Real Time

Real Time

Author: Pnina Kass

Publisher: Houghton Mifflin Harcourt

Published: 2004

Total Pages: 204

ISBN-13: 9780618442034

DOWNLOAD EBOOK

Sixteen-year-old Thomas Wanninger wants to find out what his grandfather, a Nazi officer, did during World War II. Thomas is going to Israel to work on a kibbutz, where he will have access to a Jerusalem archive that may hold the information he seeks. His life is one of many to be affected by a terrorist attack that occurs on the day he arrives.


Real-Time Phoenix

Real-Time Phoenix

Author: Stephen Bussey

Publisher: Pragmatic Bookshelf

Published: 2020-03-25

Total Pages: 405

ISBN-13: 1680507753

DOWNLOAD EBOOK

Give users the real-time experience they expect, by using Elixir and Phoenix Channels to build applications that instantly react to changes and reflect the application's true state. Learn how Elixir and Phoenix make it easy and enjoyable to create real-time applications that scale to a large number of users. Apply system design and development best practices to create applications that are easy to maintain. Gain confidence by learning how to break your applications before your users do. Deploy applications with minimized resource use and maximized performance. Real-time applications come with real challenges - persistent connections, multi-server deployment, and strict performance requirements are just a few. Don't try to solve these challenges by yourself - use a framework that handles them for you. Elixir and Phoenix Channels provide a solid foundation on which to build stable and scalable real-time applications. Build applications that thrive for years to come with the best-practices found in this book. Understand the magic of real-time communication by inspecting the WebSocket protocol in action. Avoid performance pitfalls early in the development lifecycle with a catalog of common problems and their solutions. Leverage GenStage to build a data pipeline that improves scalability. Break your application before your users do and confidently deploy them. Build a real-world project using solid application design and testing practices that help make future changes a breeze. Create distributed apps that can scale to many users with tools like Phoenix Tracker. Deploy and monitor your application with confidence and reduce outages. Deliver an exceptional real-time experience to your users, with easy maintenance, reduced operational costs, and maximized performance, using Elixir and Phoenix Channels. What You Need: You'll need Elixir 1.9+ and Erlang/OTP 22+ installed on a Mac OS X, Linux, or Windows machine.


In Real Time

In Real Time

Author: The Amazing Kreskin

Publisher:

Published: 2015-12-07

Total Pages: 208

ISBN-13: 9780997079524

DOWNLOAD EBOOK

In Real Times takes readers on a cautionary journey by leading us through 25 never before told visions of the future from The Amazing Kreskin's 65 year career.


Writing in Real Time

Writing in Real Time

Author: Paul Jaussen

Publisher: Cambridge University Press

Published: 2017-07-03

Total Pages: 237

ISBN-13: 1107195314

DOWNLOAD EBOOK

Writing in Real Time is the first book-length study of the American long poem as a complex adaptive system.


Real-Time Marketing and PR

Real-Time Marketing and PR

Author: David Meerman Scott

Publisher: John Wiley & Sons

Published: 2010-10-05

Total Pages: 259

ISBN-13: 0470930179

DOWNLOAD EBOOK

Launch effective real-time communications to win in today's always-on world Gone are the days when you could plan out your marketing and public relations programs well in advance and release them on your timetable. "Real time" means news breaks over minutes, not days. It means companies develop (or refine) products or services instantly, based on feedback from customers or events in the marketplace. And it's when businesses see an opportunity and are the first to act on it. In this eye-opening follow-up to The New Rules of Marketing and PR, a BusinessWeek bestseller, David Meerman Scott reveals the proven, practical steps to take your business into the real-time era. Find out how to act and react flexibly as events occur, position your brand in the always-on world of the Web, and avoid embarrassing mistakes and missteps. Real-Time Marketing and PR will also enable you to: Develop a business culture that encourages speed over sloth Read buying signals as people interact with your online information Crowdsource product development, naming, and even marketing materials such as online videos Engage reporters to shape stories as they are being written Command premium prices by delivering products at speed Deploy technology to listen in on millions of online discussions and instantly engage with customers and buyers Scale and media buying power are no longer a decisive advantage. What counts today is speed and agility. While your competitors scramble to adjust, you can seize the initiative, open new channels, and grow your brand. Master Real-Time Marketing and PR today and become the first to act, the first to respond, and the first to win!


