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  2. Multiple buffering - Wikipedia

    en.wikipedia.org/wiki/Multiple_buffering

    The term quad buffering is the use of double buffering for each of the left and right eye images in stereoscopic implementations, thus four buffers total (if triple buffering was used then there would be six buffers). The command to swap or copy the buffer typically applies to both pairs at once, so at no time does one eye see an older image ...

  3. Swap chain - Wikipedia

    en.wikipedia.org/wiki/Swap_chain

    Triple Buffering may result in a frame being discarded without being displayed if two or more newer frames are completely rendered in the time it takes for one frame to be sent to the display. By contrast, Direct3D swap chains are a strict first-in, first-out queue , so every frame that is drawn by the application will be displayed even if ...

  4. Java performance - Wikipedia

    en.wikipedia.org/wiki/Java_performance

    This had a large performance penalty of between a factor 10 and 20 for Java versus C in average applications. [5] To combat this, a just-in-time (JIT) compiler was introduced into Java 1.1. Due to the high cost of compiling, an added system called HotSpot was introduced in Java 1.2 and was made the default in Java 1.3.

  5. Frame rate - Wikipedia

    en.wikipedia.org/wiki/Frame_rate

    Frame rate, most commonly expressed in frame/s, frames per second or FPS, is typically the frequency (rate) at which consecutive images are captured or displayed. This definition applies to film and video cameras , computer animation , and motion capture systems.

  6. Nagle's algorithm - Wikipedia

    en.wikipedia.org/wiki/Nagle's_algorithm

    A solution recommended by Nagle, that prevents the algorithm sending premature packets, is by buffering up application writes then flushing the buffer: [1] The user-level solution is to avoid write–write–read sequences on sockets. Write–read–write–read is fine. Write–write–write is fine. But write–write–read is a killer.

  7. Talk:Triple buffering - Wikipedia

    en.wikipedia.org/wiki/Talk:Triple_buffering

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  8. Talk:Multiple buffering - Wikipedia

    en.wikipedia.org/wiki/Talk:Multiple_buffering

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  9. Buffer underrun - Wikipedia

    en.wikipedia.org/wiki/Buffer_underrun

    If the data does not, on average, arrive faster than it is needed, any blockages on the connection will be cumulative; "dropping" one bit every minute on a hypothetical connection with a 60-bit buffer would lead to a buffer underrun if the connection remained active for an hour. In real-time applications, a large buffer size also increases the ...