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[1] [2] [3] Automated systems within trading houses may catch fat-finger errors before they reach the market or such orders may be cancelled before they can be fulfilled. [ 4 ] The larger the order, the more likely it is to be cancelled, as it may be an order larger than the amount of stock available in the market.
It is only used when the user actually has to wait for the system. For instance, when the user mentally prepares (M) for executing their next physical action only the non-overlapping part of the response time is needed for R because the user uses the response time for the M operation (e.g. R of 2 seconds – M of 1.35 seconds = R of .65 seconds).
T er, the non-decision reaction time component, consists of the sum of encoding time T e (first panel) and response output time T r (third panel), such that T er = T e + T r. Although a unified theory of reaction time and intelligence has yet to achieve consensus among psychologists, diffusion modeling provides one promising theoretical model.
The time to seek and depress a key (seek-time) and the time the key is held down (hold-time) may be characteristic of an individual, regardless of the total speed at which they type. Most people take longer to find or get to specific letters on the keyboard than their average seek-time for all letters.
At the same time, the probability that the sequence contains a particular subsequence (such as the word MONKEY, or the 12th through 999th digits of pi, or a version of the King James Bible) increases as the total string increases. This probability approaches 1 as the total string approaches infinity, and thus the original theorem is correct.
The average response time or sojourn time (total time a customer spends in the system) does not depend on scheduling discipline and can be computed using Little's law as 1/(μ − λ). The average time spent waiting is 1/(μ − λ) − 1/μ = ρ/(μ − λ). The distribution of response times experienced does depend on scheduling discipline.
Dominating set, a.k.a. domination number [3]: GT2 NP-complete special cases include the edge dominating set problem, i.e., the dominating set problem in line graphs. NP-complete variants include the connected dominating set problem and the maximum leaf spanning tree problem. [3]: ND2 Feedback vertex set [2] [3]: GT7
In each case, one hand controls left/right, and the other hand controls up/down movement. A further variation is used when two players use the keyboard at the same time; for example, Gauntlet uses the combination 1QSD for Player 1, and 8IKL for Player 2.