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CODES
2006
IEEE
15 years 10 months ago
Automatic generation of transaction level models for rapid design space exploration
Transaction-level modeling has been touted to improve simulation performance and modeling efficiency for early design space exploration. But no tools are available to generate suc...
Dongwan Shin, Andreas Gerstlauer, Junyu Peng, Rain...
142
Voted
DATE
2003
IEEE
134views Hardware» more  DATE 2003»
15 years 10 months ago
A Multi-Level Design Flow for Incorporating IP Cores: Case Study of 1D Wavelet IP Integration
The design of high performance multimedia systems in a short time force us to use IP's blocks in many designs. However, their correct integration in a design implies more com...
Adel Baganne, Imed Bennour, Mehrez Elmarzougui, Ri...
EICS
2011
ACM
14 years 8 months ago
Hayaku: designing and optimizing finely tuned and portable interactive graphics with a graphical compiler
Although reactive and graphically rich interfaces are now mainstream, their development is still a notoriously difficult task. This paper presents Hayaku, a toolset that supports...
Benjamin Tissoires, Stéphane Conversy
134
Voted
CCR
2004
62views more  CCR 2004»
15 years 4 months ago
Methodological frameworks for large-scale network analysis and design
This paper emphasizes the need for methodological frameworks for analysis and design of large scale networks which are independent of specific design innovations and their advocac...
Antonis Papachristodoulou, Lun Li, John C. Doyle
SIGCSE
2002
ACM
126views Education» more  SIGCSE 2002»
15 years 4 months ago
Design patterns for games
Designing a two-person game involves identifying the game model to compute the best moves, the user interface (the "view") to play the game, and the controller to coordi...
Dung Zung Nguyen, Stephen B. Wong