Commit graph

12 commits

Author SHA1 Message Date
4ef1883c04 settle and implement some long standing concerns regarding #920
- what the dispatch operation actally is
- where the deadlines are established
2013-11-18 02:25:27 +01:00
f9cd80560c complilation fixes 2013-08-18 03:16:49 +02:00
1f1d478da2 WIP: move building of the follow-up anchor into the new closure 2013-06-16 04:36:32 +02:00
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
bb43c03ef9 stub all the job generating functions required for the dispatcher interface 2012-10-10 05:20:13 +02:00
7941865d5d implement anchor against current system time
using CLOCK_REALTIME for now
2012-10-10 05:20:12 +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
a4e3383367 turn Dispatcher into an interface 2012-10-10 05:20:09 +02:00
eb79a00cf4 cleanup: rectify Proc-Layer namespaces (I) 2011-12-02 16:10:03 +01:00
cb6453afe1 detailed planning how to build the player subsystem
key idea is to grow and rework the design of the
DummyPlayer to yield the full featured Player
2011-09-25 19:25:49 +02:00
899ffa60ca WIP create (planned) new entities for the player subsystem 2011-09-25 19:25:49 +02:00