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» A Model of Component-Based Programming
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SAC
2009
ACM
15 years 9 months ago
Aspect-oriented procedural content engineering for game design
Generally progressive procedural content in the context of 3D scene rendering is expressed as recursive functions where a finer level of detail gets computed on demand. Typical e...
Walter Cazzola, Diego Colombo, Duncan Harrison
CC
2009
Springer
15 years 9 months ago
Scheduling Tasks to Maximize Usage of Aggregate Variables in Place
Single-assignment languages with copy semantics have a very simple and approachable programming model. A na¨ıve implementation of the copy semantics that copies the result of eve...
Samah Abu-Mahmeed, Cheryl McCosh, Zoran Budimlic, ...
276
Voted
EH
1999
IEEE
351views Hardware» more  EH 1999»
15 years 9 months ago
Evolvable Hardware or Learning Hardware? Induction of State Machines from Temporal Logic Constraints
Here we advocate an approach to learning hardware based on induction of finite state machines from temporal logic constraints. The method involves training on examples, constraint...
Marek A. Perkowski, Alan Mishchenko, Anatoli N. Ch...
TOOLS
1999
IEEE
15 years 9 months ago
Employing Object Technology to Expose Fundamental Object Concepts
This paper reports on the utilisation of object technology in a university-level course on software development, specifically designed for distance learning, and now enrolling ove...
Mark Woodman, Robert Griffiths, Simon Holland, Hug...
142
Voted
PPOPP
1997
ACM
15 years 9 months ago
Performance Implications of Communication Mechanisms in All-Software Global Address Space Systems
Global addressing of shared data simplifies parallel programming and complements message passing models commonly found in distributed memory machines. A number of programming sys...
Beng-Hong Lim, Chi-Chao Chang, Grzegorz Czajkowski...
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