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Top Forums Shell Programming and Scripting Comparing two numbers with decimal point Post 302373632 by cfajohnson on Saturday 21st of November 2009 07:40:55 AM
Old 11-21-2009
Quote:
Originally Posted by ghostdog74
a second or two doesn't make a difference. Nobody cares, (maybe except you). If it's more than 30 minutes maybe it will make a difference.

That's not the case.

The basic advice regarding response times has been about the same for thirty years [Miller 1968; Card et al. 1991]:

* 0.1 second is about the limit for having the user feel that the system is reacting instantaneously, meaning that no special feedback is necessary except to display the result.

* 1.0 second is about the limit for the user's flow of thought to stay uninterrupted, even though the user will notice the delay. Normally, no special feedback is necessary during delays of more than 0.1 but less than 1.0 second, but the user does lose the feeling of operating directly on the data.

* 10 seconds is about the limit for keeping the user's attention focused on the dialogue. For longer delays, users will want to perform other tasks while waiting for the computer to finish, so they should be given feedback indicating when the computer expects to be done. Feedback during the delay is especially important if the response time is likely to be highly variable, since users will then not know what to expect.
Response Time Overview
 

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GLPASSTHROUGH(3G)														 GLPASSTHROUGH(3G)

NAME
glPassThrough - place a marker in the feedback buffer C SPECIFICATION
void glPassThrough( GLfloat token ) PARAMETERS
token Specifies a marker value to be placed in the feedback buffer following a GL_PASS_THROUGH_TOKEN. DESCRIPTION
Feedback is a GL render mode. The mode is selected by calling glRenderMode with GL_FEEDBACK. When the GL is in feedback mode, no pixels are produced by rasterization. Instead, information about primitives that would have been rasterized is fed back to the application using the GL. See the glFeedbackBuffer reference page for a description of the feedback buffer and the values in it. glPassThrough inserts a user-defined marker in the feedback buffer when it is executed in feedback mode. token is returned as if it were a primitive; it is indicated with its own unique identifying value: GL_PASS_THROUGH_TOKEN. The order of glPassThrough commands with respect to the specification of graphics primitives is maintained. NOTES
glPassThrough is ignored if the GL is not in feedback mode. ERRORS
GL_INVALID_OPERATION is generated if glPassThrough is executed between the execution of glBegin and the corresponding execution of glEnd. ASSOCIATED GETS
glGet with argument GL_RENDER_MODE SEE ALSO
glFeedbackBuffer(3G), glRenderMode(3G) GLPASSTHROUGH(3G)
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