Tailored compression of Java class files
Software—Practice & Experience
Proceedings of the ACM SIGPLAN 1999 conference on Programming language design and implementation
Bytecode compression via profiled grammar rewriting
Proceedings of the ACM SIGPLAN 2001 conference on Programming language design and implementation
Practical extraction techniques for Java
ACM Transactions on Programming Languages and Systems (TOPLAS)
A java virtual machine architecture for very small devices
Proceedings of the 2003 ACM SIGPLAN conference on Language, compiler, and tool for embedded systems
JAZZ: an efficient compressed format for Java archive files
CASCON '98 Proceedings of the 1998 conference of the Centre for Advanced Studies on Collaborative research
Heap compression for memory-constrained Java environments
OOPSLA '03 Proceedings of the 18th annual ACM SIGPLAN conference on Object-oriented programing, systems, languages, and applications
A heap de/compression module for wireless Java
Proceedings of the 3rd international symposium on Principles and practice of programming in Java
On Mobile Java Memory Consumption
PDP '06 Proceedings of the 14th Euromicro International Conference on Parallel, Distributed, and Network-Based Processing
H-BIND: a new approach to providing statistical performance guarantees to VBR traffic
INFOCOM'96 Proceedings of the Fifteenth annual joint conference of the IEEE computer and communications societies conference on The conference on computer communications - Volume 3
Hi-index | 0.00 |
In this paper, we discuss the model and strategy to improve the performance of mobile MMORPG (Massively Multiplayer Online Role-Playing Game). For mobile games, there are lot restrictions like the JAR, Heap and Bandwidth on mobile devices. Memory optimization and network bandwidth reduction are crucial in mobile MMORPG. In this paper, we discuss our optimization experience in crafting a commercially launched game "ZhanGuo" [14], which is proven to run in more than 800 types of mobile phones owned by a million subscribers since 2005. Based on our first-hand experience, we have found out three interesting properties in mobile online game development: 1) extremely small memory factor in both storage and runtime heap memory; 2) the extensive use of graphics and background maps in game; 3) frequent and massive network communication. The idea we presented is only the very first attempt to tackle the issues in the domain of mobile online game, which has a huge opportunity for future development. In addition, we present some open problems in the domain of mobile MMORPG deserving further research and exploration.