Transcript: #StandardsGoals for 2024: What’s new for BISAC - Tech Forum 2024
Definitions
1. RAM
There are two different types of RAM:
DRAM (Dynamic Random Access Memory)
SRAM (Static Random Access Memory).
The two types of RAM differ in the technology they use to hold data, with DRAM
being the more common type. In terms of speed, SRAM is faster. DRAM needs to be
refreshed thousands of times per second while SRAM does not need to be refreshed,
which is what makes it faster than DRAM
CPU
Stands for "Central Processing Unit." This is the pretty much the brain of your
computer. It processes everything from basic instructions to complex functions. Any
time something needs to be computed, it gets sent to the CPU. Every day, it's
compute this, compute that -- you'd think the CPU would need a break after awhile.
But no -- it just keeps on processing. The CPU can also be referred to simply as the
"processor."
Graphics Processor
Used primarily for 3-D applications, a graphics processing unit is a single-chip
processor that creates lighting effects and transforms objects every time a 3D scene
is redrawn. These are mathematically-intensive tasks, which otherwise, would put
quite a strain on the CPU. Lifting this burden from the CPU frees up cycles that can
be used for other jobs.
The first company to develop the GPU is NVIDIA Inc. Its GeForce 256 GPU is
capable of billions of calculations per second, can process a minimum of 10 million
polygons per second, and has over 22 million transistors, compared to the 9 million
found on the Pentium III. Its workstation version called the Quadro, designed for CAD
applications, can process over 200 billion operations a second and deliver up to 17
million triangles per second.
Used primarily for 3-D applications, a graphics processing unit is a single-chip
processor that creates lighting effects and transforms objects every time a 3D scene
is redrawn. These are mathematically-intensive tasks, which otherwise, would put
quite a strain on the CPU. Lifting this burden from the CPU frees up cycles that can
be used for other jobs.
The first company to develop the GPU is NVIDIA Inc. Its GeForce 256 GPU is
capable of billions of calculations per second, can process a minimum of 10 million
polygons per second, and has over 22 million transistors, compared to the 9 million
found on the Pentium III. Its workstation version called the Quadro, designed for CAD
applications, can process over 200 billion operations a second and deliver up to 17
million triangles per second.
Video Display/Output ( LCD, Monochrome, Colour)
A display device is an output device for presentation of information in visual or tactile
form (the latter used for example in tactile electronic displays for blind people).When
the input information is supplied as an electrical signal, the display is called an
electronic display.
Sound/Audio
2. Audio is sound within the acoustic range available to humans. An audio frequency
(AF) is an electrical alternating current within the 20 to 20,000 hertz (cycles per
second) range that can be used to produce acoustic sound. In computers, audio is
the sound system that comes with or can be added to a computer. An audio card
contains a special built-in processor and memory for processing audio files and
sending them to speakers in the computer. An audio file is a record of captured sound
that can be played back. Sound is a sequence of naturally analog signals that are
converted to digital signals by the audio card, using a microchip called an analog-todigital converter (ADC). When sound is played, the digital signals are sent to the
speakers where they are converted back to analog signals that generate varied
sound.
Storage Media
Storage media is the physical device used to store data. A few examples of storage
media are, floppy discs, CD ROMs, tapes, external hard drives, or USB flash drives.
In gaming it used in computer and game consoles normaly there is 500GB
Power Supply
A power supply is used to get electricity to the console. In gaming this is used to
power handheld sets and consoles
Software Kernel (operating system)
This is what runs computers and consoles an example of this is windows 8 what goes
on computers
HCI
short for human-computer Interaction, a discipline concerned with the study, design,
construction and implementation of human-centric interactive computer systems. A
user interface, such as a GUI, is how a human interacts with a computer, and HCI
goes beyond designing screens and menus that are easier to use and studies the
reasoning behind building specific functionality into computers and the long-term
effects that systems will have on humans.
HCI is a very broad discipline that encompasses different specialties with different
concerns regarding computer development: computer science is concerned with the
application design and engineering of the human interfaces; sociology and
anthropology are concerned with the interactions between technology, work and
organization and the way that human systems and technical systems mutually adapt
to each other; ergonomics is concerned with the safety of computer systems and the
safe limits of human cognition and sensation; psychology is concerned with the
cognitive processes of humans and the behavior of users; linguistics is concerned
with the development of human and machine languages and the relationship between
the two.
