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NETGAMES
2006
ACM
16 years 1 months ago
Load balancing for massively multiplayer online games
Supporting thousands, possibly hundreds of thousands, of players is a requirement that must be satisfied when delivering server based online gaming as a commercial concern. Such a...
Fengyun Lu, Simon E. Parkin, Graham Morgan
ICDCSW
2000
IEEE
15 years 11 months ago
Games-Based Model Checking of Protocols: counting doesn't count
We introduce a technique that can be used to model the behaviour of protocols. In our model each process within a protocol belongs to a particular class. A set of rules governs th...
Tim Kempster, Colin Stirling, Peter Thanisch
227
Voted
VLDB
1998
ACM
102views Database» more  VLDB 1998»
15 years 11 months ago
A Database System for Real-Time Event Aggregation in Telecommunication
Telecommunication networks process verylarge numbers of events in real time. In this environment, database applications demand both high throughput (at reasonable costs), and pred...
Jerry Baulier, Stephen Blott, Henry F. Korth, Abra...
ICDCS
1995
IEEE
15 years 10 months ago
Newtop: A Fault-Tolerant Group Communication Protocol
: A general purpose group communication protocol suite called Newtop is described. It is assumed that processes can simultaneously belong to many groups, group size could be large,...
Paul D. Ezhilchelvan, Raimundo A. Macêdo, Sa...
NSDI
2007
15 years 9 months ago
TightLip: Keeping Applications from Spilling the Beans
Access control misconfigurations are widespread and can result in damaging breaches of confidentiality. This paper presents TightLip, a privacy management system that helps user...
Aydan R. Yumerefendi, Benjamin Mickle, Landon P. C...