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+<p>
+Next: <a href="Input.html#Input" accesskey="n" rel="next">Input</a>, Previous: <a href="Math.html#Math" accesskey="p" rel="prev">Math</a>, Up: <a href="API-Reference.html#API-Reference" accesskey="u" rel="up">API Reference</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html#Index" title="Index" rel="index">Index</a>]</p>
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+<a name="Time-1"></a>
+<h3 class="section">4.3 Time</h3>
+
+<p>In the context of Sly, time is not the seconds that are passing in the
+real world, but the virtual clock that is ticking within the game
+loop. This manual refers to a &ldquo;tick&rdquo; as the smallest unit of time.
+There are a user-defined amount of ticks in a real world second, but
+by default it is 60.
+</p>
+<p>Sly includes several useful modules for working with time. Coroutines
+are procedures that can be paused and resumed, agendas are procedure
+schedulers, and signals built atop both agendas and coroutines to
+provide a high-level functional reactive programming API.
+</p>
+<p>For most use-cases, the signal module should be used exclusively, but
+the agenda and coroutine modules are useful for building new
+high-level abstractions.
+</p>
+<table class="menu" border="0" cellspacing="0">
+<tr><td align="left" valign="top">&bull; <a href="Signals.html#Signals" accesskey="1">Signals</a>:</td><td>&nbsp;&nbsp;</td><td align="left" valign="top">Functional reactive programming.
+</td></tr>
+<tr><td align="left" valign="top">&bull; <a href="Coroutines.html#Coroutines" accesskey="2">Coroutines</a>:</td><td>&nbsp;&nbsp;</td><td align="left" valign="top">Cooperative multi-tasking.
+</td></tr>
+<tr><td align="left" valign="top">&bull; <a href="Agendas.html#Agendas" accesskey="3">Agendas</a>:</td><td>&nbsp;&nbsp;</td><td align="left" valign="top">Deferred procedure scheduling.
+</td></tr>
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