77066ee3ce
WIP: how to start the actual calculation streams within EngineService
...
this draft fills in the structure how to get from an invocation
of the engine service to the starting of actual CalcStream instances.
Basically the EngineService implementation is repsonsile to
instruct the Segmentation to provide a suitable Dispatcher.
2013-06-03 05:25:13 +02:00
723096d3f2
WIP introduce a new kind of job closure to perform the planning
...
this might help solving that gordian knot related to the TimeAnchor,
the Dispatcher and the introduction of a possible playback strategy
2013-06-02 03:09:18 +02:00
56be672358
WIP: reworking the dispatcher interface
...
the goal is still how to introduce a playback strategy
2013-05-30 02:10:56 +02:00
8982223a4d
pondering about a suitable definition of a planning chunk ( #920 )
...
mostly this seems to be a matter of getting the terms
and meaning of the involved entities straight
2013-05-21 04:35:25 +02:00
7c596a8089
remove the old Main-TiddlyWiki
...
this is superseded by our website since a looooong time.
I've just re-checked that all relevant content is indeed
migrated to Lumiera.org
2013-05-20 03:33:53 +02:00
00dc435169
upgrade TiddlyWiki to v2.7.2
...
we were using an very ancient TiddlyWiki version, basically
unaltered since the start of the Lumiera project.
Recent Firefox versions (starting with FF-17) effectively
removed the ability for JavaScript code to get additional
privileges for writing local files; this change seriuosly
undermines the usability of TiddlyWiki and a lot of similar
portable local JavaScript applications.
The original author of TiddlyWiki, Jeremy Ruston, has written
a Firefox plug-in to work around this restriction; this prompts
us to upgrade to a recent TiddlyWiki version as well.
The good news is: recent TiddlyWiki versions are able to import
Tiddlers from older Wikis without much hassle.
2013-05-20 03:24:02 +02:00
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
d2f83523ca
join recent player subsystem work, SCons overhaul and documentation
2012-01-11 07:54:43 +01:00
0e08f269f5
remove the superfluous TiddlyWikis
...
..after integrating all still relevant asciidoced content
into the main website.
2012-01-11 06:55:54 +01:00
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