computer networks – Cycle time of delayed token ring

In general token passing we know that at a time only one station can transmit data if it possess the token.

We also know that general token passing to calculate cycle time we take every station holds the token and transmit the data(THT). Therefore cycle time = Tp+ N × THT

And Efficiency (η) = Useful Time / Total Time. =N x Tt / Tp+ N × THT.

The following 2 strategies are used in token passing- Delayed Token Reinsertion (DTR) Early Token Reinsertion (ETR)

But in Delayed Token Reinsertion (DTR) sender holds token in any one station until and unless data packet comes to sender . That sender have to wait one THT.

Here Token Holding Time (THT) = Transmission delay + Ring Latency= Tp+Tt

Till this point I have no problem.

But to calculate Efficiency here many book, many website(https://www.gatevidyalay.com/tag/delayed-token-reinsertion/) use general token pass efficiency where token goes every station but in Delayed Token Reinsertion token stucked only one station efficiency (η) = Useful Time / Total Time =N x Tt / Tp+ N × THT =(N x Tt) / (Tp+ N × (Tp+Tt) )

I don’t understand why use general token pass efficiency inspite they have different strategy.. Please help me.

According to me here Delayed Token Reinsertion (DTR) efficiency should be = useful time / total time = Tt / Tp+Tt.

Where N = number of station Tt= transmission delay Tp = propagation delay

7.0 nougat – Notifications are very delayed on android – but only sometimes (apparently FIXED)

I searched for my problem but what I found either wasn’t answered or was very old response and maybe things have changed since then…

I just got a Samsung Galaxy S8 and it’s amazing, but maybe since yesterday notifications are a bit slow. I just answered and email that I got an hour ago from my computer while my phone still didn’t show the notification. I got some test messages and again, they showed up but only after I opened up gmail app and refreshed it.

What might help find the answer – right now I’m spending most of the time on my computer when I have gmail website opened (for hangouts) and thunderbird for emails. However the days before I was mostly outside with my laptop either turned off of inactive.

Btw, I had a similar issue with the old phone (also android) but I just blamed it being 4 years old and acting up.

So what could be the possible issue? Some kind of setting on my phone? Possible network changes? (I changed cities in those days, maybe the network here sucks and phone tries to use it instead of wifi… I’m just looking for options here). Or is it just the fact that I have gmail / thunderbird opened?

Thanks in advance.

Why was my UK visa processing delayed?

I got the following email on 4th day of priority visa service. My application is for tier4 visa.

Thank you for your UK visa application which has been received and is
under consideration. We aim to process applications:

Non-settlement within 15 working days Priority Visas within 5 working
days Settlement within 60 working days.

Unfortunately, we will not be able to make a decision on your visa
application within these service standards because we require further
information to fully assess your application. We will contact you
should we require any additional information from you.

Please be assured that we will continue to progress your application
to enable a decision to be made as soon as possible. We will notify
you by email once a decision has been made.

If anyone else has received the same email? Or does this mean there will be an interview when they send this email?

Delayed UK visa – Travel Stack Exchange

I got the following email on 4th day of priority visa service. My application is for tier4 visa.

Thank you for your UK visa application which has been received and is under consideration. We aim to process applications:

Non-settlement within 15 working days
Priority Visas within 5 working days
Settlement within 60 working days.

Unfortunately, we will not be able to make a decision on your visa application within these service standards because we require further information to fully assess your application. We will contact you should we require any additional information from you.

Please be assured that we will continue to progress your application to enable a decision to be made as soon as possible. We will notify you by email once a decision has been made.

If anyone else has received the same email? Or does this mean there will be an interview when they send this email?

Kindly help if anyone knows.

java – Delayed rendering of object sprite

I’m trying to replicate an odd feature of an 2.5D online Fighting Game named Grand Chase – that I believe it’s is made to hide the latency between players. However, I do not know what exactly is this technique/feature, or if masking the lag is it’s real objective.

What matters is: It adds an visual input-lag for the player that does not exist, but it creates interesting out-of-sync situations that enable different player techniques that is unique on this game.

How it works:

This delayed rendering is applied to all actions except for when the character is being hit – the flinch/pain animation starts at the very same frame the game detects the collision.

This delayed feature is only applied to the player’s character. Other players on the match, both object/hurtboxes/hitboxes are in sync with the rendered character model and animations.

So, it only works for the player, not the opponents/allies.

When an input is made, the character object reacts instantly to whatever the desired action of said input, however the 3d mesh of the caracter are delayed for exactly 8 frames.

Example – a simple jab attack that has 3 frames of startup would play like this:

Press the key for the jab on frame 0 – the game already sends the attack player over the network for connected clients.

