• Title/Summary/Keyword: 제한 메모리

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Design of Bluetooth based MMORPG Game in MANETs (모바일 애드-혹 망에서 Bluetooth 기반 MMORPG의 설계)

  • Oh, Sun-Jin
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.9 no.4
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    • pp.39-45
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    • 2009
  • With the rapid growth of recent wireless mobile computing application technology and handheld mobile terminal device development technology, one of the big issue in these fields is to design online games in wireless mobile ad hoc network environment. Online games in mobile computing environment have lots of constraints for developing online games because mobile terminals have many limitations such as low performance of processor, limited memory space, small bandwidth of wireless communication, and confined life of battery power. Therefore, most of mobile games are restrictive in the function of online and multi-play up to date. In this paper, the online MMORPG game, capable of multi-play with many other mobile users using mobile terminals in wireless mobile computing environment, is designed and implemented. Proposed mobile online game uses bluetooth to construct temporary wireless mobile ad hoc network with other mobile clients, and designed to carry out online MMORPG game with these clients. It also supports multi-play among them.

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AFTL: An Efficient Adaptive Flash Translation Layer using Hot Data Identifier for NAND Flash Memory (AFTL: Hot Data 검출기를 이용한 적응형 플래시 전환 계층)

  • Yun, Hyun-Sik;Joo, Young-Do;Lee, Dong-Ho
    • Journal of KIISE:Computer Systems and Theory
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    • v.35 no.1
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    • pp.18-29
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    • 2008
  • NAND Flash memory has been growing popular storage device for the last years because of its low power consumption, fast access speed, shock resistance and light weight properties. However, it has the distinct characteristics such as erase-before-write architecture, asymmetric read/write/erase speed, and the limitation on the number of erasure per block. Due to these limitations, various Flash Translation Layers (FTLs) have been proposed to effectively use NAND flash memory. The systems that adopted the conventional FTL may result in severe performance degradation by the hot data which are frequently requested data for overwrite in the same logical address. In this paper, we propose a novel FTL algorithm called Adaptive Flash Translation Layer (AFTL) which uses sector mapping method for hot data and log-based block mapping method for cold data. Our system removes the redundant write operations and the erase operations by the separating hot data from cold data. Moreover, the read performance is enhanced according to sector translation that tends to use a few read operations. A series of experiments was organized to inspect the performance of the proposed method, and they show very impressive results.

A Study on Extendable Instruction Set Computer 32 bit Microprocessor (확장 명령어 32비트 마이크로 프로세서에 관한 연구)

  • 조건영
    • Journal of the Korean Institute of Telematics and Electronics D
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    • v.36D no.5
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    • pp.11-20
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    • 1999
  • The data transfer width between the mocroprocessor and the memory comes to a critical part that limits system performance since the data transfer width has been as it was while the performance of a microprocessor is getting higher due to its continuous development in speed. And it is important that the memory should be in small size for the reduction of embedded microprocessor's price which is integrated on a single chip with the memory and IO circuit. In this paper, a mocroprocessor tentatively named as Extendable Instruction Set Computer(EISC) is proposed as the high code density 32 bit mocroprocessor architecture. The 32 bit EISC has 16 general purpose registers and 16 bit fixed length instruction which has the short length offset and small immediate operand. By using and extend register and extend flag, the offset and immediate operand could be extended. The proposed 32 bit EISC is implemented with an FPGA and all of its functions have been tested and verified at 1.8432MHz. And the cross assembler, the cross C/C++ compiler and the instruction simulator of the 32 bit EISC shows 140-220% and 120-140% higher code density than RISC and CISC respectively, which is much higher than any other traditional architectures. As a consequence, the EISC is suitable for the next generation computer architecture since it requires less data transfer width compared to any other ones. And its lower memory requirement will embedded microprocessor more useful.

