design docs: fix a few typos and a thinko

This commit is contained in:
Vincent Penquerc'h 2011-01-19 15:48:26 +00:00 committed by Sebastian Dröge
parent 8163e51bad
commit 4b88f6048a
13 changed files with 26 additions and 26 deletions

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@ -38,7 +38,7 @@ is called or the sync block returned) no data is flowing in elem2.sink.
In this situation, the streaming thread is blocked on a GCond and is
waiting to be unblocked.
When sending a flushing seek upstream on elem1.src, the FLUSH_START and
When sending a flushing seek upstream on elem1.src, the FLUSH_START event
will temporary unblock the streaming thread and make all pad functions that
triggers a block (_push/_alloc_buffer/_push_event/_pull_range) return
GST_FLOW_WRONG_STATE. This will then eventually pause the streaming thread

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@ -14,7 +14,7 @@ organized in a list) to be treated as a multiple groups of GstBuffers. This allo
for the following extra functionality:
- A logical GstBuffer (called a group) can consist of disjoint memory each with
their own copy/free and metadata. Logicallty the group should be treated as
their own copy/free and metadata. Logically the group should be treated as
one single GstBuffer.
- Multiple groups can be put into one bufferlist. This allows for a single
method call to pass multiple (logical) buffers downstream.

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@ -5,7 +5,7 @@ The GstClock returns a monotonically increasing time with the method
_get_time(). Its accuracy and base time depends on the specific clock
implementation but time is always expessed in nanoseconds. Since the
baseline of the clock is undefined, the clock time returned is not
meaningfull in itself, what matters are the deltas between two clock
meaningful in itself, what matters are the deltas between two clock
times.
The time reported by the clock is called the absolute_time.

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@ -3,7 +3,7 @@ Sink elements
Sink elements consume data. They normally have no source pads.
typical sink elements include:
Typical sink elements include:
- audio/video renderers
- network sinks

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@ -53,7 +53,7 @@ The task of the application is to construct a pipeline as above using existing
elements. This is further explained in the pipeline building topic.
The application does not have to manage any of the complexities of the
actual dataflow/decoding/conversions/synchronsiation etc. but only calls high
actual dataflow/decoding/conversions/synchronisation etc. but only calls high
level functions on the pipeline object such as PLAY/PAUSE/STOP.
The application also receives messages and notifications from the pipeline such
@ -249,7 +249,7 @@ Dataflow and events
Parallel to the dataflow is a flow of events. Unlike the buffers, events can pass
both upstream and downstream. Some events only travel upstream others only downstream.
the events are used to denote special conditions in the dataflow such as EOS or
The events are used to denote special conditions in the dataflow such as EOS or
to inform plugins of special events such as flushing or seeking.
Some events must be serialized with the buffer flow, others don't. Serialized
@ -491,7 +491,7 @@ element performs the following steps.
5) send NEWSEGMENT event to inform all elements of the new position and to complete
the seek.
In step 1) all dowstream elements have to return from any blocking operations
In step 1) all downstream elements have to return from any blocking operations
and have to refuse any further buffers or events different from a FLUSH done.
The first step ensures that the streaming thread eventually unblocks and that

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@ -6,7 +6,7 @@ has been queued on the input pad or pads. This process is called prerolling
and is needed to fill the pipeline with buffers so that the transition to
PLAYING goes as fast as possible with no visual delay for the user.
Preroll is also crucial in maintaining correct audio and video synchronsation
Preroll is also crucial in maintaining correct audio and video synchronisation
and ensuring that no buffers are dropped in the sinks.
After receiving a buffer (or EOS) on a pad the chain/event function should

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@ -8,7 +8,7 @@ driving force in the pipeline as it initiates data transport.
It is also possible for an element to pull data from an upstream element.
The downstream element does this by calling gst_pad_pull_range() on one
of its sinkpads. In this mode, the upstream element is the driving force
of its sinkpads. In this mode, the downstream element is the driving force
in the pipeline as it initiates data transfer.
It is important that the elements are in the correct state to handle a

