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  2. 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 ...

  3. Flicker fusion threshold - Wikipedia

    en.wikipedia.org/wiki/Flicker_fusion_threshold

    If the frame rate falls below the flicker fusion threshold for the given viewing conditions, flicker will be apparent to the observer, and movements of objects on the film will appear jerky. For the purposes of presenting moving images, the human flicker fusion threshold is usually taken between 60 and 90 Hz, though in certain cases it can be ...

  4. Attack time - Wikipedia

    en.wikipedia.org/wiki/Attack_time

    In professional audio and telecommunications, attack time is the time between the instant that a signal at the input of a device or circuit exceeds the activation threshold of the device or circuit and the instant that the device or circuit reacts in a specified manner, or to a specified degree, to the input. [1]

  5. Attack-time delay - Wikipedia

    en.wikipedia.org/wiki/Attack-time_delay

    In telecommunications, attack-time delay is the time needed for a receiver or transmitter to respond to an incoming signal.. For a receiver, the attack-time delay is defined as the time interval from the instant a step radio-frequency signal, at a level equal to the receiver's threshold of sensitivity, is applied to the receiver input, to the instant when the receiver's output amplitude ...

  6. Frame rate - Wikipedia

    en.wikipedia.org/wiki/Frame_rate

    Frame time is related to frame rate, but it measures the time between frames. A game could maintain an average of 60 frames per second but appear choppy because of a poor frame time. Game reviews sometimes average the worst 1% of frame rates, reported as the 99th percentile, to measure how choppy the game appears.

  7. Time/memory/data tradeoff attack - Wikipedia

    en.wikipedia.org/wiki/Time/Memory/Data_Tradeoff...

    A time/memory/data tradeoff attack is a type of cryptographic attack where an attacker tries to achieve a situation similar to the space–time tradeoff but with the additional parameter of data, representing the amount of data available to the attacker. An attacker balances or reduces one or two of those parameters in favor of the other one or ...

  8. Cowrie (honeypot) - Wikipedia

    en.wikipedia.org/wiki/Cowrie_(honeypot)

    Cowrie is a medium interaction SSH and Telnet honeypot designed to log brute force attacks and shell interaction performed by an attacker. Cowrie also functions as an SSH and telnet proxy to observe attacker behavior to another system. Cowrie was developed from Kippo.

  9. Frame synchronization - Wikipedia

    en.wikipedia.org/wiki/Frame_synchronization

    In telecommunications, frame synchronization or framing is the process by which, while receiving a stream of fixed-length frames, the receiver identifies the frame boundaries, permitting the data bits within the frame to be extracted for decoding or retransmission.