Computer performance in the context of Patch (computing)


Computer performance in the context of Patch (computing)

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⭐ Core Definition: Computer performance

In computing, computer performance is the amount of useful work accomplished by a computer system. Outside of specific contexts, computer performance is estimated in terms of accuracy, efficiency and speed of executing computer program instructions. When it comes to high computer performance, one or more of the following factors might be involved:

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👉 Computer performance in the context of Patch (computing)

A patch is data for modifying an existing software resource such as a program or a file, often to fix bugs and security vulnerabilities. Patch is also the process of applying the data to the existing resource. Patching a system involves applying a patch. A patch may be created to improve functionality, usability, or performance. A patch may be created manually, but commonly it is created via a tool that compares two versions of the resource and generates data that can be used to transform one to the other.

Typically, a patch needs to be applied to the specific version of the resource it is intended to modify, although there are exceptions. Some patching tools can detect the version of the existing resource and apply the appropriate patch, even if it supports multiple versions. As more patches are released, their cumulative size can grow significantly, sometimes exceeding the size of the resource itself. To manage this, the number of supported versions may be limited, or a complete copy of the resource might be provided instead.

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Computer performance in the context of System administrator

An IT administrator, system administrator, sysadmin, or admin is a person who is responsible for the upkeep, configuration, and reliable operation of computer systems, especially multi-user computers, such as servers. The system administrator seeks to ensure that the uptime, performance, resources, and security of the computers they manage meet the needs of the users, without exceeding a set budget when doing so.

To meet these needs, a system administrator may acquire, install, or upgrade computer components and software; provide routine automation; maintain security policies; troubleshoot; train or supervise staff; or offer technical support for projects.

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Computer performance in the context of Performance tuning

Performance tuning is the improvement of system performance. Typically in computer systems, the motivation for such activity is called a performance problem, which can be either real or anticipated. Most systems will respond to increased load with some degree of decreasing performance. A system's ability to accept higher load is called scalability, and modifying a system to handle a higher load is synonymous to performance tuning.

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Computer performance in the context of Clock speed

Clock rate or clock speed in computing typically refers to the frequency at which the clock generator of a processor can generate pulses used to synchronize the operations of its components. It is used as an indicator of the processor's speed. Clock rate is measured in the SI unit of frequency hertz (Hz).

The clock rate of the first generation of computers was measured in hertz or kilohertz (kHz), the first personal computers from the 1970s through the 1980s had clock rates measured in megahertz (MHz). In the 21st century the speed of modern CPUs is commonly advertised in gigahertz (GHz). This metric is most useful when comparing processors within the same family, holding constant other features that may affect performance.

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Computer performance in the context of Memory management

Memory management (also dynamic memory management, dynamic storage allocation, or dynamic memory allocation) is a form of resource management applied to computer memory. The essential requirement of memory management is to provide ways to dynamically allocate portions of memory to programs at their request, and free it for reuse when no longer needed. This is critical to any advanced computer system where more than a single process might be underway (multitasking) at any time.

Several methods have been devised that increase the effectiveness of memory management. Virtual memory systems separate the memory addresses used by a process from actual physical addresses, allowing separation of processes and increasing the size of the virtual address space beyond the available amount of RAM using paging or swapping to secondary storage. The quality of the virtual memory manager can have an extensive effect on overall system performance. The system allows a computer to appear as if it may have more memory available than physically present, thereby allowing multiple processes to share it.

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Computer performance in the context of Million instructions per second

Instructions per second (IPS) is a measure of a computer's processor speed. For complex instruction set computers (CISCs), different instructions take different amounts of time, so the value measured depends on the instruction mix; even for comparing processors in the same family the IPS measurement can be problematic. Many reported IPS values have represented "peak" execution rates on artificial instruction sequences with few branches and no cache contention, whereas realistic workloads typically lead to significantly lower IPS values. Memory hierarchy also greatly affects processor performance, an issue barely considered in IPS calculations. Because of these problems, synthetic benchmarks such as Dhrystone are now generally used to estimate computer performance in commonly used applications, and raw IPS has fallen into disuse.

The term is commonly used in association with a metric prefix (k, M, G, T, P, or E) to form kilo instructions per second (kIPS), mega instructions per second (MIPS), giga instructions per second (GIPS) and so on. Formerly TIPS was used occasionally for "thousand IPS".

