Response Time (technology)
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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 Response time is the total amount of time it takes to respond to a request for service. 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 calculate how the average wait time increases as the device providing ...
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Technology
Technology is the application of knowledge to reach practical goals in a specifiable and reproducible way. The word ''technology'' may also mean the product of such an endeavor. The use of technology is widely prevalent in medicine, science, industry, communication, transportation, and daily life. Technologies include physical objects like utensils or machines and intangible tools such as software. Many technological advancements have led to societal changes. The earliest known technology is the stone tool, used in the prehistoric era, followed by fire use, which contributed to the growth of the human brain and the development of language in the Ice Age. The invention of the wheel in the Bronze Age enabled wider travel and the creation of more complex machines. Recent technological developments, including the printing press, the telephone, and the Internet have lowered communication barriers and ushered in the knowledge economy. While technology contributes to econom ...
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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 hig ...
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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. The ...
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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. Latency is physically a consequence of the limited velocity at which any physical interaction can propagate. The magnitude of this velocity is always less than or equal to the speed of light. Therefore, every physical system with any physical separation (distance) between cause and effect will experience some sort of latency, regardless of the nature of the stimulation at which it has been exposed to. The precise definition of latency depends on the system being observed or the nature of the simulation. In communications, the lower limit of latency is determined by the medium being used to transfer information. In reliable two-way communication syst ...
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Display Motion Blur
Display motion blur, also called ''HDTV blur'' and ''LCD motion blur'', refers to several visual artifacts (anomalies or unintended effects affecting still or moving images) that are frequently found on modern consumer high-definition television sets and flat panel displays for computers. Causes Many motion blur factors have existed for a long time in film and video (e.g. slow camera shutter speed). The emergence of digital video, and HDTV display technologies, introduced many additional factors that now contribute to motion blur. The following factors are generally the primary or secondary causes of perceived motion blur in video. In many cases, multiple factors can occur at the same time within the entire chain, from the original media or broadcast, all the way to the receiver end. * Pixel response time on LCD displays (motion blur caused by slow pixel response time) * Lower camera shutter speeds common in Hollywood production films (blur in the content of the film), and common ...
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Millisecond
A millisecond (from '' milli-'' and second; symbol: ms) is a unit of time in the International System of Units (SI) equal to one thousandth (0.001 or 10−3 or 1/1000) of a second and to 1000 microseconds. 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 for light to travel 204.19 km in a single mode fiber optic cable for a wavelength o ...
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Pixel
In digital imaging, a pixel (abbreviated px), pel, or picture element is the smallest addressable element in a raster image, or the smallest point in an all points addressable display device. In most digital display devices, pixels are the smallest element that can be manipulated through software. Each pixel is a sample of an original image; more samples typically provide more accurate representations of the original. The intensity of each pixel is variable. In color imaging systems, a color is typically represented by three or four component intensities such as red, green, and blue, or 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 ''sensel'' is sometimes used), while in yet other contexts (like MRI) it may refer to a set of component intensities for a spatial position. Etymology The w ...
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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 the HTTP request, 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 w ...
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Last Mile (telecommunications)
The last mile or last kilometer is a phrase widely used in the telecommunications, cable television and internet industries to refer to the final leg of the telecommunications networks that deliver telecommunication services to retail end-users (customers). More specifically, the ''last mile'' describes the portion of the telecommunications network chain that physically reaches the end-user's premises. Examples are the copper wire subscriber lines connecting landline telephones to the local telephone exchange; coaxial cable service drops carrying cable television signals from utility poles to subscribers' homes, and cell towers linking local cell phones to the cellular network. The word "mile" is used metaphorically; the length of the last mile link may be more or less than a mile. Because the last mile of a network to the user is conversely the first mile from the user's premises to the outside world when the user is sending data, the term first mile is also alternatively used. ...
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Time
Time is the continued sequence of existence and events that occurs in an apparently irreversible succession from the past, through the present, into the future. It is a component quantity of various measurements used to sequence events, to compare the duration of events or the intervals between them, and to quantify rates of change of quantities in material reality or in the conscious experience. Time is often referred to as a fourth dimension, along with three spatial dimensions. Time has long been an important subject of study in religion, philosophy, and science, but defining it in a manner applicable to all fields without circularity has consistently eluded scholars. Nevertheless, diverse fields such as business, industry, sports, the sciences, and the performing arts all incorporate some notion of time into their respective measuring systems. 108 pages. Time in physics is operationally defined as "what a clock reads". The physical nature of time is addre ...
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Error Detection And Correction
In information theory and coding theory with applications in computer science and telecommunication, error detection and correction (EDAC) or error control are techniques that enable reliable delivery of digital data over unreliable communication channels. Many communication channels are subject to channel noise, and thus errors may be introduced during transmission from the source to a receiver. Error detection techniques allow detecting such errors, while error correction enables reconstruction of the original data in many cases. Definitions ''Error detection'' is the detection of errors caused by noise or other impairments during transmission from the transmitter to the receiver. ''Error correction'' is the detection of errors and reconstruction of the original, error-free data. History In classical antiquity, copyists of the Hebrew Bible were paid for their work according to the number of stichs (lines of verse). As the prose books of the Bible were hardly ever ...
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Propagation Delay
Propagation delay is the time duration taken for a signal to reach its destination. It can relate to networking, electronics or physics. ''Hold time'' is the minimum interval required for the logic level to remain on the input after triggering edge of the clock pulse. Networking In computer networks, propagation delay is the amount of time it takes for the head of the signal to travel from the sender to the receiver. It can be computed as the ratio between the link length and the propagation speed over the specific medium. Propagation delay is equal to ''d / s'' where ''d'' is the distance and ''s'' is the wave propagation speed. In wireless communication, ''s''=''c'', i.e. the speed of light. In copper wire, the speed ''s'' generally ranges from .59c to .77c. This delay is the major obstacle in the development of high-speed computers and is called the interconnect bottleneck in IC systems. Electronics In electronics, digital circuits and digital electronics, the propagati ...
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