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Response Time (technology)
In technology, response time is the time a system or functional unit takes to react to a given input. Computing In computing, the responsiveness of a service, how long a system takes to respond to a request for service, is measured through the response time. That service can be anything from a memory fetch, to a disk IO, to a complex database query, or loading a full web page. Ignoring transmission time for a moment, the response time is the sum of the service time and wait time. The service time is the time it takes to do the work you requested. For a given request the service time varies little as the workload increases – to do X amount of work it always takes X amount of time. The wait time is how long the request had to wait in a queue before being serviced and it varies from zero, when no waiting is required, to a large multiple of the service time, as many requests are already in the queue and have to be serviced first. With basic queueing theory math you can calcula ...
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Technology
Technology is the application of Conceptual model, conceptual knowledge to achieve practical goals, especially in a reproducible way. The word ''technology'' can also mean the products resulting from such efforts, including both tangible tools such as Kitchen utensil, utensils or machines, and intangible ones such as software. Technology plays a critical role in science, engineering, and everyday life. Technological advancements have led to significant changes in society. The earliest known technology is the stone tool, used during prehistory, followed by the control of fire—which in turn contributed to the Brain size, growth of the human brain and the development of language during the Pleistocene, Ice Age, according to the cooking hypothesis. The invention of the wheel in the Bronze Age allowed greater travel and the creation of more complex machines. More recent technological inventions, including the printing press, telephone, and the Internet, have lowered barriers to ...
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Time To First Byte
Time to first byte (TTFB) is a measurement used as an indication of the responsiveness of a webserver or other network resource. TTFB measures the duration from the user or client making an HTTP request to the first byte of the page being received by the client's browser. This time is made up of the socket connection time, the time taken to send and the time taken to get the first byte of the page. Although sometimes misunderstood as a post-DNS calculation, the original calculation of TTFB in networking always includes network latency in measuring the time it takes for a resource to begin loading. Often, a smaller (faster) TTFB size is seen as a benchmark of a well-configured server application. For example, a lower time to first byte could point to fewer dynamic calculations being performed by the webserver, although this is often due to caching at either the DNS, server, or application level. More commonly, a very low TTFB is observed with statically served web pages, whil ...
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Interrupt Latency
In computing, interrupt latency refers to the delay between the start of an Interrupt Request (IRQ) and the start of the respective Interrupt Service Routine (ISR). For many operating systems, devices are serviced as soon as the device's interrupt handler is executed. Interrupt latency may be affected by microprocessor design, interrupt controllers, interrupt masking, and the operating system's (OS) interrupt handling methods. Background There is usually a trade-off between interrupt latency, throughput, and processor utilization. Many of the techniques of CPU and OS design that improve interrupt latency will decrease throughput and increase processor utilization. Techniques that increase throughput may increase interrupt latency and increase processor utilization. Lastly, trying to reduce processor utilization may increase interrupt latency and decrease throughput. Minimum interrupt latency is largely determined by the interrupt controller circuit and its configuration. T ...
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Latency (engineering)
Latency, from a general point of view, is a time delay between the Causality, cause and the effect of some physical change in the system being observed. Lag (video games), Lag, as it is known in Gaming culture, 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. The original meaning of “latency”, as used widely in psychology, medicine and most other disciplines, derives from “latent”, a word of Latin origin meaning “hidden”.  Its different and relatively recent meaning (this topic) of “lateness” or “delay” appears to derive from its superficial similarity to the word “late”, from the old English “laet”. Latency is physically a consequence of the limited velocity at which any Event (relativity), physical interaction can propagate. The magnitude of this velocity is always less than or equal to the speed of light. Therefore, every physical s ...
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Display Resolution
The display resolution or display modes of a digital television, computer monitor, or other display device is the number of distinct pixels in each dimension that can be displayed. It can be an ambiguous term especially as the displayed resolution is controlled by different factors in cathode-ray tube (CRT) displays, flat-panel displays (including liquid-crystal displays) and projection displays using fixed picture-element (pixel) arrays. It is usually quoted as ', with the units in pixels: for example, ' means the width is 1024 pixels and the height is 768 pixels. This example would normally be spoken as "ten twenty-four by seven sixty-eight" or "ten twenty-four by seven six eight". One use of the term ''display resolution'' applies to fixed-pixel-array displays such as plasma display panels (PDP), liquid-crystal displays (LCD), Digital Light Processing (DLP) projectors, AMOLED, OLED displays, and similar technologies, and is simply the physical number of columns and rows of pi ...
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Computer Monitor
A computer monitor is an output device that displays information in pictorial or textual form. A discrete monitor comprises a electronic visual display, visual display, support electronics, power supply, Housing (engineering), housing, electrical connectors, and external user controls. The display in modern monitors is typically an Liquid-crystal display, LCD with LED-backlit LCD, LED backlight, having by the 2010s replaced cold-cathode fluorescent lamp, CCFL Backlight, backlit LCDs. Before the mid-2000s, most monitors used a cathode-ray tube, cathode-ray tube (CRT) as the image output technology. A monitor is typically connected to its host computer via DisplayPort, HDMI, USB-C, Digital Visual Interface, DVI, or VGA connector, VGA. Monitors sometimes use other proprietary connectors and signals to connect to a computer, which is less common. Originally computer monitors were used for data processing while television sets were used for video. From the 1980s onward, computers ( ...
