Search results
Results From The WOW.Com Content Network
For example, UI is used to measure timing jitter in serial communications or in on-chip clock distributions. This measurement unit is extensively used in jitter literature. Examples can be found in various ITU-T Recommendations, [1] or in the tutorial from Ransom Stephens. [2]
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]
Each time the peak-to-peak distance between the largest and smallest TIE in that window is noted. This distance varies as the window moves, being maximal for some window position. This maximal distance is known as MTIE for the given observation interval.
This of course means that the clock skew between two points varies from cycle to cycle, which is a complexity that is rarely mentioned. Many other authors use the term clock skew only for the spatial variation of clock times, and use the term clock jitter to represent the rest of the total clock timing uncertainty. This of course means that the ...
Amongst the building blocks of a GPS Time and Frequency solution the oscillator is a key component [11] and typically they are built around an Oven Controlled Crystal Oscillator or a Rubidium based clock. The dominant factors influencing the quality of the reference oscillator are taken to be aging and temperature stability.
The system time clock (STC) decoder, when properly implemented, provides a highly accurate time base that is used to synchronize audio and video elementary streams. Timing in MPEG-2 references this clock. For example, the presentation time stamp (PTS) is intended to be relative to the PCR. The first 33 bits are based on a 90 kHz clock.
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 ...
In this example, the time slice 1 always contains high priority data (e.g. for motion control), while time slice 2 always contains best-effort data. Therefore, a guard band needs to be placed at every transition point into time slice 1 to protect the time slice of the critical data stream(s).