Commit graph

1339 commits

Author SHA1 Message Date
44435fd1db clarify and settle the relation between Dispatcher and PlanningStepGenerator
the solution is to introduce a superinterface
and let Dispatcher augment that with the specific parts.
This way, the Job planning only has to rely on the
rather generic stuff (TimeAnchor, FrameCoord)

NOTE: this commit makes the whole JobPlanning machinery
compilable for the first time!
2012-10-10 05:20:23 +02:00
88f433f433 successfully implemented another combinator strategy
DOH!
this thime hopefully I've actually succeedd to
created what is actually required in the Dispatcher
2012-10-10 05:20:20 +02:00
016a739a5c WIP back to the original problem: how to dispatch jobs...
brainstorming how to implement the job planning stage

the idea is to built on top of the IterExplorer,
but have the "stack" of re-evaluation integrated
into a custom type, which exploits the static
node network structure to avoid heap allocations

solution idea: again use a builder function?
2012-10-10 05:20:20 +02:00
e76b85fcfa fix test broken by #410 2012-10-10 05:20:19 +02:00
e6a105fbc1 iterator exploring monad finished, passes unit test 2012-10-10 05:20:19 +02:00
3d0d599158 get the depth-first exploration test to work
...using the IterQueue for intermediary results
2012-10-10 05:20:18 +02:00
2c33000346 complement IterStack by a similar wrapper for queue-like access 2012-10-10 05:20:18 +02:00
8ced6758fb initial draft for recursive evaluating iterator monad
tricky design problem, because nothing is known about
the source and result sequences to be built.
2012-10-10 05:20:18 +02:00
41180eb99c rework to allow for recursive evaluation
this enables expansion of a (functional) data structure
until exhaustion -- which is what we need to
build job functors by traversing and expanding
an arbitrarily nested job definition structure
2012-10-10 05:20:17 +02:00
75df583607 raw version of ChainedIter passes unit test 2012-10-10 05:20:17 +02:00
8db5413199 implemented chained-iterators
...using the IterExplorer building blocks
2012-10-10 05:20:17 +02:00
d14b37a71d utility class factored out and covered by test
...a stack which can be Lumiera-iterated
2012-10-10 05:20:16 +02:00
da4a343e9e refactor IterExplorer to allow for more flexible strategy definition 2012-10-10 05:20:16 +02:00
dc3ebd4a8f first working concept for an "iterator monad"
the intention is to use this to simplify
generating render jobs based on the elaborated
dependency network of the render nodes. The key
challenge is to overcome the necessity to
store partially done evaluations as
continuation
2012-10-10 05:20:16 +02:00
3a7db1603e add test for the base case 2012-10-10 05:20:16 +02:00
eedcd69941 draft the IterExplorer design
the tricky part seems to be how to combine the
source iterators into a new monad instance, while
keeping this "Combinator" Strategy configurable