As computers become more and pervasive in culture, designers are increasingly
looking for ways to make interfacing with devices easier, safer and more efficient.
LAN
LAN is short for local area network. supplies networking capability to a group of
computers in close proximity to each other such as in an office building, a school, or a
home. A LAN is useful for sharing resources like files, printers, games or other
applications. A LAN in turn often connects to other LANs, and to the Internet or other
WAN
GPRS
Short for General Packet Radio Service, a standard for wireless communications
which runs at speeds up to 115 kilobits per second, compared with current GSM
(Global System for Mobile Communications) systems' 9.6 kilobits.
GPRS, which supports a wide range of bandwidths, is an efficient use of limited
bandwidth and is particularly suited for sending and receiving small bursts of data,
such as e-mail and Web browsing, as well as large volumes of data.
WAP
Short for the Wireless Application Protocol, a secure specification that allows users to
access information instantly via handheld wireless devices such as mobile phones,
pagers, two-way radios, smartphones and communicators.
3. WAP supports most wireless networks.
WAPs that use displays and access the Internet run what are called microbrowsers-browsers with small file sizes that can accommodate the low memory constraints of
handheld devices and the low-bandwidth constraints of a wireless-handheld network.
Although WAP supports HTML and XML, the WML language (an XML application) is
specifically devised for small screens and one-hand navigation without a keyboard.
WML is scalable from two-line text displays up through graphic screens found on
items such as smart phones and communicators. WAP also supports WMLScript. It is
similar to JavaScript, but makes minimal demands on memory and CPU power
because it does not contain many of the unnecessary functions found in other
scripting languages.
Cache
Cache, which is pronounced "cash", stores recently used information so that it can be
quickly accessed at a later time. Computers incorporate several different types of caching in order to
run more efficiently, thereby improving performance. Common types of caches include browser
cache, disk cache, memory cache, and processor cache.
MCP (Media Communications Processor)
Force4 is the second evolution of the Media Communications Processor
(MCP)[citation needed] and incorporates both Northbridge and Southbridge on a
single die (the first was nForce3).
The Socket 754 version of the board has the HyperTransport link clocked to 800 MHz
(6.4 GB/s transfer rate). Motherboards based on early revisions are mostly referred to
as "nForce4-4x" (relating with their ability to handle HT speeds of 4x).
Support for up to 20 PCI Express (PCIe) lanes (up to 38-40 lanes for the nForce4 SLI
x16). Reference boards are set up with one x16 slot and three x1 slots, leaving 1 lane
unused.
Support for up to 10 USB 2.0 ports.
Support for 4 SATA and 4 PATA drives, which can be linked together in any
combination of SATA and PATA to form a RAID 0, 1, or 0+1.
Nvidia RAID Morphing, which allows conversion from one RAID type to another on
the fly.
Nvidia nTune, a tool for easy overclocking and timing configurations.
Full 1000 MHz speed on HyperTransport (8 GB/s transfer rate).
Eight-channel AC'97 audio.
Onboard Gigabit Ethernet.
Nvidia ActiveArmor, an onboard firewall solution. (Not available on regular nForce 4)
Does not support Windows 98 or Windows Me.
2D v 3D graphics processing
The term "2D," or two dimensional, is a term designers and others apply to objects
that have only two of the following three spatial components: length, width, and depth.
"2D" refers to things that exist on a single plane, including graphics, both printed and
digital. By contrast, "3D" refers to objects with length, width and height. A gun in a
gam e could be an example
Subscription TV
This is a varied term because loads of different TV subscription. One of the most
known ones is sky TV where you subscribe to get exclusive sport events. Netflix
could also fall into this category, which is where you pay £5 and have acces to
thounsands of tv and films.
ETV (Enhanced Television)
Enhanced Television (ETV) is a collection of specifications developed under the
OpenCable project of CableLabs
Things that ET is made from are PNG files JPEG images and PFR files
This is used in gaming as companies release picture of there upcoming games which
would usually be in a jpg file
API (Graphical and Sound)
Interpreted programming languages for games
4. compiled into machine code. Compiled language programs, on the other hand, must
explicitly be entirely translated ("compiled") into a sequence of machine language
instructions before they can be executed.