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Efficient Implementation of SVM-Based Speech/Music Classifier by Utilizing Temporal Locality (시간적 근접성 향상을 통한 효율적인 SVM 기반 음성/음악 분류기의 구현 방법)

  • Lim, Chung-Soo;Chang, Joon-Hyuk
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.49 no.2
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    • pp.149-156
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    • 2012
  • Support vector machines (SVMs) are well known for their pattern recognition capability, but proper care should be taken to alleviate their inherent implementation cost resulting from high computational intensity and memory requirement, especially in embedded systems where only limited resources are available. Since the memory requirement determined by the dimensionality and the number of support vectors is generally too high for a cache in embedded systems to accomodate, frequent accesses to the main memory occur inevitably whenever the cache is not able to provide requested data to the processor. These frequent accesses to the main memory result in overall performance degradation and increased energy consumption because a memory access typically takes longer and consumes more energy than a cache access or a register access. In this paper, we propose a technique that reduces the number of main memory accesses by optimizing the data access pattern of the SVM-based classifier in such a way that the temporal locality of the accesses increases, fully utilizing data loaded into the processor chip. With experiments, we confirm the enhancement made by the proposed technique in terms of the number of memory accesses, overall execution time, and energy consumption.

A Study of a Rate Limit Method for QoS Guarantees in Ethernet (이더넷에서의 QoS 보장을 위한 대역제한에 관한 연구)

  • Chung, Won-Young;Park, Jong-Su;Kim, Pan-Ki;Lee, Jung-Hee;Lee, Yong-Surk
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.32 no.2B
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    • pp.100-107
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    • 2007
  • Recently, a study of BcN(Broadband convergence Network) is progressing continuously, and it is important to improve the quality of the service according to subscribers because a scale of network is about to be larger. It is more important to manage QoS(Quality of Service) of all subscribers in layer 2 than layer 3 network since managing it in layer 3 network cost both additional processes and large hardware. Moreover, QoS based on Best-Effort service has been developed because tots of subscribers should use limited resource in BcN. However, they want to be supplied with different service even though they pay more charge. Therefore, it is essential to assign the different bandwidth to subscribers depending on their level of charge. The method of current Rate Limiter limits the bandwidth of each port that does not offer fair service to subscribers. The Rate Limiter proposed in this paper limits bandwidth according to each subscriber. Therefore, subscribers can get fair service regardless of switch structure. This new Rate Limiter controls the bandwidth of subscribers according to the information of learning subscriber and manages maximum performance of Ethernet switch and QoS.

Improved Grouping and Buffer Sharing Method in VOD Server (주문형 비디오 서버에서의 개선된 그룹핑과 버퍼 공유 기법)

  • Jeong, Hong-Gi;Park, Seung-Gyu
    • Journal of KIISE:Information Networking
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    • v.27 no.4
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    • pp.489-497
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    • 2000
  • 주문형 비디오(Video On Demand)서버의 구현은 현재까지도 많은 부분에 한계를 가지고 있으며 이를 해결하기 위한 연구들이 활발히 진행되고 있다. 주문형 비디오 서비스의 한계는 대부분이 자원(디스크, 버퍼)의 제한 때문에 발생하고 있으며 디스크어레이(Disk Array)나, 메모리 뱅크(Memory Bank)와 같은 특수한 하드웨어를 사용하여 해결하고 있다. 또한 이와 아울러 그룹핑이나 버퍼 공유기법과 같은 소프트웨어적인 방법도 제안되었다. 본논문에서는 주분형 비디오 서버의 한계 중 디스크대역폭과 버퍼공간의 한계점에 의한 문제를 해결하기위하여 개선된 그룹핑 방법과 버퍼 공유 및 관리 방법을 제안한다. 제안하는 그룹핑 방법은 비디오의 인기도에 기반을 둔 방법을 사용하며 버퍼 공유방법은 버퍼의 크기 및 디스크의 대역폭 가용량에 따라 적응적으로 병합 분할하는 방법을 사용한다, 제안하는 병합 분할 방법은 피기백킹(piggy-backing)개념을 도입하였으며 시뮬레이션을 통해 제안하 방법의 우수성을 보였다.

