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Ȩ Ȩ > ¿¬±¸¹®Çå > ±¹³» ³í¹®Áö > Çѱ¹Á¤º¸Ã³¸®ÇÐȸ ³í¹®Áö > Á¤º¸Ã³¸®ÇÐȸ ³í¹®Áö ÄÄÇ»ÅÍ ¹× Åë½Å½Ã½ºÅÛ

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Current Result Document : 10 / 18 ÀÌÀü°Ç ÀÌÀü°Ç   ´ÙÀ½°Ç ´ÙÀ½°Ç

ÇѱÛÁ¦¸ñ(Korean Title) ¸ð¹ÙÀÏ °ÔÀÓ ¼­¹ö¸¦ À§ÇÑ °íÁ¤Å©±â ¸Þ¸ð¸® Ç® °ü¸® ¹æ¹ý
¿µ¹®Á¦¸ñ(English Title) Fixed Size Memory Pool Management Method for Mobile Game Servers
ÀúÀÚ(Author) Seyoung Park   Jongsun Choi   Jaeyoung Choi   Eunhoe Kim   ¹Ú¼¼¿µ   ÃÖÁ¾¼±   ÃÖÀ翵   ±èÀºÈ¸  
¿ø¹®¼ö·Ïó(Citation) VOL 04 NO. 09 PP. 0327 ~ 0336 (2015. 09)
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(Korean Abstract)
¸ð¹ÙÀÏ È¯°æ¿¡¼­ÀÇ °ÔÀÓ ¼­¹ö´Â Ŭ¶óÀ̾ðÆ®ÀÇ ¿äûÀ» ó¸®ÇÏ´Â ¹öÆÛ¸¦ »ý¼ºÇϱâ À§ÇØ ÀϹÝÀûÀ¸·Î µ¿Àû ¸Þ¸ð¸® ÇÒ´çÀ» ºó¹øÇÏ°Ô ¼öÇàÇÑ´Ù. ÀÌ´Â ½Ã½ºÅÛ¿¡ ºÎÇϸ¦ °¡Áß½ÃÅ°°í ¸Þ¸ð¸® ´ÜÆíÈ­¸¦ ¹ß»ý½ÃÅ°°Ô µÇ¾î °ÔÀÓ¼­¹öÀÇ ¼º´ÉÀ» ÀúÇϽÃŲ´Ù. º» ³í¹®¿¡¼­´Â ÀÌ·¯ÇÑ ¹®Á¦¸¦ ÇØ°áÇϱâ À§ÇØ °íÁ¤ Å©±â ¸Þ¸ð¸® Ç® °ü¸® ¹æ¹ýÀ» Á¦¾ÈÇÑ´Ù. Á¦¾ÈÇÏ´Â ¹æ¹ý¿¡¼­ÀÇ ¸Þ¸ð¸® Ç®Àº ¿øÇü ¿¬°á¸®½ºÆ® ÇüÅÂÀÇ ¼øÂ÷Àû ¸Þ¸ð¸®±¸Á¶¸¦ °¡Áö¸ç À̸¦ ÅëÇØ °ÔÀÓ¼­¹ö¿¡¼­ÀÇ ¸Þ¸ð¸® ´ÜÆíÈ­ ¹®Á¦¸¦ ÇØ°áÇÏ°í, ¸Þ¸ð¸® ÇÒ´ç°ú ÇØÁ¦¸¦ À§ÇØ ÇÊ¿äÇÑ ¸Þ¸ð¸® ºí·ÏÀÇ Å½»ö ½Ã°£ºñ¿ëÀ» ÁÙÀÏ ¼ö ÀÖ´Ù. ½ÇÇè¿¡¼­´Â Á¦¾ÈÇÏ´Â ¹æ¹ý°ú À߾˷ÁÁø ¿ÀǼҽº ¸Þ¸ð¸® Ç® ¶óÀ̺귯¸®boost) ±â¹ÝÀÇ ¸Þ¸ð¸® Ç® °ü¸® ¹æ¹ýÀ» ÀÌ¿ëÇÏ¿© µ¿ÀûÇÒ´çÀ» ¼öÇàÇÒ ¶§ÀÇ ¼º´ÉÆò°¡¸¦ ÅëÇØ ÇØ´ç ±â¹ýÀÇ È¿À²¼ºÀ» º¸À̵µ·Ï ÇÑ´Ù.

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(English Abstract)
Mobile game servers usually execute frequent dynamic memory allocation for generating the buffers that deal with clients requests. It causes to deteriorate the performance of game servers since it increases system workload and memory fragmentation. In this paper, we propose fixed-sized memory pool management method. Memory pool for the proposed method has a sequential memory structure based on circular linked list data structure. It solves memory fragmentation problem and saves time for searching the memory blocks which are required for memory allocation and deallocation. We showed the efficiency of the proposed method by evaluating the performance of dynamic memory allocation, through the proposed method and the memory pool management method based on boost open source library.
Å°¿öµå(Keyword) Circular Linked List   Fixed Size Memory Pool   Mobile Game Server   Sequential Memory Allocation   ¿øÇü ¿¬°á ¸®½ºÆ®   °íÁ¤Å©±â ¸Þ¸ð¸® Ç®   ¸ð¹ÙÀÏ °ÔÀÓ ¼­¹ö   ¸Þ¸ð¸® µ¿Àû ÇÒ´ç  
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