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NETGAMES
2006
ACM
16 years 1 days ago
Meeting technology challenges of pervasive augmented reality games
Pervasive games provide a new type of game combining new technologies with the real environment of the players. While this already poses new challenges to the game developer, requ...
Wolfgang Broll, Jan Ohlenburg, Irma Lindt, Iris He...
PLDI
2006
ACM
16 years 1 days ago
Automatic instruction scheduler retargeting by reverse-engineering
In order to generate high-quality code for modern processors, a compiler must aggressively schedule instructions, maximizing resource utilization for execution efficiency. For a ...
Matthew J. Bridges, Neil Vachharajani, Guilherme O...
PLDI
2006
ACM
16 years 1 days ago
The Compressor: concurrent, incremental, and parallel compaction
The widely used Mark-and-Sweep garbage collector has a drawback in that it does not move objects during collection. As a result, large long-running realistic applications, such as...
Haim Kermany, Erez Petrank
PLDI
2006
ACM
16 years 1 days ago
A framework for unrestricted whole-program optimization
Procedures have long been the basic units of compilation in conventional optimization frameworks. However, procedures are typically formed to serve software engineering rather tha...
Spyridon Triantafyllis, Matthew J. Bridges, Easwar...
PODC
2006
ACM
16 years 1 days ago
Adversarial queuing on the multiple-access channel
We consider deterministic distributed broadcasting on multiple access channels in the framework of adversarial queuing. Packets are injected dynamically by an adversary that is co...
Bogdan S. Chlebus, Dariusz R. Kowalski, Mariusz A....