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A LAG is a method of inverse multiplexing over multiple Ethernet links, thereby increasing bandwidth and providing redundancy. It is defined by the IEEE 802.1AX-2008 standard, which states, "Link Aggregation allows one or more links to be aggregated together to form a Link Aggregation Group, such that a MAC client can treat the Link Aggregation Group as if it were a single link."
To begin designing a lead-lag compensator, an engineer must consider whether the system needing correction can be classified as a lead-network, a lag-network, or a combination of the two: a lead-lag network (hence the name "lead-lag compensator").
Angle notation can easily describe leading and lagging current: . [1] In this equation, the value of theta is the important factor for leading and lagging current. As mentioned in the introduction above, leading or lagging current represents a time shift between the current and voltage sine curves, which is represented by the angle by which the curve is ahead or behind of where it would be ...
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. [1]
Generally a lag below 100 ms (10 hz or fps) is considered to be necessary for playability. The lowest ping physically possible for a connection between opposite points on Earth crossing half of the planet is 133 ms. Other causes of lag result commonly in a lag below a playable 20 ms (50 hz or fps), or in the loss, corruption or jitter of the game.
The 14.0.0 update added the ability to download screenshots and videos to a PC via a USB cable or to a Mobile device via a webpage hosting the files generated by the Switch. Regardless of the amount of free space on the systems internal memory or microSD card there is a hard limit on the number of screenshots and videos that can be stored.
Input lag or input latency is the amount of time that passes between sending an electrical signal and the occurrence of a corresponding action.. In video games the term is often used to describe any latency between input and the game engine, monitor, or any other part of the signal chain reacting to that input, though all contributions of input lag are cumulative.
DMI 1.0, introduced in 2004 with a data transfer rate of 1 GB/s with a ×4 link. DMI 2.0 , introduced in 2011, doubles the data transfer rate to 2 GB/s with a ×4 link. It is used to link an Intel CPU with the Intel Platform Controller Hub (PCH), which supersedes the historic implementation of a separate northbridge and southbridge.