Reliability engineeringReliability engineering is a sub-discipline of systems engineering that emphasizes the ability of equipment to function without failure. Reliability describes the ability of a system or component to function under stated conditions for a specified period of time. Reliability is closely related to availability, which is typically described as the ability of a component or system to function at a specified moment or interval of time. The reliability function is theoretically defined as the probability of success at time t, which is denoted R(t).
Direct3DDirect3D is a graphics application programming interface (API) for Microsoft Windows. Part of DirectX, Direct3D is used to render three-dimensional graphics in applications where performance is important, such as games. Direct3D uses hardware acceleration if it is available on the graphics card, allowing for hardware acceleration of the entire 3D rendering pipeline or even only partial acceleration.
Iterator patternIn object-oriented programming, the iterator pattern is a design pattern in which an iterator is used to traverse a container and access the container's elements. The iterator pattern decouples algorithms from containers; in some cases, algorithms are necessarily container-specific and thus cannot be decoupled. For example, the hypothetical algorithm SearchForElement can be implemented generally using a specified type of iterator rather than implementing it as a container-specific algorithm.
GeForceGeForce is a brand of graphics processing units (GPUs) designed by Nvidia. As of the GeForce 40 series, there have been eighteen iterations of the design. The first GeForce products were discrete GPUs designed for add-on graphics boards, intended for the high-margin PC gaming market, and later diversification of the product line covered all tiers of the PC graphics market, ranging from cost-sensitive GPUs integrated on motherboards, to mainstream add-in retail boards.
Ray-tracing hardwareRay-tracing hardware is special-purpose computer hardware designed for accelerating ray tracing calculations. The problem of rendering 3D graphics can be conceptually presented as finding all intersections between a set of "primitives" (typically triangles or polygons) and a set of "rays" (typically one or more per pixel). Up to 2010, all typical graphic acceleration boards, called graphics processing units (GPUs), used rasterization algorithms. The ray tracing algorithm solves the rendering problem in a different way.
Adapter patternIn software engineering, the adapter pattern is a software design pattern (also known as wrapper, an alternative naming shared with the decorator pattern) that allows the interface of an existing class to be used as another interface. It is often used to make existing classes work with others without modifying their source code. An example is an adapter that converts the interface of a Document Object Model of an XML document into a tree structure that can be displayed.