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Jitter is the undesired deviation from true periodicity of an assumed periodic signal in electronics and telecommunications, often in relation to a reference clock source. Jitter may be observed in characteristics such as the frequency of successive pulses, the signal amplitude , or phase of periodic signals.
Jitter period is the interval between two times of maximum effect (or minimum effect) of a signal characteristic that varies regularly with time. Jitter frequency, the more commonly quoted figure, is its inverse. ITU-T G.810 classifies deviation lower frequencies below 10 Hz as wander and higher frequencies at or above 10 Hz as jitter. [2]
Bufferbloat can also cause packet delay variation (also known as jitter), as well as reduce the overall network throughput. When a router or switch is configured to use excessively large buffers, even very high-speed networks can become practically unusable for many interactive applications like voice over IP (VoIP), audio streaming , online ...
PL/I—Programming Language One; PL/M—Programming Language for Microcomputers; PL/P—Programming Language for Prime; PLT—Power Line Telecommunications; PMM—POST Memory Manager; PNG—Portable Network Graphics; PnP—Plug-and-Play; PNRP—Peer Name Resolution Protocol; PoE—Power over Ethernet; PoS—Point of Sale; POCO—Plain Old Class ...
We mean it. Read no further until you really want some clues or you've completely given up and want the answers ASAP. Get ready for all of the NYT 'Connections’ hints and answers for #250 on ...
Ping measures the round-trip time for messages sent from the originating host to a destination computer that are echoed back to the source. The name comes from active sonar terminology that sends a pulse of sound and listens for the echo to detect objects under water. [1] Ping operates by means of Internet Control Message Protocol (ICMP) packets.
Instantaneous packet delay variation is the difference between successive packets—here RFC 3393 does specify the selection criteria—and this is usually what is loosely termed "jitter", although jitter is also sometimes the term used for the variance of the packet delay. As an example, say packets are transmitted every 20 ms.
Ping time is the network delay for a round trip between a player's client and the game server as measured with the ping utility or equivalent. Ping time is an average time measured in milliseconds (ms). [citation needed] The lower one's ping is, the lower the latency is and the less lag the player will experience.