Sciweavers

1167 search results - page 210 / 234
» Networking Aspects for Gaming Systems
Sort
View
POPL
2008
ACM
15 years 10 months ago
Cryptographically sound implementations for typed information-flow security
In language-based security, confidentiality and integrity policies conveniently specify the permitted flows of information between different parts of a program with diverse levels...
Cédric Fournet, Tamara Rezk
SOSP
2005
ACM
15 years 6 months ago
BAR fault tolerance for cooperative services
This paper describes a general approach to constructing cooperative services that span multiple administrative domains. In such environments, protocols must tolerate both Byzantin...
Amitanand S. Aiyer, Lorenzo Alvisi, Allen Clement,...
PPDP
2005
Springer
15 years 3 months ago
ReactiveML: a reactive extension to ML
We present ReactiveML, a programming language dedicated to the implementation of complex reactive systems as found in graphical user interfaces, video games or simulation problems...
Louis Mandel, Marc Pouzet
HT
2000
ACM
15 years 2 months ago
Reusable hypertext structures for distance and JIT learning
Software components for distance and just-in-time (JIT) learning are an increasingly common method of encouraging reuse and facilitating the development process[58], but no analog...
Anne Morgan Spalter, Rosemary Michelle Simpson
KBSE
2005
IEEE
15 years 3 months ago
Automating experimentation on distributed testbeds
Engineering distributed systems is a challenging activity. This is partly due to the intrinsic complexity of distributed systems, and partly due to the practical obstacles that de...
Yanyan Wang, Matthew J. Rutherford, Antonio Carzan...