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STANDARD REFERENCE MATERIALS 5 Standard Reference Materials 3191-3195-Aqueous Electrolytic Conductance Standards

by Ge To Collaborate On St, Ards For Real-time Radioscopy, Ellipsometric Srm, Virtual Sell-out , 1990
"... FIPS for POSIX Approved ..."
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FIPS for POSIX Approved

APPROVED BY

by Balázs Gerőfi, Balázs Gerőfi, Dr. Herbert Bos , 2006
"... The Virtual File system (VFS) is an abstraction layer over the file system implementations in the operating system. It handles all system calls related to the file system and allows for client applications to access different types of file systems in a uniform way. It also provides a common interfac ..."
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interface to several kinds of file system implementations. The VFS layer was introduced first in the SunOS and it is present in many modern operating systems. MINIX 3 is a microkernel based POSIX compliant operating system designed to be highly reliable, flexible, and secure. A minimal kernel provides

The Design Of A Multithreaded Programming Course And Its Accompanying Software Tools

by Ching-kuang Shene, Steve Carr - Software Tools, The Journal of Computing in Small Colleges , 1998
"... With the continuing emergence of multithreaded computation as a powerful vehicle for science and engineering, the need for an introduction to multithreaded programming for scientists and engineers is high. All popular operating systems already support multithreaded programming and the popular POSIX ..."
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With the continuing emergence of multithreaded computation as a powerful vehicle for science and engineering, the need for an introduction to multithreaded programming for scientists and engineers is high. All popular operating systems already support multithreaded programming and the popular POSIX

The Design Of A Multithreaded Programming

by Course And Its, Ching-kuang Shene, Steve Carr - Software Tools, The Journal of Computing in Small Colleges , 1998
"... With the continuing emergence of multithreaded computation as a powerful vehicle for science and engineering, the need for an introduction to multithreaded programming for scientists and engineers is high. All popular operating systems already support multithreaded programming and the popular PO ..."
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POSIX Pthreads standard has been approved. It is the right time to teach students this new technology. This paper presents the problems and difficulties we encountered and a set of comprehensive and flexible course materials for a multithreaded programming course for sophomore and junior students

Runtime Performance Analysis of the M-to-N Scheduling Model

by Bryan Cantrill, Bryan M. Cantrill
"... The popular M-to-N thread scheduling model multiplexes many user-level threads on top of fewer kernel-level threads. While this model is designed to be scalable and efficient without excessive resource consumption, we isolate several elementary examples under which the M-to-N model exhibits highly n ..."
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extremely difficult. Moreover, we show that the insulation of user-level scheduling from kernel-level scheduling can have undesirable side-effects. 1 Introduction Since the approval of the POSIX threads standard [6], multithreaded programming has experienced an explosion of interest. Many applications have

22.10.2009 Implementation of a Peer-to-Peer Multiplayer Game with Realtime Requirements

by Gutachten Alej, Ro Buchmann
"... Massively multiplayer online games (MMOGs) have become increasingly popular in the recent years, particularly in the form of online role-playing games (MMORPGs). These games support up to several ten thousand players interacting in a virtual game world. The current commercially successful games are ..."
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Massively multiplayer online games (MMOGs) have become increasingly popular in the recent years, particularly in the form of online role-playing games (MMORPGs). These games support up to several ten thousand players interacting in a virtual game world. The current commercially successful games are client-server based, which is feasible for relatively slow role-playing games. Those have modest bandwidth and latency requirements and are paid for by their customers. For MMOGs with higher realtime requirements and/or a smaller number of customers willing to pay, peer-to-peer networking seems to be a serious alternative. This work analyzes the implementation of both a client-server and a peer-to-peer networking model for the prototype shooter game Planet π4. Initially, a survey introduces recent academic approaches to peer-to-peer systems specifically designed for games. Of those, one system is selected for implementation with Planet π4. Planet π4 is improved in several aspects for the purpose of analyzing various network implementations. First, its architecture is restructured and cleaned to allow for an easy replacement of the networking component. Second, its core is modified to work in a completely event-based mode, supporting the execution of the game in an discrete-event-based network simulator. Third, a simple artificial intelligence player is developed for workload generation in large (and possibly simulated) networks. Furthermore, the newly developed transport protocol CUSP is applied for the network implementation, thus the game is the first real application using CUSP. Finally the game Planet π4 is integrated with the CUSP network simulator, allowing to run the whole game in a simulated network without the need for modification of its core components. Kurzfassung Massen-Mehrspieler-Onlinespiele (Massively multiplayer online games; MMOGs) wurden in den vergangenen Jahren zunehmend populär, insbesondere in Form von Online-Rollenspielen (MMORPGs). In
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