...just passes the compiler, while still lacking
even the generic implementation of joining
together the source iterators
2012-10-10 05:20:16 +02:00
45f4c96c6f change LinkedElements to us a more space efficient iterator
Actually we don't need any backreference to the
container for iterating a singly linked list
2012-10-10 05:20:15 +02:00
378ebe21f0 Fix naming of Iteration control API functions (closes #410)
comes in handy now, since IterStateWrapper uses a similar API
2012-10-10 05:20:15 +02:00
83a0f4b41f Implementation (I) : IterStateWrapper as foundation (passing test) 2012-10-10 05:20:15 +02:00
ab2a6b2fce WIP brainstorming about a monadic iterator
The idea is to avoid building a data structure
for intermediary results, while still being able
to process a variably sized and arbitrary shaped
set of source data
2012-10-10 05:20:15 +02:00
3ef1fb7697 linked list helper template finished and passes test 2012-10-10 05:20:14 +02:00
c33fcf9797 WIP draft a linked list helper template 2012-10-10 05:20:14 +02:00
ddff8b654b WIP investigating the relation of Jobs, JobTicket and Closure in detail 2012-10-10 05:20:14 +02:00
0320bc4b2c considering the relation of Job and JobClosure 2012-10-10 05:20:13 +02:00
bb43c03ef9 stub all the job generating functions required for the dispatcher interface 2012-10-10 05:20:13 +02:00
0ab773ab7c helper to pull all elements from an iterator, yielding the last one 2012-10-10 05:20:13 +02:00
79bd8b71e3 better treat the building of a continuation job separately 2012-10-10 05:20:13 +02:00
08d266819d re-read my own code and pick up the design work
..next question is: how to shape the dispatcher interface,
in order to support ongoing chunk wise planning
of new jobs, including a continuation
2012-10-10 05:20:13 +02:00
9aec2a9806 allow for fractional scaling of time durations
implemented as extension to the linear combinations.
I decided to use the same "always floor" rule
as employed for time quantisation. Moreover,
we don't support floating point, only rationals
2012-10-10 05:20:12 +02:00
22322dfec4 refactor the division/quantisation helpers
...no need to keep them in util.hpp, as they
are used rather occasionally, while util.hpp
is used pervasively.
2012-10-10 05:20:12 +02:00
ee1450a81a rectify frame dispatch invocation 2012-10-10 05:20:12 +02:00
f8f011bb44 rework Job representation
make class Job a real subclass of the
job definition struct and turn the
JobClosure into a trampoline
2012-10-10 05:20:12 +02:00
0b25c2e08d Fix: missing sanity check in ScopedCollection
funny enough this possible memory corruption
didn't happen in the unit test, because my
compiler optimised the additional int field
of class SubDummy, making it the same size
of the baseclass. Now matters should be safe.
2012-10-10 05:20:12 +02:00
1e54b5d3e6 stubbing some job functions 2012-10-10 05:20:11 +02:00
db68577b4a clarify relation of Job, JobTicket and channel number 2012-10-10 05:20:11 +02:00
e9dbb3bdb1 stubs for some important components of play/engine (JobTicket...)
also touches the question how to represent the job
descriptor datastructure. @Cehteh: I've just pasted
in your preliminary data struct definitinons
from the relevant mailing list discussions.
2012-10-10 05:20:11 +02:00
568fadd526 draft some steps of the dispatch operation 2012-10-10 05:20:10 +02:00
6772e94994 implement simple constant frame timings descriptor 2012-10-10 05:20:10 +02:00
157e3b6867 test-driven brainstorming: define default timings... 2012-10-10 05:20:10 +02:00
2cb254365c some musing about timing constraints and quantisation 2012-10-10 05:20:10 +02:00
a4e3383367 turn Dispatcher into an interface 2012-10-10 05:20:09 +02:00
3768791c76 considerations how to connect exit nodes to external outputs 2012-10-10 05:18:58 +02:00
288b737718 dummy playback: stub the required operations 2012-10-10 05:18:58 +02:00
2eb39704fc test-driven brainstorming: how to use the dummy playback?
this is an idea how to test a test setup :)
2012-10-10 05:18:58 +02:00
7e7ecc5d51 draft: integrating an engine mock implementation 2012-10-10 05:18:58 +02:00
a2bcedc31e some unrelated unit test tweaks 2012-10-10 05:18:57 +02:00
d2f83523ca join recent player subsystem work, SCons overhaul and documentation 2012-01-11 07:54:43 +01:00
98717915b2 clean up top level SConstruct 2012-01-11 07:05:01 +01:00
f84da63e11 use import/export instead of passing an artefacts map 2012-01-11 07:05:00 +01:00
f5290a99a3 OutputSlot : simulated usage protocol passes unit test
OutputSlotProtocol_test

Some parts are still missing
 - timings
 _ initialisation
2012-01-08 03:06:32 +01:00