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A second example is given by considering an abstract stack implemented by an array; again, the array does not provide correctness criteria for the stack. Quite to the contrary, it is the stack that specifies correctness criteria for any of its implementation, arrays included. The fact that correctness criteria for the implementation relation are provided by the abstract level induces Turner (2012, 2014, 2018) to define implementation as the relation specification-artefact. As examined in §2, specifications have correctness jurisdiction over artifacts, that is, they prescribe the allowed behaviors of artifacts. Also recall that artifacts can be both abstract and concrete entities, and that any LoA can play the role of specification for lower levels. This amounts to saying that the specification-artefact relation is able to define any implementation relation across the layered ontology of computational systems. Depending on how the specification-artifact relation is defined, Turner (2012) distinguishes as many as three different notions of implementation. Consider the case of a physical machine implementing a given abstract machine.
This is called rasterization, and is the rendering method used by all current graphics cards. Rasterization is frequently faster than pixel-by-pixel rendering. First, large areas of the image may be empty of primitives; rasterization will ignore these areas, but pixel-by-pixel rendering must pass through them. Second, rasterization can improve cache coherency and reduce redundant work by taking advantage of the fact that the pixels occupied by a single primitive tend to be contiguous in the image. For these reasons, rasterization is usually the approach of choice when interactive rendering is required; however, the pixel-by-pixel approach can often produce higher-quality images and is more versatile because it does not depend on as many assumptions about the image as rasterization. The older form of rasterization is characterized by rendering an entire face (primitive) as a single color. Alternatively, rasterization can be done in a more complicated manner by first rendering the vertices of a face and then rendering the pixels of that face as a blending of the vertex colors.
A bus network topology is when every network node is directly connected to a main cable. In a ring topology, nodes are connected in a loop, so each device has exactly two neighbors. Adjacent pairs are connected directly; non-adjacent pairs are connected indirectly through multiple nodes. In a star network topology, all nodes are connected to a single, central hub and each node is indirectly connected through that hub. A mesh topology is defined by overlapping connections between nodes. You can create a full mesh topology, where every node in the network is connected to every other node. You can also create partial mesh topology in which only some nodes are connected to each other and some are connected to the nodes with which they exchange the most data. Full mesh topology can be expensive and time-consuming to execute, which is why it's often reserved for networks that require high redundancy. Partial mesh provides less redundancy but is more cost effective and simpler to execute.
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