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SAC
2009
ACM
14 years 2 days ago
Aspect-oriented procedural content engineering for game design
Generally progressive procedural content in the context of 3D scene rendering is expressed as recursive functions where a finer level of detail gets computed on demand. Typical e...
Walter Cazzola, Diego Colombo, Duncan Harrison
ASPLOS
1996
ACM
13 years 11 months ago
An Integrated Compile-Time/Run-Time Software Distributed Shared Memory System
On a distributed memory machine, hand-coded message passing leads to the most efficient execution, but it is difficult to use. Parallelizing compilers can approach the performance...
Sandhya Dwarkadas, Alan L. Cox, Willy Zwaenepoel
EACL
2006
ACL Anthology
13 years 8 months ago
Unifying Synchronous Tree Adjoining Grammars and Tree Transducers via Bimorphisms
We place synchronous tree-adjoining grammars and tree transducers in the single overarching framework of bimorphisms, continuing the unification of synchronous grammars and tree t...
Stuart M. Shieber
FLAIRS
2003
13 years 8 months ago
Advantages of Brahms for Specifying and Implementing a Multiagent Human-Robotic Exploration System
We have developed a model-based, distributed architecture that integrates diverse components in a system designed for lunar and planetary surface operations: an astronaut’s spac...
William J. Clancey, Maarten Sierhuis, Charis Kaski...
EDOC
2003
IEEE
14 years 21 days ago
How MDA Can Help Designing Component- and Aspect-based Applications
Distributed systems are inherently complex, and therefore difficult to design and develop. Experience shows that new technologies—such as components, aspects, and application f...
Lidia Fuentes, Mónica Pinto, Antonio Vallec...