications

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Solution Overview

Problem

Wearable devices like smartwatches and sports bands face limitations in memory capacity, preventing the installation of third-party applications due to software and hardware constraints, leading to wasted storage resources from unused SDKs and a limited number of supported applications.

Innovation Solution

A dynamic binding method where a wearable device downloads SDK resource packages from a cloud server via a terminal, using a standard application to selectively load and invoke SDKs based on user selection, allowing multiple applications to be supported without occupying excessive memory space.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If multiple SDKs are preset in the memory to support various applications, then the quantity of supported applications increases, but the storage resources are wasted because SDKs occupy memory even when not used

Engineering Contradiction:
Improvequantity of supported applicationsVSAvoidstorage resources waste
Core Design Contradiction:
Adaptability or versatilityVSLoss of substance

Solution Approach 1:

The patent implements dynamic loading of SDKs based on user selection. Instead of having all SDKs permanently installed in memory, the system dynamically loads only the required SDK into memory when a user selects an application, and unloads it after use. This dynamic mechanism allows the wearable device to support multiple applications without permanently occupying memory for all SDKs, thus resolving the contradiction between supporting diverse applications and avoiding storage waste.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent extracts the SDK loading function from the traditional static installation model. SDKs are stored as resource packages in the storage, and only the necessary portions are extracted and loaded into memory when needed through the standard application interface. This extraction approach allows the system to maintain support for multiple applications while minimizing the actual memory occupation to only what is currently required.

Inventive Principle:
Principle #2Taking out (Extraction)

2Adaptability or versatility

If a large quantity of SDKs are preset in the memory, then more applications can be supported, but the memory capacity is exceeded due to limited storage space

Engineering Contradiction:
Improvequantity of supported applicationsVSAvoidmemory capacity
Core Design Contradiction:
Adaptability or versatilityVSQuantity of substance

Solution Approach 1:

The system dynamically manages SDK loading based on user needs. The standard application interface allows users to select which SDKs to load into memory, and the system automatically loads only those selected SDKs rather than all available SDKs. This dynamic loading strategy enables the wearable device to support a large quantity of applications through the cloud server while maintaining within the limited memory capacity by loading only necessary SDKs at any given time.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent moves the SDK storage from the wearable device's local memory to the cloud server, utilizing the network dimension to extend storage capacity. The wearable device maintains a standard application interface that can access SDKs from the cloud, effectively transforming the limited local memory into a gateway for accessing a much larger remote storage space, thus resolving the memory capacity limitation.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

3Adaptability or versatility

If third-party applications are installed directly on the wearable device, then application functionality increases, but the software and hardware limitations prevent such installation

Engineering Contradiction:
Improveapplication functionalityVSAvoidsoftware and hardware limitations
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent introduces a standard application as an intermediary between the user and third-party applications. Instead of directly installing third-party applications on the wearable device, users interact with the standard application interface, which then invokes the appropriate SDK through the cloud server. This intermediary approach simplifies the software architecture by maintaining a unified interface while enabling diverse application functionality through remote SDK invocation, thus working around the hardware limitations.

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The patent replaces the traditional mechanical installation process of third-party applications with a cloud-based invocation mechanism. Instead of physically installing application files on the device, the system uses network communication to retrieve and execute SDKs from the cloud server when needed through the standard application interface. This substitution of the installation mechanism enables application functionality without requiring the wearable device to have the capability to host diverse application software.

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

Data Source

PatentUS20260079756A1Dynamic Binding Method and System, Electronic Device, and Storage Medium
Publication Date: 2026.03.19 HUAWEI TECH CO LTD
  • US20260079756A1 patent drawing
  • US20260079756A1 patent drawing
  • US20260079756A1 patent drawing

AI summary

A first terminal device receives a software development kit SDK resource package sent by a second terminal device, and stores the SDK resource package in a storage, where the SDK resource package is obtained by the second terminal device from a cloud server; and in response to SDK configuration selection, loads an SDK selected through the SDK configuration selection into a memory, and displays, on a home screen, an icon corresponding to the SDK loaded into the memory. Each SDK resource package and a standard application are developed according to a predefined unified standard, to ensure that the standard application is capable of successfully invoking, for binding and use, the SDK loaded into the memory.