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NETGAMES
2004
ACM
15 years 3 months ago
Accuracy in dead-reckoning based distributed multi-player games
Distributed multi-player games use dead reckoning vectors to intimate other (at a distance) participating players about the movement of any entity by a controlling player. The dea...
Sudhir Aggarwal, Hemant Banavar, Amit Khandelwal, ...
WMASH
2004
ACM
15 years 3 months ago
Smart edge server: beyond a wireless access point
Wireless access at cafes, airports, homes and businesses have proliferated all over the globe with several different Wireless Internet Service Providers. Similarly, digital media ...
Geetha Manjunath, Tajana Simunic, Venkatesh Krishn...
143
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IFIP
2004
Springer
15 years 3 months ago
The Inherent Queuing Delay of Parallel Packet Switches
The parallel packet switch (PPS) extends the inverse multiplexing architecture, and is extensively used as the core of contemporary commercial switches. A key factor in the perfor...
Hagit Attiya, David Hay
VLDB
2004
ACM
187views Database» more  VLDB 2004»
15 years 3 months ago
Voronoi-Based K Nearest Neighbor Search for Spatial Network Databases
A frequent type of query in spatial networks (e.g., road networks) is to find the K nearest neighbors (KNN) of a given query object. With these networks, the distances between ob...
Mohammad R. Kolahdouzan, Cyrus Shahabi
INFOCOM
2003
IEEE
15 years 3 months ago
The effect of layer-2 store-and-forward devices on per-hop capacity estimation
— Tools such as pathchar, clink, and pchar attempt to measure the capacity of every Layer-3 (L3) hop in a network path. These tools use the same underlying measurement methodolog...
Ravi Prasad, Constantinos Dovrolis, Bruce A. Mah