random message attack - translation to ρωσικά
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random message attack - translation to ρωσικά

GAME MECHANIC OF RPG
Random battles; Random battle; Wandering monster; Wandering monsters; Random enemy encounters; Random enemy encounter; Random encounters

random message attack      
воздействие посредством посылки случайного сообщения
message passing         
MECHANISM FOR INTERPROCESS COMMUNICATION
Message passing programming; Message Passing; Message-based protocol; Message-passing; Message-based; Message (object-oriented programming); Asynchronous message passing; Synchronous message passing

общая лексика

передача сообщений, обмен сообщениями

один из двух способов организации взаимодействия между параллельными процессами (другой - shared memory)

attack plane         
  • Rebel infantry advancing under air attack by a [[Waco CSO]] (or [[Potez 25]]) airplane of the Brazilian government during the [[Constitutionalist Revolution of 1932]]
  • Boeing GA-1, ~1920
  • An [[A-1 Skyraider]] of the [[USAF]]
  • An [[Ilyushin Il-2]] ''Sturmovik'' formation over Berlin, May 1945.
  • left
  • OA-37B Dragonfly]] of the [[169th Airlift Squadron]]
  • [[RAF]] [[Harrier GR9]] in flight, 2008
  • An [[AH-64 Apache]] of the [[Royal Netherlands Air Force]]
  • Republic P-47N]] Thunderbolt, flew combat missions during [[WW II]]
AIRCRAFT CLASS DESIGNED FOR AIR-TO-SURFACE WARFARE
A- (plane); Attack plane; Strike aircraft; Tactical bombers; Trench fighter; Ground attack aircraft; Ground-Attack Aircraft; Attack Aircraft; Attack Aviation; Ground attack airplane; Maritime strike aircraft; Tank plinker; Light attack aircraft; Schlachtflugzeug; Ground-attack aircraft; Attack bomber; Maritime strike

[ə'tækplein]

авиация

штурмовик

Ορισμός

message passing
One of the two techniques for communicating between parallel processes (the other being shared memory). A common use of message passing is for communication in a parallel computer. A process running on one processor may send a message to a process running on the same processor or another. The actual transmission of the message is usually handled by the run-time support of the language in which the processes are written, or by the operating system. Message passing scales better than shared memory, which is generally used in computers with relatively few processors. This is because the total communications bandwidth usually increases with the number of processors. A message passing system provides primitives for sending and receiving messages. These primitives may by either synchronous or asynchronous or both. A synchronous send will not complete (will not allow the sender to proceed) until the receiving process has received the message. This allows the sender to know whether the message was received successfully or not (like when you speak to someone on the telephone). An asynchronous send simply queues the message for transmission without waiting for it to be received (like posting a letter). A synchronous receive primitive will wait until there is a message to read whereas an asynchronous receive will return immediately, either with a message or to say that no message has arrived. Messages may be sent to a named process or to a named mailbox which may be readable by one or many processes. Transmission involves determining the location of the recipient and then choosing a route to reach that location. The message may be transmitted in one go or may be split into packets which are transmitted independently (e.g. using wormhole routing) and reassembled at the receiver. The message passing system must ensure that sufficient memory is available to buffer the message at its destination and at intermediate nodes. Messages may be typed or untyped at the programming language level. They may have a priority, allowing the receiver to read the highest priority messages first. Some message passing computers are the {MIT J-Machine (http://ai.mit.edu/projects/cva/cva_j_machine.html)}, the {Illinois Concert Project (http://www-csag.cs.uiuc.edu/projects/concert.html)} and transputer-based systems. Object-oriented programming uses message passing between objects as a metaphor for procedure call. (1994-11-11)

Βικιπαίδεια

Random encounter

A random encounter is a feature commonly used in various role-playing games whereby combat encounters with non-player character (NPC) enemies or other dangers occur sporadically and at random, usually without the enemy being physically detected beforehand. In general, random encounters are used to simulate the challenges associated with being in a hazardous environment—such as a monster-infested wilderness or dungeon—with uncertain frequency of occurrence and makeup (as opposed to a "placed" encounter). Frequent random encounters are common in Japanese role-playing games like Dragon Quest, Pokémon, and the Final Fantasy series.

Μετάφραση του &#39random message attack&#39 σε Ρωσικά