Real-Time Rendering

Real-Time Rendering

Author: Tomas Akenine-Möller

Publisher: CRC Press

Published: 2019-01-18

Total Pages: 1046

ISBN-13: 1315362007

DOWNLOAD EBOOK

Thoroughly revised, this third edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. The authors have made the figures used in the book available for download for fair use.:Download Figures. Reviews Rendering has been a required reference for professional graphics practitioners for nearly a decade. This latest edition is as relevant as ever, covering topics from essential mathematical foundations to advanced techniques used by today’s cutting edge games. -- Gabe Newell, President, Valve, May 2008 Rendering ... has been completely revised and revamped for its updated third edition, which focuses on modern techniques used to generate three-dimensional images in a fraction of the time old processes took. From practical rendering for games to math and details for better interactive applications, it's not to be missed. -- The Bookwatch, November 2008 You'll get brilliantly lucid explanations of concepts like vertex morphing and variance shadow mapping—as well as a new respect for the incredible craftsmanship that goes into today's PC games. -- Logan Decker, PC Gamer Magazine , February 2009


Real-time Systems and Their Programming Languages

Real-time Systems and Their Programming Languages

Author: Alan Burns

Publisher: Addison Wesley Publishing Company

Published: 1990

Total Pages: 600

ISBN-13:

DOWNLOAD EBOOK

A survey of real-time systems and the programming languages used in their development. Shows how modern real-time programming techniques are used in a wide variety of applications, including robotics, factory automation, and control. A critical requirement for such systems is that the software must


Real-Time Systems

Real-Time Systems

Author: Hermann Kopetz

Publisher: Springer Science & Business Media

Published: 2006-04-18

Total Pages: 347

ISBN-13: 0306470551

DOWNLOAD EBOOK

7. 6 Performance Comparison: ET versus TT. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 164 7. 7 The Physical Layer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 166 Points to Remember . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 168 Bibliographic Notes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 169 Review Questions and Problems . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 170 Chapter 8: The Time-Triggered Protocols. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 171 Overview. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 171 8. 1 Introduction to Time-Triggered Protocols . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 172 8. 2 Overview of the TTP/C Protocol Layers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 175 8. 3 TheBasic CNI . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 178 Internal Operation of TTP/C . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 181 8. 4 8. 5 TTP/A for Field Bus Applications . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 185 Points to Remember. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 188 Bibliographic Notes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 190 Review Questions and Problems. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 190 Chapter 9: Input/Output. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 193 Overview. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 193 9. 1 The Dual Role of Time . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 194 9. 2 Agreement Protocol. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 196 9. 3 Sampling and Polling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 198 9. 4 Interrupts. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 201 9. 5 Sensors and Actuators . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 203 9. 6 Physical Installation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 207 Points to Remember. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 208 Bibliographic Notes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 209 Review Questions and Problems . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 209 Chapter 10: Real-Time Operating Systems. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 211 Overview. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 211 10. 1 Task Management . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 212 10. 2 Interprocess Communication. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 216 10. 3 Time Management . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 218 10. 4 Error Detection . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 219 10. 5 A Case Study: ERCOS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 221 Points to Remember. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 223 Bibliographic Notes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 224 Review Questions and Problems . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 224 Chapter 11: Real-Time Scheduling. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 227 Overview. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 227 11. 1 The Scheduling Problem. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 228 11. 2 The Adversary Argument. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 229 11. 3 Dynamic Scheduling. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 231 x TABLE OF CONTENTS 11. 4 Static Scheduling. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 237 Points to Remember. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 240 Bibliographic Notes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 242 Review Questions and Problems. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 242 Chapter 12: Validation. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 245 Overview. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 245 12. 1 Building aConvincing Safety Case. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 246 12. 2 Formal Methods. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 248 12. 3 Testing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .


Real-Time Concepts for Embedded Systems

Real-Time Concepts for Embedded Systems

Author: Qing Li

Publisher: CRC Press

Published: 2003-01-04

Total Pages: 307

ISBN-13: 1482280825

DOWNLOAD EBOOK

... a very good balance between the theory and practice of real-time embedded system designs.' —Jun-ichiro itojun Hagino, Ph.D., Research Laboratory, Internet Initiative Japan Inc., IETF IPv6 Operations Working Group (v6ops) co-chair 'A cl


Real-Time Rendering, Fourth Edition

Real-Time Rendering, Fourth Edition

Author: Tomas Akenine-Möller

Publisher: CRC Press

Published: 2018-08-06

Total Pages: 1199

ISBN-13: 1351816152

DOWNLOAD EBOOK

Thoroughly updated, this fourth edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. New to this edition: new chapter on VR and AR as well as expanded coverage of Visual Appearance, Advanced Shading, Global Illumination, and Curves and Curved Surfaces.