Asynchronous Participation
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Asynchronous Participation
Asynchrony is the state of not being in synchronization. Asynchrony or asynchronous may refer to: Electronics and computing * Asynchrony (computer programming), the occurrence of events independent of the main program flow, and ways to deal with such events ** Async/await * Asynchronous system, a system having no global clock, instead operating under distributed control ** Asynchronous circuit, a sequential digital logic circuit not governed by a clock circuit or signal ** Asynchronous communication, transmission of data without the use of an external clock signal * Asynchronous cellular automaton, a mathematical model of discrete cells which update their state independently * Asynchronous operation, a sequence of operations executed out of time coincidence with any event Other uses * Asynchrony (game theory), when players in games update their strategies at different time intervals * Asynchronous learning, an educational method in which the teacher and student are separ ...
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Synchronization
Synchronization is the coordination of events to operate a system in unison. For example, the conductor of an orchestra keeps the orchestra synchronized or ''in time''. Systems that operate with all parts in synchrony are said to be synchronous or ''in sync''—and those that are not are '' asynchronous''. Today, time synchronization can occur between systems around the world through satellite navigation signals and other time and frequency transfer techniques. Navigation and railways Time-keeping and synchronization of clocks is a critical problem in long-distance ocean navigation. Before radio navigation and satellite-based navigation, navigators required accurate time in conjunction with astronomical observations to determine how far east or west their vessel traveled. The invention of an accurate marine chronometer revolutionized marine navigation. By the end of the 19th century, important ports provided time signals in the form of a signal gun, flag, or dropping time ...
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Asynchrony (computer Programming)
Asynchrony, in computer programming, refers to the occurrence of events independent of the main program flow and ways to deal with such events. These may be "outside" events such as the arrival of signals, or actions instigated by a program that take place concurrently with program execution, without the program blocking to wait for results. Asynchronous input/output is an example of the latter case of asynchrony, and lets programs issue commands to storage or network devices that service these requests while the processor continues executing the program. Doing so provides a degree of parallelism. A common way for dealing with asynchrony in a programming interface is to provide subroutines that return a future or promise that represents the ongoing operation, and a synchronizing operation that blocks until the future or promise is completed. Some programming languages, such as Cilk, have special syntax for expressing an asynchronous procedure call. Examples of asynchrony inclu ...
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Async/await
In computer programming, the async/await pattern is a syntactic feature of many programming languages that allows an asynchronous, non-blocking function to be structured in a way similar to an ordinary synchronous function. It is semantically related to the concept of a coroutine and is often implemented using similar techniques, and is primarily intended to provide opportunities for the program to execute other code while waiting for a long-running, asynchronous task to complete, usually represented by promises or similar data structures. The feature is found in C# 5.0, C++20, Python 3.5, F#, Hack, Julia, Dart, Kotlin 1.1, Rust 1.39, Nim 0.9.4, JavaScript ES2017Swift 5.5and Zig, with some experimental work in extensions, beta versions, and particular implementations of Scala. History F# added asynchronous workflows with await points in version 2.0 in 2007. This influenced the async/await mechanism added to C#. Microsoft released a version of C# with async/await for the ...
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Asynchronous System
The primary focus of this article is asynchronous control in digital electronic systems. In a synchronous system, operations (instructions, calculations, logic, etc.) are coordinated by one, or more, centralized clock signals. An asynchronous system, in contrast, has no global clock. Asynchronous systems do not depend on strict arrival times of signals or messages for reliable operation. Coordination is achieved using event-driven architecture triggered by network packet arrival, changes (transitions) of signals, handshake protocols, and other methods. Modularity Asynchronous systems – much like object-oriented software – are typically constructed out of modular 'hardware objects', each with well-defined communication interfaces. These modules may operate at variable speeds, whether due to data-dependent processing, dynamic voltage scaling, or process variation. The modules can then be combined to form a correct working system, without reference to a global clock sign ...
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Asynchronous Circuit
Asynchronous circuit (clockless or self-timed circuit) is a sequential digital logic circuit that does not use a global clock circuit or signal generator to synchronize its components. Instead, the components are driven by a handshaking circuit which indicates a completion of a set of instructions. Handshaking works by simple data transfer protocols. Many synchronous circuits were developed in early 1950s as part of bigger asynchronous systems (e.g. ORDVAC). Asynchronous circuits and theory surrounding is a part of several steps in integrated circuit design, a field of digital electronics engineering. Asynchronous circuits are contrasted with synchronous circuits, in which changes to the signal values in the circuit are triggered by repetitive pulses called a clock signal. Most digital devices today use synchronous circuits. However asynchronous circuits have a potential to be much faster, have a lower level of power consumption, electromagnetic interference, and better modular ...
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Asynchronous Communication
In telecommunications, asynchronous communication is transmission of data, generally without the use of an external clock signal, where data can be transmitted intermittently rather than in a steady stream. Any timing required to recover data from the communication symbols is encoded within the symbols. The most significant aspect of asynchronous communications is that data is not transmitted at regular intervals, thus making possible variable bit rate, and that the transmitter and receiver clock generators do not have to be exactly synchronized all the time. In asynchronous transmission, data is sent one byte at a time and each byte is preceded by start and stop bits. Physical layer In asynchronous serial communication the physical protocol layer, the data blocks are code words of a certain word length, for example octets (bytes) or ASCII characters, delimited by start bits and stop bits. A variable length space can be inserted between the code words. No bit synchroniz ...
