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  2. Latency (engineering) - Wikipedia

    en.wikipedia.org/wiki/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.

  3. Node-to-node data transfer - Wikipedia

    en.wikipedia.org/wiki/Node-to-node_data_transfer

    In telecommunications, node-to-node data transfer [1] is the movement of data from one node of a network to the next. In the OSI model it is handled by the lowest two layers, the data link layer and the physical layer. In most communication systems, the transmitting point applies source coding, [2] followed by channel coding, and lastly, line ...

  4. Transmission time - Wikipedia

    en.wikipedia.org/wiki/Transmission_time

    The round-trip time or ping time is the time from the start of the transmission from the sending node until a response (for example an ACK packet or ping ICMP response) is received at the same node. It is affected by packet delivery time as well as the data processing delay, which depends on the load on the responding node. If the sent data ...

  5. Albion Online - Wikipedia

    en.wikipedia.org/wiki/Albion_Online

    Albion Online is a free-to-play medieval fantasy MMORPG by Sandbox Interactive, a company under the Stillfront Group since January 2021. Set in a medieval world, Albion Online is a medieval fantasy game based on the Arthurian legends, with militaristic strategy aspects to it. The game has been translated into 11 languages and has over 5 million ...

  6. Transmission delay - Wikipedia

    en.wikipedia.org/wiki/Transmission_delay

    In other words, this is the delay caused by the data-rate of the link. Transmission delay is a function of the packet's length and has nothing to do with the distance between the two nodes. This delay is proportional to the packet's length in bits. It is given by the following formula: = / seconds. where:

  7. Routing loop - Wikipedia

    en.wikipedia.org/wiki/Routing_loop

    Node B knows of the broken link and tries to reach node C via node A, thus sending the original data back to node A. Furthermore, node A receives the data that it originated back from node B and consults its routing table. Node A's routing table will say that it can reach node C via node B (because it still has not been informed of the break ...

  8. Exposed node problem - Wikipedia

    en.wikipedia.org/wiki/Exposed_node_problem

    When a node hears an RTS from a neighboring node, but not the corresponding CTS, that node can deduce that it is an exposed node and is permitted to transmit to other neighboring nodes. [ 1 ] If the nodes are not synchronised (or if the packet sizes are different or the data rates are different) the problem may occur that the sender will not ...

  9. Hidden node problem - Wikipedia

    en.wikipedia.org/wiki/Hidden_node_problem

    Hidden nodes in a wireless network are nodes that are out of range of other nodes or a collection of nodes. Consider a physical star topology with an access point with many nodes surrounding it in a circular fashion: each node is within communication range of the AP, but the nodes cannot communicate with each other.