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Design and Implementation of the Component Manager for Component based Software Platform (컴포넌트 기반 소프트웨어 플랫폼을 위한 컴포넌트 관리자 설계 및 구현)

  • Lee Su-Won;Yoo In-Seon;Yoo Yong-Duck;Choi Hoon
    • Proceedings of the Korean Information Science Society Conference
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    • 2006.06d
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    • pp.199-201
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    • 2006
  • 소형 모바일 디바이스는 일반적으로 배터리로 동작하는 등 전력제한적이며 시스템 메모리 및 자원 제약적이다. 또한 소형 모바일 디바이스에서 실행되는 응용프로그램은 일반적으로 시스템의 일부 기능만을 이용하여 수행된다. 따라서 본 연구에서는 시스템에서 제공하는 서비스를 각각의 컴포넌트로 구현하고 응용프로그램의 요구에 따라 소프트웨어 플랫폼을 동적으로 재구성할 수 있는 소프트웨어 플랫폼을 설계 및 구현하였다. 구현한 플랫폼을 웨어러블 컴퓨터 보드에 포팅하여 정상 동작함을 확인하였다.

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Recycling Invalid Data Method for Improving I/O Performance in SSD Storage System (SSD 기반 스토리지 시스템에서 입출력 성능 향상을 위한 무효데이터 재활용 기법)

  • Kim, Ju-Kyeong;Lee, Seung-Kyu;Mehdi, Pirahandeh;Kim, Deok-Hwan
    • Proceedings of the Korean Information Science Society Conference
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    • 2012.06a
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    • pp.230-232
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    • 2012
  • SSD(Solid State Disk)는 다수의 플래시 메모리로 구성되며 기존의 하드디스크(HDD) 보다 데이터 전송 속도가 빠르고 강한 내구성, 저소음, 저전력의 장점을 가지고 있다. 하지만 제자리 덮어쓰기가 안되므로 SSD 공간에서 무효데이터가 차지하는 비중이 높아지며, 한 셀당 쓰기 및 삭제 횟수가 제한되어 있다는 단점이 있다. 본 논문에서는 무효데이터와 입력데이터의 중복성 검사를 통하여 무효데이터를 재활용하는 중복제거 기법을 제안한다. 무효데이터의 재활용과 중복제거를 통하여 SSD의 마모도 감소와 가비지컬렉션의 빈도를 낮춰서 I/O 속도의 향상을 기대할 수 있다. 실험을 통하여 무효데이터를 재활용 하는 경우와 유효데이터를 활용한 중복제거 방법의 성능을 비교하였다.

Implementation of a Mobile One-Button Game (모바일 원-버튼 게임의 구현)

  • Oh, Sun-Jin;Choi, Se-Young;Lee, Young-Dae
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.8 no.6
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    • pp.71-75
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    • 2008
  • The big issue according to the advance of wireless internet is the design of on-line game under mobile computing environment. The current mobile games have constraints in implementation of on-line game due to the low performance processor. small memory size and short battery time. Therefore, nowadays one-button games which are simple and easy to manipulate, have attracted great interests. In this paper, we designed and implemented the trandition Jeki-chaki game, which is a kind of one-line game, using a mobile handset.

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Group Key Management with Self-healing for Wireless Sensor Networks (무선 센서 네트워크에서 Self-healing 방법을 사용한 그룹키 관리)

  • Lee Jae-Won;Kim Hyung-Chan;Ramakrishna R.S.
    • Proceedings of the Korea Information Processing Society Conference
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    • 2006.05a
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    • pp.983-986
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    • 2006
  • Self-healing 키 분배 방법은 불안정한 채널에서 규모가 크고 동적인 그룹에 적합하다. 제한된 전력과 컴퓨팅 능력을 가진 다수의 노드들을 기반으로 하는 센서네트워크 환경에서 self-healing 키 분배 방법은 효율적인 키 분배를 제공할 수 있는 접근법이다. 더불어 local collaboration은 같은 그룹에 속한 노드들이 서로 협력하여 그룹 키를 보호하고 침입자에 의해 손상된 노드를 발견할 수 있는 유용한 방법이다. 본 논문에서는 기존의 self-healing 키 분배 방법을 보완하여 센서네트워크 환경에 적용하기 위하여 임의의 변수를 적용한 지역적 협력(local collaboration)을 사용한다. 결과적으로 그룹 단위로 키를 안전하게 분배 및 관리를 할 수 있으며 센서 노드들 간의 통신비용 및 메모리에 대한 효율성 향상을 가져올 수 있음을 실험을 통하여 검증한다.

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