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In computer science, an anytime algorithm is an algorithm that can return a valid solution to a problem even if it is interrupted before it ends. The algorithm is expected to find better and better solutions the longer it keeps running.
Busy-waiting itself can be made much less wasteful by using a delay function (e.g., sleep()) found in most operating systems. This puts a thread to sleep for a specified time, during which the thread will waste no CPU time. If the loop is checking something simple then it will spend most of its time asleep and will waste very little CPU time.
Interval scheduling is a class of problems in computer science, particularly in the area of algorithm design. The problems consider a set of tasks. Each task is represented by an interval describing the time in which it needs to be processed by some machine (or, equivalently, scheduled on some resource).
In computer programming, a callback is a function that is stored as data (a reference) and designed to be called by another function – often back to the original abstraction layer. A function that accepts a callback parameter may be designed to call back before returning to its caller which is known as synchronous or blocking.
Each user has at most one packet to transmit in the next time slot. An idle user generates a new packet with probability s and transmits it in the next time slot immediately. A blocked user transmits its backlogged packet with probability p, where 1/p = (K+1)/2 to keep the average retransmission interval the same. The throughput-delay results ...
The Arduino platform provides relative time via the millis() function. This function returns an unsigned 32-bit integer representing "milliseconds since startup", which will roll over every 49 days. By default, this is the only timing source available in the platform and programs need to take special care to handle rollovers. [98]
The task with the highest priority for which all dependent tasks have finished is scheduled on the worker which will result in the earliest finish time of that task. This finish time depends on the communication time to send all necessary inputs to the worker, the computation time of the task on the worker, and the time when that processor ...
Delta time or delta timing is a concept used amongst programmers in relation to hardware and network responsiveness. [1] In graphics programming, the term is usually used for variably updating scenery based on the elapsed time since the game last updated, [2] (i.e. the previous "frame") which will vary depending on the speed of the computer, and how much work needs to be done in the program at ...