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Signal Programming
Signal programming is used in the same sense as dataflow programming, and is similar to event-driven programming. The word signal is used instead of the word dataflow in documentation of such libraries as Qt, GTK+ and libsigc++. The time instants when the signal value (or dataflow value) changes correspond to events in event-driven programming. The signal flow of a program or a signal processing system is described graphically in a signal-flow graph or a data-flow diagram. Synchronous signal programming In software development, a ''signal'' can mean synchronous events (sequences of samples, video frames, etc., with constant sample rate or frame rate) rather than asynchronous events, while the word ''event'' and ''data flow'' is often used for asynchronous event queues, but this is by no means universal. This language was created in the 1950s Konrad Zuse. Especially in telecommunications, electrical engineering and signal processing, a digital signal is a sampled representatio ...
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Dataflow Programming
In computer programming, dataflow programming is a programming paradigm that models a program as a directed graph of the data flowing between operations, thus implementing dataflow principles and architecture. Dataflow programming languages share some features of functional languages, and were generally developed in order to bring some functional concepts to a language more suitable for numeric processing. Some authors use the term ''datastream'' instead of '' dataflow'' to avoid confusion with dataflow computing or dataflow architecture, based on an indeterministic machine paradigm. Dataflow programming was pioneered by Jack Dennis and his graduate students at MIT in the 1960s. Considerations Traditionally, a program is modelled as a series of operations happening in a specific order; this may be referred to as sequential, procedural, control flow (indicating that the program chooses a specific path), or imperative programming. The program focuses on commands, in line with the v ...
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Frame Rate
Frame rate (expressed in or FPS) is the frequency (rate) at which consecutive images (frames) are captured or displayed. The term applies equally to film and video cameras, computer graphics, and motion capture systems. Frame rate may also be called the , and be expressed in hertz. Frame rate in electronic camera specifications may refer to the maximal possible rate, where, in practice, other settings (such as exposure time) may reduce the frequency to a lower number. Human vision The temporal sensitivity and resolution of human vision varies depending on the type and characteristics of visual stimulus, and it differs between individuals. The human visual system can process 10 to 12 images per second and perceive them individually, while higher rates are perceived as motion. Modulated light (such as a computer display) is perceived as stable by the majority of participants in studies when the rate is higher than 50 Hz. This perception of modulated light as steady is known ...
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Event-driven Programming
In computer programming, event-driven programming is a programming paradigm in which the flow of the program is determined by events such as user actions ( mouse clicks, key presses), sensor outputs, or message passing from other programs or threads. Event-driven programming is the dominant paradigm used in graphical user interfaces and other applications (e.g., JavaScript web applications) that are centered on performing certain actions in response to user input. This is also true of programming for device drivers (e.g., P in USB device driver stacks). In an event-driven application, there is generally a main loop that listens for events and then triggers a callback function when one of those events is detected. In embedded systems, the same may be achieved using hardware interrupts instead of a constantly running main loop. Event-driven programs can be written in any programming language, although the task is easier in languages that provide high-level abstractions, such a ...
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SIGPOLL
Signals are standardized messages sent to a running program to trigger specific behavior, such as quitting or error handling. They are a limited form of inter-process communication (IPC), typically used in Unix, Unix-like, and other POSIX-compliant operating systems. A signal is an asynchronous notification sent to a process or to a specific thread within the same process to notify it of an event. Common uses of signals are to interrupt, suspend, terminate or kill a process. Signals originated in 1970s Bell Labs Unix and were later specified in the POSIX standard. When a signal is sent, the operating system interrupts the target process' normal flow of execution to deliver the signal. Execution can be interrupted during any non-atomic instruction. If the process has previously registered a signal handler, that routine is executed. Otherwise, the default signal handler is executed. Embedded programs may find signals useful for inter-process communications, as signals are n ...
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SIGSEGV
In computing, a segmentation fault (often shortened to segfault) or access violation is a fault, or failure condition, raised by hardware with memory protection, notifying an operating system (OS) the software has attempted to access a restricted area of memory (a memory access violation). On standard x86 computers, this is a form of general protection fault. The operating system kernel will, in response, usually perform some corrective action, generally passing the fault on to the offending process by sending the process a signal. Processes can in some cases install a custom signal handler, allowing them to recover on their own,''Expert C programming: deep C secrets'' By Peter Van der Linden, page 188 but otherwise the OS default signal handler is used, generally causing abnormal termination of the process (a program crash), and sometimes a core dump. Segmentation faults are a common class of error in programs written in languages like C that provide low-level memory access and ...
