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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 ...
Direct3D does not implement a most-recent buffer swapping strategy, and Microsoft's documentation calls a Direct3D swap chain of three buffers "triple buffering". Triple Buffering as described above is superior for interactive purposes such as gaming, but Direct3D swap chains of more than three buffers can be better for tasks such as presenting ...
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In computer programming, tracing garbage collection is a form of automatic memory management that consists of determining which objects should be deallocated ("garbage collected") by tracing which objects are reachable by a chain of references from certain "root" objects, and considering the rest as "garbage" and collecting them.
In a TOC system, the only situation where work is in danger is if the constraint is unable to process (either due to malfunction, sickness or a "hole" in the buffer – if something goes wrong that the time buffer can not protect). Buffer management, therefore, represents a crucial attribute of the theory of constraints.
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Triple buffering diagram does not show advantages of triple buffering -- namely that a buffer is always available for copying while rendering The5322 (The5322
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