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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> [<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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<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 “tick” 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.
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<tr><td align="left" valign="top">• <a href="Signals.html#Signals" accesskey="1">Signals</a>:</td><td> </td><td align="left" valign="top">Functional reactive programming.
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<tr><td align="left" valign="top">• <a href="Coroutines.html#Coroutines" accesskey="2">Coroutines</a>:</td><td> </td><td align="left" valign="top">Cooperative multi-tasking.
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<tr><td align="left" valign="top">• <a href="Agendas.html#Agendas" accesskey="3">Agendas</a>:</td><td> </td><td align="left" valign="top">Deferred procedure scheduling.
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