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JIT causes a slight to noticeable delay in the initial execution of an application, due to the time taken to load and compile the input code. Sometimes this delay is called "startup time delay" or "warm-up time". In general, the more optimization JIT performs, the better the code it will generate, but the initial delay will also increase.
The time delay is usually measured in slots, which are fixed-length periods (or slices) of time on the network. In a binary exponential backoff algorithm (i.e. one where b = 2 ), after c collisions, each retransmission is delayed by a random number of slot times between 0 and 2 c − 1 .
Roundtrip time = 2 × Packet delivery time + processing delay. In case of only one physical link, the above expression corresponds to: Link roundtrip time = 2 × packet transmission time + 2 × propagation delay + processing delay. If the response packet is very short, the link roundtrip time can be expressed as close to:
The term "near real-time" or "nearly real-time" (NRT), in telecommunications and computing, refers to the time delay introduced, by automated data processing or network transmission, between the occurrence of an event and the use of the processed data, such as for display or feedback and control purposes. For example, a near-real-time display ...
In software development, time-of-check to time-of-use (TOCTOU, TOCTTOU or TOC/TOU) is a class of software bugs caused by a race condition involving the checking of the state of a part of a system (such as a security credential) and the use of the results of that check.
Such a delay may be to prevent mistakes or unacceptable content from being broadcast. Longer delays lasting several hours can also be introduced so that the material is aired at a later scheduled time (such as the prime time hours) to maximize viewership. Tape delays lasting several hours can also be edited down to remove filler material or to ...
In telecommunications, receive-after-transmit time delay is the time interval between (a) the instant of keying off the local transmitter to stop transmitting and (b) the instant the local receiver output has increased to 90% of its steady-state value in response to an RF signal from another transmitter.
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 ...