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Competitive Gaming
Esports (), short for electronic sports, is a form of competition using video games. Esports often takes the form of organized, multiplayer video game competitions, particularly between professional players, played individually or as teams. Multiplayer competitions were long a part of video game culture, but were largely between amateurs until the late 2000s when the advent of online streaming media platforms, particularly YouTube and Twitch, enabled a surge in participation by professional gamers and spectators. By the 2010s, esports was a major part of the video game industry, with many game developers designing for and funding for tournaments and other events. Esports first became popular in East Asia, particularly in China and South Korea (which first licensed professional players in 2000) but less so in Japan, whose broad anti-gambling laws prohibit professional gaming tournaments. Esports are also popular in Europe and the Americas, which host regional and internati ...
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Counter-Strike
''Counter-Strike'' (''CS'') is a series of multiplayer tactical first-person shooter video games, in which opposing teams attempt to complete various objectives. The series began on Windows in 1999 with the release of the first game, '' Counter-Strike''. It was initially released as a modification ("mod") for ''Half-Life'' that was designed by Minh "Gooseman" Le and Jess "Cliffe" Cliffe before the rights to the mod's intellectual property were acquired by Valve, the developers of ''Half-Life'', who then turned ''Counter-Strike'' into a retail product released in 2000. The original ''Counter-Strike'' was followed by '' Counter-Strike: Condition Zero'', developed by Turtle Rock Studios and released in March 2004. A previous version of ''Condition Zero'' that was developed by Ritual Entertainment was released alongside it as ''Condition Zero: Deleted Scenes''. Eight months later, Valve released '' Counter-Strike: Source'', a remake of the original ''Counter-Strike'' and the f ...
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Display Motion Blur
In modern displays, motion blur is an unwanted artifact caused primarily by: # Retinal blur resulting from your eyes ''continuously'' tracking ''discrete'' movement. While your eyes move, the object you're tracking remains stationary throughout each frame, causing it to "smear". This does not happen in real life where both move continuously. # Slow pixel response times, which lead to visible ghosting or smearing. The faster the motion, the more pronounced the effect is. Cause Displays work by rapidly showing frames, each one slightly different from the previous, thereby creating the illusion of movement. Let's take a normal computer monitor with a resolution of 1920×1080 and a refreshrate of 60 Hz. If an object were to move across the display in 2 seconds, there would be 60×2 = 120 "steps", each one translated by 1920÷120 = 16 pixels. Your eyes, however, would not start and stop, over and over again to track the object, quickly moving the fovea to the "new" positio ...
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Millisecond
A millisecond (from '' milli-'' and second; symbol: ms) is a unit of time in the International System of Units equal to one thousandth (0.001 or 10−3 or 1/1000) of a second or 1000 microseconds. A millisecond is to one second, as one second is to approximately 16.67 minutes. A unit of 10 milliseconds may be called a centisecond, and one of 100 milliseconds a decisecond, but these names are rarely used. To help compare orders of magnitude of different times, this page lists times between 10−3 seconds and 100 seconds (1 millisecond and one second). ''See also'' times of other orders of magnitude. Examples The Apollo Guidance Computer used metric units internally, with centiseconds used for time calculation and measurement. *1 millisecond (1 ms) – cycle time for frequency 1  kHz; duration of light for typical photo flash strobe; time taken for sound wave to travel about 34 cm; repetition interval of GPS C/A PN code *1 millisecond – time taken ...
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Pixel
In digital imaging, a pixel (abbreviated px), pel, or picture element is the smallest addressable element in a Raster graphics, raster image, or the smallest addressable element in a dot matrix display device. In most digital display devices, pixels are the smallest element that can be manipulated through software. Each pixel is a Sampling (signal processing), sample of an original image; more samples typically provide more accurate representations of the original. The Intensity (physics), intensity of each pixel is variable. In color imaging systems, a color is typically represented by three or four component intensities such as RGB color model, red, green, and blue, or CMYK color model, cyan, magenta, yellow, and black. In some contexts (such as descriptions of camera sensors), ''pixel'' refers to a single scalar element of a multi-component representation (called a ''photosite'' in the camera sensor context, although ''wikt:sensel, sensel'' is sometimes used), while in yet ...
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Worst-case Execution Time
The worst-case execution time (WCET) of a computational task is the maximum length of time the task could take to execute on a specific hardware platform. What it is used for Worst case execution time is typically used in reliable real-time systems, where understanding the worst case timing behaviour of software is important for reliability or correct functional behaviour. As an example, a computer system that controls the behaviour of an engine in a vehicle might need to respond to inputs within a specific amount of time. One component that makes up the response time is the time spent executing the software – hence if the software worst case execution time can be determined, then the designer of the system can use this with other techniques such as schedulability analysis to ensure that the system responds fast enough. While WCET is potentially applicable to many real-time systems, in practice an assurance of WCET is mainly used by real-time systems that are related to h ...
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