Commit graph

353 commits

Author SHA1 Message Date
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
4ece135257 cont.. drafting OutputSlot 2011-09-25 19:25:56 +02:00
ce6a917b59 first draft spec for the OutputSlot 2011-09-25 19:25:56 +02:00
a379476414 create outline of PlayService, add stubs for Play::Controller 2011-09-25 19:25:56 +02:00
971dea6f6a PlayService: basic definition and link to facade 2011-09-25 19:25:55 +02:00
9bd96a1b19 time-entities refactoring: Duration isn't an Offset
removed that inheritance relation; it was a typical
example of abusing inheritance and violated the
Liscov substitution principle. It is sufficient
to allow promotion of an offset into a Duration.
Note: Duration is the time metric
2011-09-25 19:25:53 +02:00
5e8a9b50d1 define asset::Viewer 2011-09-25 19:25:52 +02:00
eb5e0ab9ff WIP: start building a Test for time::Control. Need Cartesian product of cases... 2011-09-25 19:25:51 +02:00