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SIGTERM
Signals are standardized messages sent to a running program to trigger specific behavior, such as quitting or error handling. They are a limited form of inter-process communication (IPC), typically used in Unix, Unix-like, and other POSIX-compliant operating systems. A signal is an asynchronous notification sent to a process or to a specific thread within the same process to notify it of an event. Common uses of signals are to interrupt, suspend, terminate or kill a process. Signals originated in 1970s Bell Labs Unix and were later specified in the POSIX standard. When a signal is sent, the operating system interrupts the target process' normal flow of execution to deliver the signal. Execution can be interrupted during any non-atomic instruction. If the process has previously registered a signal handler, that routine is executed. Otherwise, the default signal handler is executed. Embedded programs may find signals useful for inter-process communications, as signals are ...
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Signal (computing)
Signals are standardized messages sent to a running program to trigger specific behavior, such as quitting or error handling. They are a limited form of inter-process communication (IPC), typically used in Unix, Unix-like, and other POSIX-compliant operating systems. A signal is an asynchronous notification sent to a process or to a specific thread within the same process to notify it of an event. Common uses of signals are to interrupt, suspend, terminate or kill a process. Signals originated in 1970s Bell Labs Unix and were later specified in the POSIX standard. When a signal is sent, the operating system interrupts the target process' normal flow of execution to deliver the signal. Execution can be interrupted during any non-atomic instruction. If the process has previously registered a signal handler, that routine is executed. Otherwise, the default signal handler is executed. Embedded programs may find signals useful for inter-process communications, as signals are n ...
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Observer Pattern
In software design and engineering, the observer pattern is a software design pattern in which an object, named the subject, maintains a list of its dependents, called observers, and notifies them automatically of any state changes, usually by calling one of their methods. It is often used for implementing distributed event-handling systems in event-driven software. In such systems, the subject is usually named a "stream of events" or "stream source of events" while the observers are called "sinks of events." The stream nomenclature alludes to a physical setup in which the observers are physically separated and have no control over the emitted events from the subject/stream source. This pattern thus suits any process by which data arrives from some input that is not available to the CPU at startup, but instead arrives seemingly at random (HTTP requests, GPIO data, user input from peripherals, distributed databases and blockchain A blockchain is a type of distributed ledg ...
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Metadata
Metadata is "data that provides information about other data", but not the content of the data, such as the text of a message or the image itself. There are many distinct types of metadata, including: * Descriptive metadata – the descriptive information about a resource. It is used for discovery and identification. It includes elements such as title, abstract, author, and keywords. * Structural metadata – metadata about containers of data and indicates how compound objects are put together, for example, how pages are ordered to form chapters. It describes the types, versions, relationships, and other characteristics of digital materials. * Administrative metadata – the information to help manage a resource, like resource type, permissions, and when and how it was created. * Reference metadata – the information about the contents and quality of statistical data. * Statistical metadata – also called process data, may describe processes that collect, process, or produce st ...
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Signalling (telecommunications)
In telecommunication, signaling is the use of signals for controlling communications. This may constitute an information exchange concerning the establishment and control of a telecommunication circuit and the management of the network. Classification Signaling systems may be classified based on several principal characteristics. In-band and out-of-band signaling In the public switched telephone network (PSTN), in-band signaling is the exchange of call control information within the same physical channel, or within the same frequency band, that the telephone call itself is using. An example is dual-tone multi-frequency signaling (DTMF), which is used on most telephone lines to customer premises. Out-of-band signaling is telecommunication signaling on a dedicated channel separate from that used for the telephone call. Out-of-band signaling has been used since Signaling System No. 6 (SS6) was introduced in the 1970s, and also in Signalling System No. 7 (SS7) in 1980 which became ...
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Event Queue
In computer science, message queues and mailboxes are software-engineering components typically used for inter-process communication (IPC), or for inter- thread communication within the same process. They use a queue for messaging – the passing of control or of content. Group communication systems provide similar kinds of functionality. The message queue paradigm is a sibling of the publisher/subscriber pattern, and is typically one part of a larger message-oriented middleware system. Most messaging systems support both the publisher/subscriber and message queue models in their API, e.g. Java Message Service (JMS). Remit and ownership Message queues implement an asynchronous communication pattern between two or more processes/threads whereby the sending and receiving party do not need to interact with the message queue at the same time. Messages placed onto the queue are stored until the recipient retrieves them. Message queues have implicit or explicit limits on t ...
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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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