Timeouts. A similar phenomenon can be observed if timeouts are used without global coor- dination. If the timeout is based on a local clock then the above entry “local information” applies. But even if an ideal global time service is available some servers will decide locally to timeout and others will not because of slightly different processing speeds. Dynamic scheduling decisions: Minimal processing speed differences of servers may lead to diverging scheduling decisions—even if the decision is based on global information. At the hardware level for example an asynchronous DMA-transfer may be scheduled immediately on one server but is delayed on another server, because its last instruction was not completed. [...] There are additional items that (while may be implied) are not explicitly stated in Xxxxxxx’x list. These include the following.
Timeouts. At the start of each half you can select Game control and press "N" to indicate the start of the half. This lets you set the quarter, clock time, and the kicking team and ball spot to start the half. For example:
Timeouts. A timeout refers to an action taken by Yahoo production servers when Overture Results are not received within the maximum Aggregate Response Time referred to as the “Critical Threshold” in Article IV, Section E below. This action will result in Overture Results not being displayed, but may or may not constitute an “Impression” under the Agreement.
Timeouts. An action taken by a Yahoo! production server when Results Sets are not received within the maximum Aggregate Response Time referred to as the “Critical Threshold” in Section 5.d below.
Timeouts. On the Game control menu, press "F" to reset the uniform numbers of players currently on the field. This can be useful at the start of a new period instead of entering separate substitutions for each player change.
Timeouts. A timeout refers to an action taken by the Client’s production servers when a Results Set is not received within the maximum Aggregate Response Time referred to as the “Critical Threshold”, as defined below.
Timeouts. Teams will receive two full timeouts per half. During Overtime periods, teams will start with one full timeout.
Timeouts. An HTLC has a timeout up to which the funds are locked. This is needed in order to enforce that a party will not be able to spend the funds it deposited in escrow while claiming the funds of the counter-party. A downside of using HTLCs as the building block of atomic swaps is that in case the swap ends up aborted (for example, the initiator of the swap has a change of heart) then the funds of both parties are stuck in escrow until their corresponding timeouts expire.
Timeouts. Quigo will provide Client with an Ad Unit and associated code to be hosted on Client’s Web servers. In no event will a Timeout result in Client’s inability to render Client content and display pages of the Client website that include any Contextual Access Codes (as defined in the Agreement) or other HTML codes or scripts provided by Quigo.