• Title/Summary/Keyword: List Map

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Concurrency processing comparison of large data list using GO language (GO언어를 이용한 대용량 데이터 리스트의 동시성 처리 비교)

  • Lee, Yoseb;Lim, Young-Han
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.2
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    • pp.361-366
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    • 2022
  • There are several ways to process large amounts of data. Depending on the processing method, there is a big difference in processing speed to create a large data list. Typically, to make a large data list, large data is converted into a normalized query, and the result of the query is stored in a List Map and converted into a printable form. This process occurs as a cause of lowering the processing speed step by step. In the process of storing the results of the created query as a List Map, the processing speed differs because the data is stored in a different format for each type of data. Through the simultaneous processing of GO language, we want to solve the problem of the existing difference in processing speed. In other words, it compares the results of GO language concurrency processing by providing how different and how it proceeds between the format contained in the existing List Map and the method of processing using concurrency in large data lists for faster processing. do.

The Conversion of a Set, a Sequence, and a Map in VDM to a Linked List in a Programming Language (VDM의 자료구조인 set, sequency, map의 프로그래밍 언어 자료구조인 linked list로의 변환)

  • Yu, Mun-Seong
    • The KIPS Transactions:PartD
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    • v.8D no.4
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    • pp.421-426
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    • 2001
  • A formal development method is used to develop software rigorously and systematically. In a formal development method, we specify system by a formal specification language and gradually develop the system more concretely until we can implement the system. VDM is one of formal specification languages. VDM uses mathematical data structures such as sets, sequences, and maps to specify the system, but most programming languages do not have such data structures. Therefore, these data structures should be converted. We can convert mathematical data structures in VDM to a linked list, a data structure in a programming language. In this article, we propose a method to convert a set, a sequence, and a map in VDM to a linked list in a programming language and prove the correctness of this conversion mathematically.

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Business Function Modeling Using Mind-map and IDEF0 (IDEF0와 마인드 맵을 이용한 비즈니스 기능 모델링 방법)

  • 김철한;우훈식;김중인
    • Proceedings of the CALSEC Conference
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    • 1999.07a
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    • pp.207-213
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    • 1999
  • When function modeling with IDEF0 which is called as a standard methodology for CALS (FIPS 183), the initial work is to determine the purpose and viewpoint, and the next work is to generate a data list and an activity list. This work requires participant's discussion and agreements. The main problems for these working are a communication between participants and efficient discussion processing. Brainstorming is the most useful method for this work. The paper is for development for the modeling assistant tool to promote the business modeling. In this paper, we will introduce the tool which name is 'MindMapper' and 'Dyna-IDEF'. Mind-mapper is software for mind-map method that is used for creative thinking. Using this tool, we refine the result of the brainstorming about activity list and translate the result into the functional model of IDEF0 using Dyna-IDEF. The translated functional model is prototype model without ICOM arrows.

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An In-Depth Analysis and Improvement on Cache Mechanisms of SSD FTL (SSD FTL의 캐시 메커니즘에 대한 심층 분석 및 개선)

  • Lee, Hyung-Bong;Chung, Tae-Yun
    • IEMEK Journal of Embedded Systems and Applications
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    • v.15 no.1
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    • pp.9-16
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    • 2020
  • Recently, the capacity of SSD has been increasing rapidly due to the improvement of flash memory density. To take full advantage of these SSDs, first of all, FTL's prompt adaptation is necessary. The FTL is a translation layer existing in SSDs to overcome the drawback of the SSD that cannot be modified in place, and has garbage collection and caching functions in addition to the map table management function. In this study, we focus on caching function, compare and analyze the cache implementation methodologies, and propose improved methods. Typical cache implementations divide the cache into groups, manage and retrieve the caches in the group as a linked list. Thus, searches are made in the order of the linked list. In contrast, we propose a method of sequential searching using the search area group of a cache registered in the map table regardless of the linked list and cache group. Experimental results show that the proposed method has a 2.5 times improvement over the conventional method.

RECENT RESULTS AND CONJECTURES IN ANALYTICAL FIXED POINT THEORY

  • Park, Se-Hie
    • East Asian mathematical journal
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    • v.24 no.1
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    • pp.11-20
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    • 2008
  • We survey recent results and some conjectures in analytical fixed point theory. We list the known fixed point theorems for Kakutani maps, Fan-Browder maps, locally selectionable maps, approximable maps, admissible maps, and the better admissible class $\cal{B}$ of maps. We also give 16 conjectures related to that theory.

