About: Buffering   Sponge Permalink

An Entity of Type : dbkwik:resource/xoykDFxJFBgF02W_HRnEzw==, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

The user can cause powers of others to be limited to a number of times of usage or increase the cooldown time for when using powers which makes it hard to use the same power for the other users. Among other effects, debuffs frequently lower attributes, hinder the effectiveness of the target's actions, or cause damage over time.

AttributesValues
rdf:type
rdfs:label
  • Buffering
rdfs:comment
  • The user can cause powers of others to be limited to a number of times of usage or increase the cooldown time for when using powers which makes it hard to use the same power for the other users. Among other effects, debuffs frequently lower attributes, hinder the effectiveness of the target's actions, or cause damage over time.
  • Buffering refers to downloading a certain amount of data before starting to play music or movie.
  • "Buffering" is a Fixer Contract side mission available in Watch Dogs.
  • Buffering is a mechanic in Super Smash Flash 2, which allows players to successfully input actions up to 10 frames before they can actually be executed. Whenever a move is used, a window of 10 frames is created at the end of every move and animation. During this time, any input will be carried out the first frame possible as soon at the move or animation is finished. This is beneficial, as it allows the player to perform a move the instant another move or animation is finished, allowing them to respond as soon as possible with greater input accuracy; a feat which would otherwise require frame precision. Buffering is required in many damage-racking combos to minimize the opportunity for the opponent to escape.
  • In a digital circuit, the accumulation of data waiting to be output, or waiting to be passed on to the next stage of a circuit. Buffering occurs when something that is generating data is doing so faster than the destination for the data can take it as input. Buffering in music software, particular in soft synth and DAW software, is problematic because the buffer effectively constitutes a delay line. For example, if data output from a soft synth is buffered before being fed to the computer's D/A converter, then this introduces undesirable latency between the performer's input and the soft synth's output. However, variations in computing algorithms and in CPU time allocations to different tasks (e.g., several soft synths are running at once) often means that the flow of data is not perfectly
dcterms:subject
Row 1 info
  • Reduce the usage of powers to a certain number or amount of usage.
Row 1 title
  • Power/Ability to:
dbkwik:mcleodgamin...iPageUsesTemplate
dbkwik:watchdogs/p...iPageUsesTemplate
Box Title
  • Buffering
Caption
  • Misdreavus can reduce the usage of the target pokémon's moves by a certain amount by using "Spite".
dbkwik:powerlistin...iPageUsesTemplate
imagewidth
  • 320(xsd:integer)
BGCOLOR
  • gray
abstract
  • The user can cause powers of others to be limited to a number of times of usage or increase the cooldown time for when using powers which makes it hard to use the same power for the other users. Among other effects, debuffs frequently lower attributes, hinder the effectiveness of the target's actions, or cause damage over time.
  • Buffering refers to downloading a certain amount of data before starting to play music or movie.
  • In a digital circuit, the accumulation of data waiting to be output, or waiting to be passed on to the next stage of a circuit. Buffering occurs when something that is generating data is doing so faster than the destination for the data can take it as input. Buffering in music software, particular in soft synth and DAW software, is problematic because the buffer effectively constitutes a delay line. For example, if data output from a soft synth is buffered before being fed to the computer's D/A converter, then this introduces undesirable latency between the performer's input and the soft synth's output. However, variations in computing algorithms and in CPU time allocations to different tasks (e.g., several soft synths are running at once) often means that the flow of data is not perfectly rate-consistent, and if there is no buffering, "data starvation" occurs and causes stutters or gaps in the audio output, because there is no data ready for the D/A converter. Additionally, a paradox of the computing environment is that data transfer is often more CPU efficient if the data is moved in larger blocks, but doing so requires buffering to accumulate enough data to make a block to be moved. Doing data transfers in smaller blocks reduces buffering, but also takes more CPU time, which can take CPU time away from the applications that are generating the data, which in itself may cause data starvation. The software designer must balance the two opposing forces.
  • "Buffering" is a Fixer Contract side mission available in Watch Dogs.
  • Buffering is a mechanic in Super Smash Flash 2, which allows players to successfully input actions up to 10 frames before they can actually be executed. Whenever a move is used, a window of 10 frames is created at the end of every move and animation. During this time, any input will be carried out the first frame possible as soon at the move or animation is finished. This is beneficial, as it allows the player to perform a move the instant another move or animation is finished, allowing them to respond as soon as possible with greater input accuracy; a feat which would otherwise require frame precision. Buffering is required in many damage-racking combos to minimize the opportunity for the opponent to escape. However, there are also negative effects to buffering a move. Buffering may lead to unintentional inputs that carry out (e.g. attempting to buffer a standard attack nearby the ledge while shielding, which would result in using a neutral aerial off the stage). This kind of situation can be deadly to characters with laggy neutral aerials, such as Bowser, whose recoveries do not provide enough vertical distance to recover after the attack ends.
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