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− | *[http://en.wikipedia.org/wiki/1953 1953] | + | *[https://en.wikipedia.org/wiki/1953 1953] |
| ==Definitions== | | ==Definitions== |
| *1: the [[actual]] [[time]] during which a [[process]] or [[event]] occurs: recent natural [[experiments]] in which creolization by children can be observed in real time | [[information]] updated in ''real time''. | | *1: the [[actual]] [[time]] during which a [[process]] or [[event]] occurs: recent natural [[experiments]] in which creolization by children can be observed in real time | [[information]] updated in ''real time''. |
| •2: (as modifier real-time) Computing of or relating to a system in which input [[data]] is processed within milliseconds so that it is available virtually [[immediately]] as [[feedback]], e.g., in a missile guidance or airline booking system: real-time signal processing. | | •2: (as modifier real-time) Computing of or relating to a system in which input [[data]] is processed within milliseconds so that it is available virtually [[immediately]] as [[feedback]], e.g., in a missile guidance or airline booking system: real-time signal processing. |
| ==Descriptions== | | ==Descriptions== |
− | '''Real time''' within the [[media]] is a [[method]] where events are portrayed at the same rate that the [[audience]] [[experiences]] them. For example, if a movie told in real time is two hours long, then the [[plot]] of that movie covers two hours of [[fiction]]al time. If a daily real-time comic strip runs for six years, then the characters will all be six years older at the end of the strip than they were at the beginning. This [[technique]] can be enforced with varying levels of [[precision]]. In some stories every minute of screen time is a minute of fictional time. In other stories, such as the daily comic strip ''For Better or For Worse'', each day's strip does not necessarily [[correspond]] to a new day of fictional time, but each year of the strip does correspond to one year of fictional time. Real time is [[ancient]] in origin, dating back to the climactic structure of classical [http://en.wikipedia.org/wiki/Greek_drama Greek drama]. | + | '''Real time''' within the [[media]] is a [[method]] where events are portrayed at the same rate that the [[audience]] [[experiences]] them. For example, if a movie told in real time is two hours long, then the [[plot]] of that movie covers two hours of [[fiction]]al time. If a daily real-time comic strip runs for six years, then the characters will all be six years older at the end of the strip than they were at the beginning. This [[technique]] can be enforced with varying levels of [[precision]]. In some stories every minute of screen time is a minute of fictional time. In other stories, such as the daily comic strip ''For Better or For Worse'', each day's strip does not necessarily [[correspond]] to a new day of fictional time, but each year of the strip does correspond to one year of fictional time. Real time is [[ancient]] in origin, dating back to the climactic structure of classical [https://en.wikipedia.org/wiki/Greek_drama Greek drama]. |
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| In [[computer science]], '''real-time''' computing (RTC), or reactive computing, is the [[study]] of hardware and software systems that are subject to a "real-time constraint", for example operational deadlines from [[event]] to system response. Real-time programs must guarantee response within strict time constraints, often referred to as "deadlines". Real-time responses are often [[understood]] to be in the order of milliseconds, and sometimes microseconds. Conversely, a system without real-time facilities, cannot guarantee a response within any timeframe (regardless of actual or [[expected]] response times). | | In [[computer science]], '''real-time''' computing (RTC), or reactive computing, is the [[study]] of hardware and software systems that are subject to a "real-time constraint", for example operational deadlines from [[event]] to system response. Real-time programs must guarantee response within strict time constraints, often referred to as "deadlines". Real-time responses are often [[understood]] to be in the order of milliseconds, and sometimes microseconds. Conversely, a system without real-time facilities, cannot guarantee a response within any timeframe (regardless of actual or [[expected]] response times). |