Interpreted languages can also be contrasted with machine languages. Functionally,
both execution and interpretation mean the same thing — fetching the next
instruction/statement from the program and executing it. Although interpreted
bytecode is additionally identical to machine code in form and has an assembler
representation, the term "interpreted" is practically reserved for "software processed"
languages (by virtual machine or emulator) on top of the native (i.e. hardware)
processor.
In principle programs in many languages may be compiled or interpreted, emulated or
executed natively, so this designation is applied solely based on common
implementation practice, rather than representing an essential property of a
language. Akin to processor microcoding, many interpreters internally rely on just-intime compilation.
Avoiding compilation, interpreted programs are easier to evolve during both
development and execution (where they can morph themselves). On the other hand,
since compilation implies translation into more machine-friendly format, interpreted
programs run slower and less efficiently (i.e. waste considerably more energy). This
is especially true for higher-level scripting languages, whose statements are complex
to analyze compared to machine instruction.
Compiled programming languages for games
Programs compiled into native code at compile time tend to be quicker than those
translated at run time, due to the overhead of the translation process. New
technologies such as Just-in-time compilation, and general improvements in the
translation process are starting to narrow this gap, though. The mixed solution using
bytecode tends to have efficiency somewhere in between.
Low-level programming languages are typically compiled, especially when efficiency
is the primary concern, rather than cross-platform support. For low level languages,
there are more one-to-one correspondences between the programmed code and the
hardware operations performed by machine code, making it easier for programmers
to control CPU and memory usage in fine detail.
With some effort it is always possible to write compilers even for traditionally
interpreted languages. For example, Common lisp can be compiled to Java bytecode,
which is interpreted by the Java Virtual Machine; C code, which is compiled to native
machine code; or compiled directly to native code. Programming languages that
support multiple compilation targets give greater control to the developer to choose
either execution speed or cross-platform compatibility.
Object-oriented programming
A type of programming in which programmers define not only the data type of a data
structure, but also the types of operations (functions) that can be applied to the data structure. In this
way, the data structure becomes an object that includes both data and functions. In addition,
programmers can create relationships between one object and another. For example, objects can
inherit characteristics from other objects.
One of the principal advantages of object-oriented programming techniques over procedural
programming techniques is that they enable programmers to create modules that do not need to be
changed when a new type of object is added. A programmer can simply create a new object that
inherits many of its features from existing objects. This makes object-oriented programs easier to
modify.
5. Scripting languages for games
The most popular progaming language for games is c++.C++ (pronounced see plus
plus) is a general purpose programming language that is free-form and compiled. It is
regarded as an intermediate-level language, as it comprises both high-level and lowlevel language features.[3] It provides imperative, object-oriented and generic
programming features.
C++ is one of the most popular programming languages[4][5] and is implemented on
a wide variety of hardware and operating system platforms. As an efficient
performance driven programming language it is used in systems software, application
software, device drivers, embedded software, high-performance server and client
applications, and entertainment software such as video games.[6] Various entities
provide both open source and proprietary C++ compiler software, including the FSF,
LLVM, Microsoft and Intel. C++ has influenced many other programming languages,
for example, C#[2] and Java.
It was developed by Bjarne Stroustrup starting in 1979 at Bell Labs, C++ was
originally named C with Classes, adding object-oriented features, such as classes,
and other enhancements to the C programming language. The language was
renamed C++ in 1983,[7] as a pun involving the increment operator. It began as
enhancements to C, first adding classes, then virtual functions, operator overloading,
multiple inheritance, templates and exception handling, alongside changes to the type
system and other features.
C++ is standardised by the International Organization for Standardization (ISO),
which the latest (and current) having being ratified and published by ISO in
September 2011 as ISO/IEC 14882:2011 (informally known as C++11).[8] The C++
programming language was initially standardised in 1998 as ISO/IEC 14882:1998,
which was amended by the 2003 technical corrigendum, ISO/IEC 14882:2003. The
current standard (C++11) supersedes these, with new features and an enlarged
standard library.