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Multiple buffering

Multiple buffering is a computer science topic covered in the lgStudy science library. This page brings together a partial reference excerpt, illustrations, worked examples, real-world applications and a short study plan, so you can understand Multiple buffering rather than just read about it. In short: In computer science, multiple buffering is the use of more than one buffer to hold a block of data, so that a "reader" will see a complete (though perhaps old) version of the data instead of a partially updated version of the data being created by a "writer". It is very commonly used for computer display images.

Multiple buffering — main illustration
Multiple buffering — illustration

Key takeaways

  • Multiple buffering belongs to computer science; place it in that map before memorising details.
  • Learn the definition first, then one example that makes the definition concrete.
  • Connect Multiple buffering to a quantity you can measure, compute or draw — that is where exam questions come from.
  • Reproduce the core statement of Multiple buffering from memory before moving on to harder problems.

Reference excerpt

In computer science, multiple buffering is the use of more than one buffer to hold a block of data, so that a "reader" will see a complete (though perhaps old) version of the data instead of a partially updated version of the data being created by a "writer". It is very commonly used for computer display images. It is also used to avoid the need to use dual-ported RAM (DPRAM) when the readers and writers are different devices.

Description

Double buffering Petri net The Petri net in the illustration shows double buffering. Transitions W1 and W2 represent writing to buffer 1 and 2 respectively while R1 and R2 represent reading from buffer 1 and 2 respectively. At the beginning, only the transition W1 is enabled. After W1 fires, R1 and W2 are both enabled and can proceed in parallel. When they finish, R2 and W1 proceed in parallel and so on. After the initial transient where W1 fires alone, this system is periodic and the transitions are enabled – always in pairs (R1 with W2 and R2 with W1 respectively).

Double buffering in computer graphics In computer graphics, double buffering is a technique for drawing graphics that shows less stutter, tearing, and other artifacts. It is difficult for a program to draw a display so that pixels do not change more than once. For instance, when updating a page of text, it is much easier to clear the entire page and then draw the letters than to somehow erase only the pixels that are used in old letters but not in new ones. However, this intermediate image is seen by the user as flickering. In addition, computer monitors constantly redraw the visible video page (traditionally at around 60 times a second), so even a perfect update may be visible momentarily as a horizontal divider between the "new" image and the un-redrawn "old" image, known as tearing.

Software double buffering A software implementation of double buffering has all drawing operations store their results in some region of system RAM; any such region is often called a "back buffer". When all drawing operations are considered complete, the whole region (or only the changed portion) is copied into the video RAM (the "front buffer"); this copying is usually synchronized with the monitor's raster beam in order to avoid tearing. Software implementations of double buffering necessarily require more memory and CPU time than single buffering because of the system memory allocated for the back buffer, the time for the copy operation, and the time waiting for synchronization. Compositing window managers often combine the "copying" operation with "compositing" used to position windows, transform them with scale or warping effects, and make portions transparent. Thus, the "front buffer" may contain only the composite image seen on the screen, while there is a different "back buffer" for every window containing the non-composited image of the entire window contents.

Page flipping In the page-flip method, instead of copying the data, both buffers are capable of being displayed. At any one time, one buffer is actively being displayed by the monitor, while the other, background buffer is being drawn. When the background buffer is complete, the roles of the two are switched. The page-flip is typically accomplished by modifying a hardware register in the video display controller—the value of a pointer to the beginning of the display data in the video memory. The page-flip is much faster than copying the data and can guarantee that tearing will not be seen as long as the pages are switched over during the monitor's vertical blanking interval—the blank period when no video data is being drawn. The currently active and visible buffer is called the front buffer, while the background page is called the back buffer.

Triple buffering In computer graphics, triple buffering is similar to double buffering but can provide improved performance. In double buffering, the program must wait until the finished drawing is copied or swapped before starting the next drawing. This waiting period could be several milliseconds during which neither buffer can be touched. In triple buffering, the program has two back buffers and can immediately start drawing in the one that is not involved in such copying. The third buffer, the front buffer, is read by the graphics card to display the image on the monitor. Once the image has been sent to the monitor, the front buffer is flipped with (or copied from) the back buffer holding the most recent complete image. Since one of the back buffers is always complete, the graphics card never has to wait for the software to complete. Consequently, the software and the graphics card are completely independent and can run at their own pace. Finally, the displayed image was started without waiting for synchronization and thus with minimum lag. Due to the software algorithm not polling the graphics hardware for monitor refresh events, the algorithm may continuously draw additional frames as fast as the hardware can render them. For frames that are completed much faster than interval between refreshes, it is possible to replace a back buffers' frames with newer iterations multiple times before copying. This means frames may be written to the back buffer that are never used at all before being overwritten by successive frames. Nvidia has implemented this method under the name "Fast Sync". An alternative method sometimes referred to as triple buffering is a swap chain three buffers long. After the program has drawn both back buffers, it waits until the first one is placed on the screen, before drawing another back buffer (i.e. it is a 3-long first in, first out queue). Most Windows games seem to refer to this method when enabling triple buffering.