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Asynchronous Cellular Automaton
Cellular automata, as with other multi-agent system models, usually treat time as discrete and state updates as occurring synchronously. The state of every cell in the model is updated together, before any of the new states influence other cells. In contrast, an asynchronous cellular automaton is able to update individual cells independently, in such a way that the new state of a cell affects the calculation of states in neighbouring cells. Implementations of synchronous updating can be analysed in two phases. The first, interaction, calculates the new state of each cell based on the neighbourhood and the update rule. State values are held in a temporary store. The second phase updates state values by copying the new states to the cells. In contrast, asynchronous updating does not necessarily separate these two phases: in the simplest case (fully asynchronous updating), changes in state are implemented immediately. The synchronous approach assumes the presence of a global cloc ...
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Asynchronous Operation
Asynchrony is the state of not being in synchronization. Asynchrony or asynchronous may refer to: Electronics and computing * Asynchrony (computer programming), the occurrence of events independent of the main program flow, and ways to deal with such events ** Async/await * Asynchronous system, a system having no global clock, instead operating under distributed control ** Asynchronous circuit, a sequential digital logic circuit not governed by a clock circuit or signal ** Asynchronous communication, transmission of data without the use of an external clock signal * Asynchronous cellular automaton, a mathematical model of discrete cells which update their state independently * Asynchronous operation, a sequence of operations executed out of time coincidence with any event Other uses * Asynchrony (game theory), when players in games update their strategies at different time intervals * Asynchronous learning, an educational method in which the teacher and student are separated in t ...
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Asynchrony (game Theory)
In game theory Game theory is the study of mathematical models of strategic interactions among rational agents. Myerson, Roger B. (1991). ''Game Theory: Analysis of Conflict,'' Harvard University Press, p.&nbs1 Chapter-preview links, ppvii–xi It has appli ..., asynchrony occurs when gameplay does not proceed in consistently paced rounds. A system is synchronous if agents in a game move in lockstep according to a global timing system, whereas "in an asynchronous system, there is no global clock. The agents in the system can run at arbitrary rates relative to each other."Halpern, J. Y. (2003)A computer scientist looks at game theory.''Games and Economic Behavior'', 45(1), p. 120 External links *Abraham, I., Alvisi, L., & Halpern, J. Y. (2011)Distributed computing meets game theory: combining insights from two fields.Acm Sigact News, 42(2), 69–76. *Ben-Or, M. (1983)Another Advantage of Free Choice: Completely Asynchronous Agreement Protocols In ''Proc. 2nd ACM Symp. on Princ ...
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Asynchronous Learning
Asynchronous learning is a general term used to describe forms of education, instruction, and learning that do not occur in the same place or at the same time. It uses resources that facilitate information sharing outside the constraints of time and place among a network of people.. In many instances, well-constructed asynchronous learning is based on constructivist theory, a student-centered approach that emphasizes the importance of peer-to-peer interactions. This approach combines self-study with asynchronous interactions to promote learning, and it can be used to facilitate learning in traditional on-campus education, distance education, and continuing education. This combined network of learners and the electronic network in which they communicate are referred to as an asynchronous learning network. Online learning resources that can be used to support asynchronous learning include email, electronic mailing lists, threaded conferencing systems, online discussion boards, wikis ...
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Asynchronous Motor
An induction motor or asynchronous motor is an AC electric motor in which the electric current in the rotor needed to produce torque is obtained by electromagnetic induction from the magnetic field of the stator winding. An induction motor can therefore be made without electrical connections to the rotor. An induction motor's rotor can be either wound type or squirrel-cage type. Three-phase squirrel-cage induction motors are widely used as industrial drives because they are self-starting, reliable and economical. Single-phase induction motors are used extensively for smaller loads, such as household appliances like fans. Although traditionally used in fixed-speed service, induction motors are increasingly being used with variable-frequency drives (VFD) in variable-speed service. VFDs offer especially important energy savings opportunities for existing and prospective induction motors in variable-torque centrifugal fan, pump and compressor load applications. Squirrel-cage ...
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Asynchronous Multiplayer
A multiplayer video game is a video game in which more than one person can play in the same game environment at the same time, either locally on the same computing system (couch co-op A couch, also known as a sofa, settee, or chesterfield, is a cushion, cushioned item of furniture for seating multiple people (although it is not uncommon for a single person to use a couch alone). It is commonly found in the form of a bench ( ...), on different computing systems via a local area network, or via a wide area network, most commonly the Internet (e.g. ''World of Warcraft'', ''Call of Duty'', DayZ (video game), ''DayZ''). Multiplayer games usually require players to share a single game system or use Mobile network, networking technology to play together over a greater distance; players may compete against one or more human contestants, work Cooperative video game, cooperatively with a human partner to achieve a common goal, or Gamemaster, supervise other players' activity. Due to mu ...
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