Commit graph

360 commits

Author SHA1 Message Date
7ada9ff291 consider how to integrate a playback mode strategy 2013-02-11 03:19:24 +01:00
9f7e229a12 DOC: requirement analysis of playback modes 2013-01-19 23:29:10 +01:00
30409e66bd WIP: considering how to support non-linear playback modes 2013-01-13 23:20:20 +01:00
65feeb83fd supply some documentation about lumiera::Query 2013-01-02 03:32:49 +01:00
e902757a14 (DRAFT) refactor the way how to retrieve the syntactic query representation
there can't be a callback from the base ctor;
instead the subclass must pass a QueryText definition
2012-12-29 00:31:24 +01:00
5dfe5e099f refactor namespaces for query and defaults manager 2012-12-01 08:44:07 +01:00
baefd74ae7 prepare refactoring of the Query interface 2012-11-25 02:04:19 +01:00
062e1bbdc1 explicate the JobPlanningSequence definition
..causing the compiler to instantiate the
involved templates, i.e. get the complete
pipeline definition through the compiler
2012-10-10 05:20:22 +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
ddff8b654b WIP investigating the relation of Jobs, JobTicket and Closure in detail 2012-10-10 05:20:14 +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
365f54d59e Proc-Layer TiddlyWiki entrance pages: some minor updates 2012-10-10 05:20:11 +02:00
875342fa40 initial draft for the job representation
this draft is based on
 - Cehteh's draft for the scheduler
 - my plannings about segmentation and JobTicket

it defines "Job" as a closure which can be invoked
from plain-C, using the information in the
job descriptor datastructure
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
23ac29028c design draft: job tickets and planning... 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
e581246f63 forming some entities to support the dispatch step 2012-10-10 05:19:56 +02:00
9dae352731 clarification regarding the Dispatcher 2012-10-10 05:18:59 +02:00
3768791c76 considerations how to connect exit nodes to external outputs 2012-10-10 05:18:58 +02:00
7e7ecc5d51 draft: integrating an engine mock implementation 2012-10-10 05:18:58 +02:00
687102feb3 planning next steps: how to transform DummyPlayer into a real player 2012-10-10 05:18:57 +02:00
ee4e6905d2 Documentation: integrate the time quantisation concept pages
These pages from the TiddlyWiky feature a complete glossary
of terms relevant for time and timecode handling, plus the
architecural decisions related to this topic
2012-10-10 05:18:46 +02:00
06c7c27252 merge diagnostic facilities 2011-12-31 06:49:31 +01:00
87f7a8f6e8 unit test to cover thread-local helper 2011-12-24 05:55:31 +01:00
451b0abec5 spelling and typos 2011-12-24 05:48:31 +01:00
d27e3b15a9 clarify the handling of specific output operation modes (e.g. number of channels) 2011-12-23 02:22:38 +01:00
74a982409e document the internal structore of OutputSlot
...as far as decided and clarified by now
2011-12-20 04:59:00 +01:00
cedfa34074 considerations regarding clean-up of superseded model segments 2011-12-17 22:40:01 +01:00
bda0dea990 clarify the relation of PlayProcess, CalcStream and EngineFacade 2011-12-17 02:20:48 +01:00
c7d4412cec integrate recent GUI / timeline and work done on the player subsystem 2011-11-27 02:15:11 +01:00
91b74ad7bd implement missing parts of test/dummy buffer provider 2011-11-20 01:35:52 +01:00
63dbc89b6f draft implementation setup for OutputSlot baseclass 2011-11-05 16:51:24 +01:00
5188982e71 considering details regarding the usage of buffer metadata 2011-09-25 19:26:08 +02:00
ed5091d8f5 considering Buffer handling and BuffTable in more detail 2011-09-25 19:26:06 +02:00
1f13931640 test driven brainstorming: using a BufferProvider 2011-09-25 19:26:05 +02:00
8016547d9c rework and clarify node invocation sequence
while passing by, identified quite some
node invocation code to be rewritten
2011-09-25 19:26:05 +02:00
95bb5e64aa WIP desiging the interplay of BufferProvider and BuffHandle 2011-09-25 19:26:05 +02:00
737765260d Test-driven brainstorming: diagnostic adaptor for the engine 2011-09-25 19:26:03 +02:00
3125d1c573 a first draft for the Engine Interface 2011-09-25 19:26:03 +02:00
4a62444ad4 WIP pick up on the design work regarding Engine, OutputSlot and Player 2011-09-25 19:26:02 +02:00
f8842c75ed WIP draft OutputSlot internal transitions 2011-09-25 19:26:01 +02:00
a199bff92b BufferProvider as a frontend to buffer management 2011-09-25 19:26:00 +02:00
7e3054df18 considering timing glitches in detail 2011-09-25 19:26:00 +02:00
650e73c454 OutputSlot: draft buffer handover protocol, remove the diferent models 2011-09-25 19:25:59 +02:00
ea8841b7ad analysis of a design problem and decision for the OutputSlot 2011-09-25 19:25:59 +02:00
9e53053944 WIP: draft building a PlayProcess 2011-09-25 19:25:58 +02:00
dea1fa57a2 draft play process structure; clarify handling of multiple channels 2011-09-25 19:25:58 +02:00
a19562942c further considerations regarding output and output slots 2011-09-25 19:25:57 +02:00