Search results
Results from the WOW.Com Content Network
The sleep() function call can be repeatedly called for short periods of time to slow the execution of a running program or code. Throttling code in this manner provides a coarse mechanism for mitigating the effects of overheating hardware [7] or easing timing issues for legacy programs. The downside to cycling sleep and running states rather ...
Recurrence period density entropy is useful for characterising the extent to which a time series repeats the same sequence, and is therefore similar to linear autocorrelation and time delayed mutual information, except that it measures repetitiveness in the phase space of the system, and is thus a more reliable measure based upon the dynamics of the underlying system that generated the signal.
Async methods usually return either void, Task, Task<T>, [13]: 35 [16]: 546–547 [1]: 22, 182 ValueTask or ValueTask<T>. [13]: 651–652 [1]: 182–184 User code can define custom types that async methods can return through custom async method builders but this is an advanced and rare scenario. [17]
A sample thread pool (green boxes) with waiting tasks (blue) and completed tasks (yellow) In computer programming, a thread pool is a software design pattern for achieving concurrency of execution in a computer program.
For premium support please call: 800-290-4726 more ways to reach us
Another definition of monitor is a thread-safe class, object, or module that wraps around a mutex in order to safely allow access to a method or variable by more than one thread. The defining characteristic of a monitor is that its methods are executed with mutual exclusion: At each point in time, at most one thread may be executing any of its ...
For people with insomnia who spend a significant amount of their time in bed awake, feeling anxious and irritated, sleep restriction therapy can help boost their sleep efficiency, making the bed a ...
Delta time or delta timing is a concept used amongst programmers in relation to hardware and network responsiveness. [1] In graphics programming, the term is usually used for variably updating scenery based on the elapsed time since the game last updated, [2] (i.e. the previous "frame") which will vary depending on the speed of the computer, and how much work needs to be done in the program at ...