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More precisely, syntactic garbage is data that is unreachable due to the reference graph (there is no path to it), which can be determined by many algorithms, as discussed in tracing garbage collection, and only requires analyzing the data, not the code. Semantic garbage is data that will not be accessed, either because it is unreachable (hence ...
Stop-and-copy garbage collection in a Lisp architecture: [1] Memory is divided into working and free memory; new objects are allocated in the former. When it is full (depicted), garbage collection is performed: All data structures still in use are located by pointer tracing and copied into consecutive locations in free memory.
Cheney's algorithm, first described in a 1970 ACM paper by C.J. Cheney, is a stop and copy method of tracing garbage collection in computer software systems. In this scheme, the heap is divided into two equal halves, only one of which is in use at any one time. Garbage collection is performed by copying live objects from one semispace (the from ...
In computer science, garbage in, garbage out (GIGO) is the concept that flawed, biased or poor quality ("garbage") information or input produces a result or output of similar ("garbage") quality. The adage points to the need to improve data quality in, for example, programming.
In computer science, manual memory management refers to the usage of manual instructions by the programmer to identify and deallocate unused objects, or garbage.Up until the mid-1990s, the majority of programming languages used in industry supported manual memory management, though garbage collection has existed since 1959, when it was introduced with Lisp.
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.
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Graphics represented as a rectangular grid of pixels. Rasterization Converting vector graphics to raster graphics. This terms also denotes a common method of rendering 3D models in real time. Ray casting Rendering by casting non-recursive rays from the camera into the scene. 2D ray casting is a 2.5D rendering method. Ray marching