On frame 3, the character hitbox is now alive and collides with other object. Enemy character is already on the first frame of flinch/pain animation, However, the player charater is still on idle animation. Damage dealt is displayed, and HP is reduced from the target.
On frame 4, the particle effects of hit collision starts to be rendered where the hitboxes collided. Character is still on idle animation.
On Frame 8, character is no longer on idle animation, and is on the first frame of jab animation.
On frame 11, character is then stopped due to hitlag/hitstagger effect – this is when the player visually confirms that his hit has been confirmed.

Another example – Movement and taking damage

Frame 0 – Game confirms the dash input, so the object and hurtbox is already moving forward. The character model is still standing in place, on idle animation.
8 Frames later, then, the character switches from idle animation to the dashing animation and starts to move on screen.

When the character is moving fast and is hit by an attack/projectile going towards the character, the collision visual effect is displayed ahead of the character (it spawns where the hitboxes collided), the character animation instantly switches to the flinch/pain animation, where the character still goes forward for 8 frames, then stand still.

So, in reality, the player character object is updated in real time, only the character model is updated 8 frames later.

Anyone knows if there is any documentation on this?

I’m trying to replicate this for my own game on an self made Java 2D engine. On my engine, the object updates it’s state class responsible for movement/hitboxes/animation handling then, right after all states are updated, it calls the render function.

Ive tried buffering character X and Y coordinates for 8 frames, it kinda worked but i’ve failed when trying to buffer the animation frames, since it is updated on the state class, not on render function. Any tips are welcome!

For classifier systems, how is the genetic algorithm run on delayed class?

I am reading Signals and Boundaries and came across Classifier Systems. In the book, John Holland seems to imply that the signals in the input, as they come from a live environment, don’t have an immediate output known to the system (there is delay between the classification and the action). In every explanation I have seen online (e.g., https://en.wikipedia.org/wiki/Learning_classifier_system#Rule/classifier/population), it seems that it is expected that the input data comes in tag/class pairs, which makes it not true online learning. My question is: given that we do not know the class of a sample data tag in runtime, how is the fitness computed for the genetic algorithm step of the CS during online learning?

dnd 3.5e – Is a spell considered “ongoing” or “started” even if its effects are delayed ? (Mad foam rager)

My questions is about, generally speaking if a spell is considered “ongoing” or if it has “started”,in D&D 3.5, even if the effect of the spell is delayed, and in particular about the Mad foam rager feat.

Situation, in order of initiative: NPC wizard , player Wizard, player Barbarian

  1. The NPC Wizard cast Charm on the raging Barbarian
  2. The Barbarian fails its Will save
  3. The DM describe that the barbarian feels calmer and that the bad guy looks not that threatening anymore.
  4. The barbarian sense that something wrong (or simply saw the wizard use a wand against him and knows something’s up even if he’s not sure what exactly)
  5. Barbarian uses the feat Mad foam rager to delay the effect of the spell as per description.

( Player’s Handbook II, p. 80)
As an immediate action, you can choose to delay the effect of a single attack, spell, or ability used against you. The damage or effect does not take hold until the end of your next turn.

  1. The barbarian use a free action to shout to his ally wizard “I don’t feel right, do that thing that kills magic effects that you usually do”.

  2. On his turn, the allied wizard cast succesfully Dispel Magic on the barbarian.

You can use dispel magic to end ongoing spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, to end ongoing spells (or at least their effects) within an area, or to counter another spellcaster’s spell. A dispelled spell ends as if its duration had expired.

  1. Barbarian attacks the Npc wizard.

What happens at the end of his turn, when effect of the spell is supposed to become active, has the dispel magic been effective in suppressing the charm spell?

Where I could not find a definitive answer is about the description of what dispel magic acts on (bolding mine), particularly what “ongoing” involves. If the spell is considered ongoing, even though its effect is delayed, then the barbarian should be free of the charm at the end of it’s turn, but if it’s not ongoing the dispel magic does nothing asteh spell as not started yet.
Another way of framing the question is, on focusing on the definition part of dispel magic

A dispelled spell ends as if its duration had expired.

and ask, has the “duration” of the spell started when its effect was delayed by the Mad foam rager feat (before the barbarian turn)?

Edit: I’ve searched every forum I could think of, in SE RPG, for example, there are only 2 question about Mad Foam rager in the whole site.

string manipulation – ToString with delayed replacement

I want a toString method that replaces each occurrence of f(x_).

obj1ToString(x_) := StringRiffle(x, "");
obj2ToString(y_) := ToString(y /. f(x_) :> "(" <> obj1ToString@x <> ")");

obj2ToString(g@f({1, 2, 3}))
(* "g((123))" *)
obj2ToString(f({1, 2, 3}) &)
(* "(<>obj1ToString({1, 2, 3})<>) & " *)

As you can see, it doesn’t work in all contexts. How do I fix this?