Quad buffering The term quad buffering is the use of double buffering for each of the left and right eye images in stereoscopic implementations, thus four buffers total (if triple buffering was used then there would be six buffers). The command to swap or copy the buffer typically applies to both pairs at once, so at no time does one eye see an older image than the other eye. Quad buffering requires special support in the graphics card drivers which is disabled for most consumer cards. AMD's Radeon HD 6000 Series and newer support it. 3D standards like OpenGL and Direct3D support quad buffering.

… excerpt ends here. Continue reading the full article.

Illustrations

Multiple buffering: Sets 1, 2 and 3 represent the operation of single, double and triple buffering, respectively, with vertical synchronization (vsync) enabled. In each graph, time flows from left to right. Note that 3 shows a swap chain with three buffers; the original definition of triple buffering would throw away frame C as soon as frame D finished, and start drawing frame E into buffer 1 with no delay. Set 4 shows what happens when a frame (B, in this case) takes longer than normal to draw. In this case, a frame update is missed. In time-sensitive implementations such as video playback, the whole frame may be dropped. With a three-buffer swap chain in set 5, drawing of frame B can start without having to wait for frame A to be copied to video memory, reducing the chance of a delayed frame missing its vertical retrace.
Sets 1, 2 and 3 represent the operation of single, double and triple buffering, respectively, with vertical synchronization (vsync) enabled. In each graph, time flows from left to right. Note that 3 shows a swap chain with three buffers; the original definition of triple buffering would throw away frame C as soon as frame D finished, and start drawing frame E into buffer 1 with no delay. Set 4 shows what happens when a frame (B, in this case) takes longer than normal to draw. In this case, a frame update is missed. In time-sensitive implementations such as video playback, the whole frame may be dropped. With a three-buffer swap chain in set 5, drawing of frame B can start without having to wait for frame A to be copied to video memory, reducing the chance of a delayed frame missing its vertical retrace.
Multiple buffering: Double Buffering Petri Net
Double Buffering Petri Net

Worked examples

Example 1 — a first encounter with Multiple buffering

Start with the simplest possible case. Write down what Multiple buffering claims or describes in one sentence, then invent the smallest concrete situation in which that sentence is true. In computer science, the smallest case is usually a single object, a single equation or a single measurement. Check that every symbol or term in your sentence has a meaning in that case.

Example 2 — changing one variable

Take the situation from Example 1 and change exactly one quantity: double it, halve it, or set it to zero. Predict what should happen to Multiple buffering before you calculate. Comparing your prediction with the result is the fastest way to find out whether you understand the idea or only the words.

Example 3 — an exam-style question

Typical questions about Multiple buffering ask you to (a) state it precisely, (b) apply it to given data, and (c) explain a limitation. Practise writing all three answers in under five minutes; the third part is what separates a full-mark answer from an average one.

Applications of Multiple buffering

In research
Multiple buffering appears in computer science research whenever the underlying quantities have to be modelled precisely. Papers usually cite it as a starting assumption and then explore where it breaks down.
In technology and industry
Engineering practice reuses Multiple buffering in design rules, simulations and safety margins. Knowing the idea lets you read a specification sheet and understand why the numbers look the way they do.
In the classroom
Multiple buffering is common in secondary-school and first-year university syllabi. It links to neighbouring topics Computer graphics algorithms, Image processing, Petri nets, so understanding it makes those chapters shorter.
In everyday life
Look for Multiple buffering outside the textbook — in sport, cooking, traffic, electronics or the sky above you. An example you found yourself is remembered far longer than one you were given.

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How to study Multiple buffering in 20 minutes

  1. Read the reference excerpt below once, without taking notes.
  2. Close the page and write down what Multiple buffering means in your own words.
  3. Compare your version with the excerpt and mark what you missed.
  4. Work through the three examples above with pen and paper.
  5. Explain Multiple buffering out loud to somebody else — or to Teacher Smith in the lgStudy chat.

Frequently asked questions

What is Multiple buffering in simple terms?

In computer science, multiple buffering is the use of more than one buffer to hold a block of data, so that a "reader" will see a complete (though perhaps old) version of the data instead of a partially updated version of the data being created by a "writer". It is very commonly used for computer d…

Why does Multiple buffering matter?

Because it connects several computer science ideas at once: it gives you a definition you can apply, a quantity you can calculate, and a way to check whether a result is plausible.

How should I study Multiple buffering?

Read the excerpt, restate it from memory, then work through the examples and applications listed on this page. The five-step study plan above takes about twenty minutes.

What does this page cover?

It gives you a compact reference excerpt plus original lgStudy explanations, examples, applications and study material on Multiple buffering.

Tags

  • Computer graphics algorithms
  • Image processing
  • Petri nets

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