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Computer performance in the context of Gaming computer

A gaming computer, also known as a gaming PC, is a specialized personal computer designed for playing PC games at high standards. They typically differ from mainstream personal computers by using high-performance graphics cards, a high core-count CPU with higher raw performance and higher-performance RAM. Gaming PCs are also used for other demanding tasks such as video editing. While often in desktop form, gaming PCs may also be laptops or handhelds.

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Computer performance in the context of Chipset

In a computer system, a chipset is a set of electronic components on one or more integrated circuits that manages the data flow between the processor, memory and peripherals. The chipset is usually found on the motherboard of computers. Chipsets are usually designed to work with a specific family of microprocessors. Because it controls communications between the processor and external devices, the chipset plays a crucial role in determining system performance. Sometimes the term "chipset" is used to describe a system on chip (SoC) used in a mobile phone.

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Computer performance in the context of Pointer (computer programming)

In computer science, a pointer is an object in many programming languages that stores a memory address. This can be that of another value located in computer memory, or in some cases, that of memory-mapped computer hardware. A pointer references a location in memory, and obtaining the value stored at that location is known as dereferencing the pointer. As an analogy, a page number in a book's index could be considered a pointer to the corresponding page; dereferencing such a pointer would be done by flipping to the page with the given page number and reading the text found on that page. The actual format and content of a pointer variable is dependent on the underlying computer architecture.

Using pointers significantly improves performance for repetitive operations, like traversing iterable data structures (e.g. strings, lookup tables, control tables, linked lists, and tree structures). In particular, it is often much cheaper in time and space to copy and dereference pointers than it is to copy and access the data to which the pointers point.

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Computer performance in the context of Memory hierarchy

In computer architecture, the memory hierarchy separates computer storage into a hierarchy based on response time. Since response time, complexity, and capacity are related, the levels may also be distinguished by their performance and controlling technologies. Memory hierarchy affects performance in computer architectural design, algorithm predictions, and lower level programming constructs involving locality of reference.

Designing for high performance requires considering the restrictions of the memory hierarchy, i.e. the size and capabilities of each component. Each of the various components can be viewed as part of a hierarchy of memories (m1, m2, ..., mn) in which each member mi is typically smaller and faster than the next highest member mi+1 of the hierarchy. To limit waiting by higher levels, a lower level will respond by filling a buffer and then signaling for activating the transfer.

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Computer performance in the context of Computer compatibility

A family of computer models is said to be compatible if certain software that runs on one of the models can also be run on all other models of the family. The computer models may differ in performance, reliability or some other characteristic. These differences may affect the outcome of the running of the software.

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Computer performance in the context of RAID

RAID (redundant array of inexpensive disks or redundant array of independent disks) is a data storage virtualization technology that combines multiple physical data storage components into one or more logical units for the purposes of data redundancy, performance improvement, or both. This is in contrast to the previous concept of highly reliable mainframe disk drives known as single large expensive disk (SLED).

Data is distributed across the drives in one of several ways, referred to as RAID levels, depending on the required level of redundancy and performance. The different schemes, or data distribution layouts, are named by the word "RAID" followed by a number, for example RAID 0 or RAID 1. Each scheme, or RAID level, provides a different balance among the key goals: reliability, availability, performance, and capacity. RAID levels greater than RAID 0 provide protection against unrecoverable sector read errors, as well as against failures of whole physical drives.

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Computer performance in the context of Garbage collection (computer science)

In computer science, garbage collection (GC) is a form of automatic memory management. The garbage collector attempts to reclaim memory that was allocated by the program, but is no longer referenced; such memory is called garbage. Garbage collection was invented by American computer scientist John McCarthy around 1959 to simplify manual memory management in Lisp.

Garbage collection relieves the programmer from doing manual memory management, where the programmer specifies what objects to de-allocate and return to the memory system and when to do so. Other, similar techniques include stack allocation, region inference, and memory ownership, and combinations thereof. Garbage collection may take a significant proportion of a program's total processing time, and affect performance as a result.

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Computer performance in the context of Low poly

Low poly is a polygon mesh in 3D computer graphics that has a relatively small number of polygons. Low poly meshes occur in real-time applications (e.g. games) as contrast with high poly meshes in animated movies and special effects of the same era. The term low poly is used in both a technical and a descriptive sense; the number of polygons in a mesh is an important factor to optimize for performance but can give an undesirable appearance to the resulting graphics.

Derived from 3D objects with a low polygon content is low poly art, a minimalistic and non-photorealistic art style in which images or figures are created from a network of just a few connected points.

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