ALU | Arithmetic Logic Unit | Hardware | |
ARM | Advanced RISC Machine | Hardware | |
AVX | Advanced Vector Extensions | Hardware | |
CISC | Complex Instruction Set Computer | Hardware | |
CPU | Central Processing Unit | Hardware | |
D-cache | Data Cache | Hardware | |
DDR | Double Data Rate | Hardware | |
DMA | Direct Memory Access | Hardware | A technique that allows hardware components to transfer system memory without any intervention from the CPU. |
DRAM | Dynamic Random-Access Memory | Hardware | |
FLOPS | FLoating point Operations Per Second | Hardware | |
FPU | Floating-point Processing Unit | Hardware | |
GPU | Graphics Processing Unit | Hardware | |
I-cache | Instruction Cache | Hardware | |
I/O | Input/Output | Hardware | |
IPC | Instructions Per Cycle | Hardware | |
IPS | Instructions Per Second | Hardware | |
ISA | Instruction Set Architecture | Hardware | |
MIPS | Millions of Instructions Per Second | Hardware | |
MIPS/W | Millions of Instructions Per Second per Watt | Hardware | |
NUMA | Non-Uniform Memory Access | Hardware | A memory architecture used in parallel computers.
Memory access time depends on the memory location relative to the processor. |
RAM | Random-Access Memory | Hardware | |
RISC | Reduced Instruction Set Computer | Hardware | |
ROM | Read Only Memory | Hardware | |
SDRAM | Synchronous Dynamic Random-Access Memory | Hardware | |
SIMD | Single Instruction Multiple Data | Hardware | |
SPU | Synergistic Processing Unit | Hardware | 128-bit RISC processor specialized for SIMD operations.
7 of these coprocessors are part of the Cell architecture of the PS3. |
SRAM | Static Random-Access Memory | Hardware | |
SSE | Streaming SIMD Extensions | Hardware | |
UMA | Uniform Memory Access | Hardware | A shared memory architecture used in parallel computers.
All the processors share the physical memory uniformly.
A common model is to share the system memory and video memory. |
VGA | Video Graphics Array | Hardware | |
VRAM | Video RAM | Hardware | Variant of dynamic RAM in graphics adapters. |
VU | Vector Unit | Hardware | 128-bit RISC processors specialized for SIMD operations.
2 of these are part of the Emotion Engine architecture of the PS2. |
ASM | Assembly | Software | |
BCL | Base Class Library | Software | Core library of .NET |
CIL | Common Intermediate Language | Software | CPU-independent set of instructions that can be efficiently converted to the native code.
Formerly called Microsoft Intermediate Language (MSIL). |
CLI | Common Language Infrastructure | Software | |
CLR | Common Language Runtime | Software | .NET runtime |
DB | DataBase | Software | |
DLL | Dynamic-Link Library | Software | Shared library in Microsoft Windows. |
DSP | Digital Signal Processor | Software | |
FIFO | First In, First Out | Software | |
GC | Garbage Collector | Software | |
GPGPU | General-Purpose computing on Graphics Processing Units | Software | Using a GPU to perform general-purpose computing. |
GUID | Globally Unique Identifiers | Software | |
JIT | Just-In-Time | Software | |
JSON | JavaScript Object Notation | Software | |
LIFO | Last In, First Out | Software | |
LRU | Least Recently Used | Software | |
MRU | Most Recently Used | Software | |
NaN | Not A Number | Software | |
NPN | Node Package Manager | Software | Command-line program to manage node.js libraries. |
RAII | Resource Acquisition Is Initialization | Software | |
RLE | Run-Length Encoding | Software | Lossless data compression which runs on sequences in which the same value occurs many consecutive times.
The sequence is encoded to store only a single value and its count. |
RTTI | Run-Time Type Information | Software | |
SQL | Structured Query Language | Software | |
UML | Unified Modeling Language | Software | |
UUID | Universally Unique Identifiers | Software | |
XML | eXtensible Markup Language | Software | |
FSM | Finite State Machine | AI | |
GOAP | Goal-Oriented Action Planner | AI | A system for AI agents that allows them to plan a sequence of actions to satisfy a particular goal. |
CDLOD | Continuous Distance-Dependent Level Of Detail | Graphics | A technique for rendering heightmap terrains on the GPU. |
FBX | FilmBoX | Graphics | A proprietary file format owned by Autodesk for 3D assets. |
glTF | GL Transmission Format | Graphics | A file format for 3D scenes and models using JSON. |
HUD | Head-Up Display | Graphics | A display area that presents data as part of a game's user interface. |
LOD | Level Of Detail | Graphics | A technique for simplifying a mesh by removing vertices and detail. |
OOO | Out Of Order | Hardware | Modern CPUs support out of order execution.
It allows the processor to execute instructions in a different order than their original order in a program.
The processor can avoid being idle while waiting for the preceding instruction to complete. |