Realtime

From ThroneWorld

Jump to: navigation, search

Time in which the response to an event suffers no appreciable delay.

  • In human use systems this delay is approximately a second; for human v or voice comm this refers to communication at a distance of a light second or less, or using a t-relay to have near-instantaneous communication at greater distances.
  • In comp systems the delay time is measured in milliseconds, microseconds, nanoseconds, picoseconds or femtoseconds.
    Realtime relates to comp cycles.
    • Datacomm feeds on neural webs occur at a very high rate. The transfer of datagrams has to be very fast to prevent data and system performance degradation, for instance: sensor data relayed to point-defense or beam weapons.
    • Applications such as main or hyperdrive management systems operate within very small time frames.
    • Beam weapons must respond to target manoeuvre with minimal lag to reduce reaction time.
    • Analysis of active and passive scan data must be performed very quickly to reduce the provision of data that is already potentially subject to a time lag.
  • Data provided by active and passive sensors is subject to the delay of receiving time lagged returns. Only relatively short range data can be considered as realtime. If data returns are subject to a light second or more delay, then the received data must be interpolated.
Personal tools