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MIDDLEWARE
2007
Springer
15 years 10 months ago
Vector-Field Consistency for Ad-Hoc Gaming
Abstract. Developing distributed multiplayer games for ad-hoc networks is challenging. Consistency of the replicated shared state is hard to ensure at a low cost. Current consisten...
Nuno Santos, Luís Veiga, Paulo Ferreira
ICPADS
2006
IEEE
15 years 10 months ago
Secure and High-Performance Web Server System for Shared Hosting Service
We developed Hi-sap, a web server system that ensures the security in a server and has high performance when processing dynamic content. In existing servers, server embedded progr...
Daisuke Hara, Yasuichi Nakayama
ISORC
2006
IEEE
15 years 10 months ago
Design Patterns for Releasing Applications in C++ Implementations of JTRS Software Communications Architecture
The Software Communications Architecture (SCA), which has been adopted as an SDR (Software Defined Radio) Forum standard, provides a framework that successfully exploits common de...
Michael Barth, Jonghun Yoo, Saehwa Kim, Seongsoo H...
MICRO
1997
IEEE
141views Hardware» more  MICRO 1997»
15 years 8 months ago
Unroll-and-Jam Using Uniformly Generated Sets
Modern architectural trends in instruction-level parallelism (ILP) are to increase the computational power of microprocessors significantly. As a result, the demands on memory ha...
Steve Carr, Yiping Guan
LICS
1997
IEEE
15 years 7 months ago
How Much Memory is Needed to Win Infinite Games?
We consider a class of infinite two-player games on finitely coloured graphs. Our main question is: given a winning condition, what is the inherent blow-up (additional memory) of ...
Stefan Dziembowski, Marcin Jurdzinski, Igor Waluki...