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  2. Settling time - Wikipedia

    en.wikipedia.org/wiki/Settling_time

    Settling time includes a propagation delay, plus the time required for the output to slew to the vicinity of the final value, ...

  3. SethBling - Wikipedia

    en.wikipedia.org/wiki/SethBling

    SethBling got into the technical community and was quick to discover redstone, a programmable resource in Minecraft, [a] and began uploading videos of his creations to YouTube weeks later. [ 17 ] [ 21 ] SethBling was inspired to use redstone in Minecraft because he wanted to build a minecart station.

  4. Latency (engineering) - Wikipedia

    en.wikipedia.org/wiki/Latency_(engineering)

    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.

  5. Transmission time - Wikipedia

    en.wikipedia.org/wiki/Transmission_time

    Roundtrip time = 2 × Packet delivery time + processing delay. In case of only one physical link, the above expression corresponds to: Link roundtrip time = 2 × packet transmission time + 2 × propagation delay + processing delay. If the response packet is very short, the link roundtrip time can be expressed as close to:

  6. Repeater insertion - Wikipedia

    en.wikipedia.org/wiki/Repeater_insertion

    An active circuit used for such a purpose is known as a repeater. In a CMOS integrated circuit, the repeater is often a simple inverter. Reducing the delay of a wire by cutting it in half and inserting a repeater is known as repeater insertion. The cost of this procedure is the additional new delay through the repeater itself, plus power cost ...

  7. Delta timing - Wikipedia

    en.wikipedia.org/wiki/Delta_timing

    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 ...

  8. Group delay and phase delay - Wikipedia

    en.wikipedia.org/wiki/Group_delay_and_phase_delay

    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.

  9. Bandwidth-delay product - Wikipedia

    en.wikipedia.org/wiki/Bandwidth-delay_product

    In data communications, the bandwidth-delay product is the product of a data link's capacity (in bits per second) and its round-trip delay time (in seconds). [1] The result, an amount of data measured in bits (or bytes), is equivalent to the maximum amount of data on the network circuit at any given time, i.e., data that has been transmitted but not yet acknowledged.