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The precise architecture of TDNNs (time-delays, number of layers) is mostly determined by the designer depending on the classification problem and the most useful context sizes. The delays or context windows are chosen specific to each application. Work has also been done to create adaptable time-delay TDNNs [10] where this manual tuning is ...
In programming language theory, lazy evaluation, or call-by-need, [1] is an evaluation strategy which delays the evaluation of an expression until its value is needed (non-strict evaluation) and which also avoids repeated evaluations (by the use of sharing).
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 .
The group delay and phase delay properties of a linear time-invariant (LTI) system are functions of frequency, giving the time from when a frequency component of a time varying physical quantity—for example a voltage signal—appears at the LTI system input, to the time when a copy of that same frequency component—perhaps of a different physical phenomenon—appears at the LTI system output.
In computer programming, lazy initialization is the tactic of delaying the creation of an object, the calculation of a value, or some other expensive process until the first time it is needed. It is a kind of lazy evaluation that refers specifically to the instantiation of objects or other resources.
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. A JIT compiler therefore has to make a trade-off between the compilation time and the quality of the code it hopes to generate.
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 ...
Compared to finite-order approximations of the Gaussian filter, the Bessel filter has a slightly better shaping factor (i.e., how well a particular filter approximates the ideal lowpass response), flatter phase delay, and flatter group delay than a Gaussian filter of the same order, although the Gaussian has lower time delay and zero overshoot. [8]