Graphics Abstraction
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Graphics Abstraction
In computing, an abstraction layer or abstraction level is a way of hiding the working details of a subsystem. Examples of software models that use layers of abstraction include the OSI model for network protocols, OpenGL, and other graphics libraries, which allow the separation of concerns to facilitate interoperability and platform independence. In computer science, an abstraction layer is a generalization of a conceptual model or algorithm, away from any specific implementation. These generalizations arise from broad similarities that are best encapsulated by models that express similarities present in various specific implementations. The simplification provided by a good abstraction layer allows for easy reuse by distilling a useful concept or design pattern so that situations, where it may be accurately applied, can be quickly recognized. Just composing lower-level elements into a construct doesn't count as an abstraction layer unless it shields users from its underlying c ...
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Computing
Computing is any goal-oriented activity requiring, benefiting from, or creating computer, computing machinery. It includes the study and experimentation of algorithmic processes, and the development of both computer hardware, hardware and software. Computing has scientific, engineering, mathematical, technological, and social aspects. Major computing disciplines include computer engineering, computer science, cybersecurity, data science, information systems, information technology, and software engineering. The term ''computing'' is also synonymous with counting and calculation, calculating. In earlier times, it was used in reference to the action performed by Mechanical computer, mechanical computing machines, and before that, to Computer (occupation), human computers. History The history of computing is longer than the history of computing hardware and includes the history of methods intended for pen and paper (or for chalk and slate) with or without the aid of tables. ...
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Kevlin Henney
Kevlin Henney is an English author, presenter, and consultant on software development. He has written on the subject of computer programming and development practice for many magazines and sites, including ''Better Software'', ''The Register'', '' C/C++ Users Journal'', ''Application Development Advisor'', ''JavaSpektrum'', '' C++ Report'', ''Java Report'', ''EXE'', and '' Overload''. He is a member of the IEEE Software Advisory Board. Henney is also coauthor of books on patterns and editor of ''97 Things Every Programmer Should Know''. Henney has given keynote addresses at a number of conferences, including ''Agile'', ACCU, DevTernity, ''DevWeek'', ''Dutch PHP Conference'', ''Embedded Systems Club'', ''GeeCON'', ''GOTO'', ''Build Stuff'', ''JAOO'', ''JAZOON'', ''Jfokus'', ''NLUUG'', ''OOP'', ''PHPNW'', ''SDC'', ''Software Architect'', ''VOXXEDDAYS'', and ''XP Day''. Henney is a member of the ACCU, and gave the keynote address at the 2001 ACCU conference on the subject of wri ...
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CRT Monitor
A cathode-ray tube (CRT) is a vacuum tube containing one or more electron guns, which emit electron beams that are manipulated to display images on a phosphorescent screen. The images may represent electrical waveforms on an oscilloscope, a frame of video on an analog television set (TV), digital raster graphics on a computer monitor, or other phenomena like radar targets. A CRT in a TV is commonly called a picture tube. CRTs have also been used as memory devices, in which case the screen is not intended to be visible to an observer. The term ''cathode ray'' was used to describe electron beams when they were first discovered, before it was understood that what was emitted from the cathode was a beam of electrons. In CRT TVs and computer monitors, the entire front area of the tube is scanned repeatedly and systematically in a fixed pattern called a raster. In color devices, an image is produced by controlling the intensity of each of three electron beams, one for each ...
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