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MIDDLEWARE
2007
Springer
14 years 1 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
14 years 1 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
14 years 1 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»
13 years 12 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
13 years 11 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...