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A Floorplan Technique Based on CBL using Contour map (CBL에 기반한 Contour map을 이용한 플로플랜 기법)

  • Oh, Eun-Kyung;Hur, Sung-Woo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2009.04a
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    • pp.234-237
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    • 2009
  • CBL[1](Corner Block List)에 기반한 Non-Slicing 플로 플랜 알고리즘은 빈 공간이 없는 Non-Slicing 플로플랜만 나타낼 수 있다. 본 논문에서는 CBL 단점을 보완하고 실제 블록의 크기를 이용하여 최적의 위치에 블록을 배치 하기 위해 contour map을 이용할 것을 제시한다. 본 알고리즘은 배치시 면적을 최소화 하는 방법을 제시하므로 CBL의 단점을 해결하고 더불어 최적해를 찾기 위한 실행 시간을 단축 시키는 효과를 기대할 수 있다.

Motion-Blurred Shadows Utilizing a Depth-Time Ranges Shadow Map

  • Hong, MinhPhuoc;Oh, Kyoungsu
    • Journal of Information Processing Systems
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    • v.14 no.4
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    • pp.877-891
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    • 2018
  • In this paper, we propose a novel algorithm for rendering motion-blurred shadows utilizing a depth-time ranges shadow map. First, we render a scene from a light source to generate a shadow map. For each pixel in the shadow map, we store a list of depth-time ranges. Each range has two points defining a period where a particular geometry was visible to the light source and two distances from the light. Next, we render the scene from the camera to perform shadow tests. With the depths and times of each range, we can easily sample the shadow map at a particular receiver and time. Our algorithm runs entirely on GPUs and solves various problems encountered by previous approaches.

A design and implementation of SPIHT encoding module (SPIHT 부호화 모듈의 설계와 구현)

  • Chang, Jun;Lee, Ho-Suk
    • Proceedings of the Korean Information Science Society Conference
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    • 2000.10b
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    • pp.209-211
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    • 2000
  • SPIHT(Set Partitioning In Hierarchical Trees) 부호화 알고리즘은 EXW(Embedded Zerotree Wavelet) 부호와 알고리즘의 부호화 방법을 개선하여 압축 효율을 개선한 알고리즘이다. SPIHT 부호화 알고리즘은 웨이브렛 변환된 영상의 계수 값이 동일한 방향은 갖는 대역 사이에서 상관 관계를 갖는다는 점을 이용한다는 점에서 EZW 부호화 알고리즘과 동일하다. 그러나 zerotree의 부호화 부분에서 계수의 중요도에 따라 부분 집합으로 분할해 가는 과정과 분할된 계수들을 부호화하는 과정을 개선하였다. 이 부호화 과정에서의 significant map은 모든 threshold에 대해서 LSP(List of Insignificant Pixels), LIP(List of Insignificant), LIS(List of Insignificant Sets)의 세가지 리스트를 통하여 구하여 진다. 그리고, 전체 알고리즘은 초기화, Sorting pass, Refinement pass, 양자화 값 갱신의 네 가지 단계로 구성된다. 본 논문에서는 SPIHT 구현에 필요한 자료구조를 제안하고 SPIHT 부호화 모듈을 구현에 대하여 설명한다.

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A Study on the Creative Game Design Framework (창의적인 게임아이디어 발상에 관한 방법 연구)

  • Choi, Dong-Seong
    • Journal of Korea Game Society
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    • v.11 no.4
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    • pp.49-59
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    • 2011
  • The creativity is the important ability required to game designers. But there is few research for the definition of creativity and creative thinking method. This study suggests that what creativity is and how to use creative thinking methods in the game design. In the first, this study analyzes three types of creativity meaning: revolutionary creativity, evolutionary creativity and impromptu creativity. In the second, this study suggests that how to use thinking methods that are mind map, brainstorming, check list and etc. The game designer's creativity can be improved by the suggestion of this study.

Efficient Computation and Control of Geometric Shape Morphing based on Direction Map (방향지도 기반 기하모핑의 효율적인 계산 및 제어 방법)

  • Lee, J.H.;Kim, H.;Kim, H.S.
    • Korean Journal of Computational Design and Engineering
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    • v.8 no.4
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    • pp.243-253
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    • 2003
  • This paper presents a new geometric morphing algorithm for polygons based on a simple geometric structure called direction map, which is mainly composed of a circular list of direction vectors defined by two neighboring vertices of a polygon. To generate a sequence of intermediate morphing shapes, first we merge direction maps of given control shapes based on a certain ordering rule of direction vectors, and scale the length of each direction vectors using Bezier or blossom controls. We show that the proposed algorithm is an improvement of the previous methods based on Minkowski sum (or convolution) in th aspects of computational efficiency and geometric properties.