to run indefinitely before moving is not. In both of these cases, however, high performance is desirable: the more work a tournament chess program can do in the allotted time, the better its moves will be, and the faster an unconstrained chess program runs, the sooner it will be able to move. This example also illustrates the essential difference between real-time computations and other computations: if the tournament chess program does not make a decision about its next move in its allotted time it loses the game—i.e., it fails as a real-time computation—while in the other scenario, meeting the deadline is assumed not to be necessary. High-performance is indicative of the amount of processing that is performed in a given amount of time, whereas real-time is the ability to get done with the processing to yield a useful output in the available time. Near real-time The term "near real-time" or "nearly real-time" (NRT), in telecommunications and computing, refers to the time delay introduced, by automated data processing or network transmission, between the occurrence of an event and the use of the processed data, such as for display or feedback and control purposes. For example, a near-real-time display depicts an event or situation as it existed at the current time minus the processing time, as nearly the time of the live event. The distinction between the terms "near real time" and "real time" is somewhat nebulous and must be defined for the situation at hand. The term implies that there are no significant delays. In many cases, processing described as "real-time" would be more accurately described as "near real-time". Near real-time also refers to delayed real-time transmission of voice and video. It allows playing video images, in approximately real-time, without having to wait for an entire large video file to download. Incompatible databases can export/import to common flat files that the other database can import/export on a scheduled basis so that they can sync/share common data in "near real-time" with each other. The distinction between "near real-time" and "real-time" varies, and the delay is dependent on the type and speed of the transmission. The delay in near real-time is typically in a range of 1-10 seconds. Design methods Several methods exist to aid the design of real-time systems, an example of which is MASCOT, an old but very successful method which represents the concurrent structure of the system. Other examples are