CST334 - Week 8 Reflection

         While we didn't cover much new curriculum this week, I made significant progress on the group project and feel thoroughly inspired by A Cloud Gaming Framework for Dynamic Graphical Rendering Towards Achieving Distributed Game Engines to further explore distributed computing. Through this project, I learned how the architecture of cloud gaming impacts both performance and accessibility. I was especially interested in the authors’ motivation to move away from monolithic, single-VM designs toward a distributed system that dynamically shifts rendering between cloud and client devices. This approach not only improves frame rates but also allows games to keep running under network degradation, which gave me a deeper appreciation for fault-tolerant design. I also spent time refining my ability to break down technical content for a presentation. Since our project involved presenting to the class via video, I practiced distilling the complex details presented by Bulman and Carraghan into concise talking points. This was a useful exercise in technical communication and teamwork. Finally, I revisited the difference between programmed I/O (PIO) and direct memory access (DMA). PIO requires the CPU to handle each data transfer step-by-step, which can be inefficient for large transfers. DMA, on the other hand, uses a controller to handle the transfer directly between device and memory, freeing the CPU for other tasks. This comparison helped clarify why DMA is so valuable in high-performance systems. I also revisited the two main basic parts of a file system: metadata and data. While metadata is the "about me" for a file or folder, the data is the obvious meat of the matter. Metadata concerns file size, owner, permissions, hard links, and where bits and pieces of the data are hiding on the disk. Data is the actual component most users are concerned with and is communicated with through GUI or CMD. 

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