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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]
Jitter is often measured as a fraction of UI. For example, jitter of 0.01 UI is jitter that moves a signal edge by 1% of the UI duration. The widespread use of UI in jitter measurements comes from the need to apply the same requirements or results to cases of different symbol rates. This can be d
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 optics, jitter is used to refer to motion that has high temporal frequency relative to the integration/exposure time. This may result from vibration in an assembly or the unstable hand of a photographer. Jitter is typically differentiated from smear, which has a lower frequency relative to the integration time. [1]
In physics, time is defined by its measurement: time is what a clock reads. [1] In classical, non-relativistic physics, it is a scalar quantity (often denoted by the symbol t {\displaystyle t} ) and, like length , mass , and charge , is usually described as a fundamental quantity .
Animation showing equation of time and analemma path over one year.. The United States Naval Observatory states "the Equation of Time is the difference apparent solar time minus mean solar time", i.e. if the sun is ahead of the clock the sign is positive, and if the clock is ahead of the sun the sign is negative.
Latency, from a general point of view, is a time delay between the cause and the effect of some physical change in the system being observed. Lag, as it is known in gaming circles, refers to the latency between the input to a simulation and the visual or auditory response, often occurring because of network delay in online games. [1]
The most straightforward scheme uses a digital counter and a free-running crystal oscillator to time intervals with 1-clock ambiguity, resulting in output edge jitter of one clock period peak-to-peak relative to an asynchronous trigger. This technique is used in the Quantum Composers and Berkeley Nucleonics instruments.