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@ -33,7 +33,7 @@ push function to push the result to the peer sinkpad.
Deciding the scheduling mode
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
When tha pad is activated, the _activate() function is called. The pad can then
When a pad is activated, the _activate() function is called. The pad can then
choose to activate itself in push or pull mode depending on upstream
capabilities.
@ -43,13 +43,13 @@ activate function for the pad.
The chain function
~~~~~~~~~~~~~~~~~~
The chain function will be called when a upstream element perform a _push() on the pad.
The chain function will be called when a upstream element performs a _push() on the pad.
The upstream element can be another chain based element or a pushing source.
The getrange function
~~~~~~~~~~~~~~~~~~~~~
The getrange function is called when a peer pad perform a _pull_range() on the pad. This
The getrange function is called when a peer pad performs a _pull_range() on the pad. This
downstream pad can be a pulling element or another _pull_range() based element.
Plug-in techniques

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@ -11,15 +11,15 @@ pipeline. Sending the seek event to a bin will by default forward
the event to all sinks in the bin.
When performing a seek, the start and stop values of the segment can be
specified as absoulte positions or relative to the currently configured
specified as absolute positions or relative to the currently configured
playback segment. Note that it is not possible to seek relative to the current
playback position. To seek relative to the current playback position, one must
query the position first and then perform an absolute seek to the desired
position.
Feedback of the seek operation can be immediatly using the GST_SEEK_FLAG_FLUSH
Feedback of the seek operation can be immediately using the GST_SEEK_FLAG_FLUSH
flag. With this flag, all pending data in the pipeline is discarded and playback
starts from the new position immediatly.
starts from the new position immediately.
When the FLUSH flag is not set, the seek will be queued and executed as
soon as possible, which might be after all queues are emptied.
@ -47,7 +47,7 @@ application has some time to issue a new seek to make the transition seamless.
Typically the allowed delay is defined by the buffer sizes of the sinks as well
as the size of any queues in the pipeline.
The seek can also change the playback speed of the configured segment.
The seek can also change the playback speed of the configured segment.
A speed of 1.0 is normal speed, 2.0 is double speed. Negative values
mean backward playback.
@ -83,8 +83,8 @@ FLUSH seeking
^^^^^^^^^^^^^
This is the most common way of performing a seek in a playback application.
The application issues a seek on the pipeline and the new media is immediatly
played after the seek calls returns.
The application issues a seek on the pipeline and the new media is immediately
played after the seek call returns.
seeking without FLUSH

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@ -80,7 +80,7 @@ Use case: FLUSHING seek
synchronisation and position reporting.
Since after a flushing seek the stream_time is reset to 0, the new buffer
will be rendered immediatly after the seek and the current_position will be
will be rendered immediately after the seek and the current_position will be
the stream_time of the seek that was performed.
The stop time is important when the video format contains B frames. The

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@ -48,7 +48,7 @@ the following state changes are possible:
PAUSED -> PLAYING
- Most elements ignore this state change.
- The pipeline selects a clock and distributes this to all the children
before setting them to PLAYING. This means that it is only alowed to
before setting them to PLAYING. This means that it is only allowed to
synchronize on the clock in the PLAYING state.
- The pipeline uses the clock and the running_time to calculate the base_time.
The base_time is distributed to all children when performing the state
@ -113,7 +113,7 @@ _set_state(), called the STATE_LOCK.
Setting state on elements
~~~~~~~~~~~~~~~~~~~~~~~~~
The state of an element can be changed with _element_set_state(). When chaning
The state of an element can be changed with _element_set_state(). When changing
the state of an element all intermediate states will also be set on the element
until the final desired state is set.
@ -125,7 +125,7 @@ The _set_state() function can return 3 possible values:
GST_STATE_SUCCESS: The state change is completed successfully.
GST_STATE_ASYNC: The state change will complete later on. This can happen
When the element needs a long time to perform the state
when the element needs a long time to perform the state
change or for sinks that need to receive the first buffer
before they can complete the state change (preroll).
@ -143,7 +143,7 @@ When setting the state of an element, the STATE_PENDING is set to the required
state. Then the state change function of the element is called and the result of
that function is used to update the STATE and STATE_RETURN fields, STATE_NEXT,
STATE_PENDING and STATE_RETURN fields. If the function returned ASYNC, this result
is immediatly returned to the caller.
is immediately returned to the caller.
Getting state of elements

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@ -24,9 +24,9 @@ Typical stream
~~~~~~~~~~~~~~
A typical stream starts with a newsegment event that marks the
buffer timestamp range. After that buffers are send one after the
buffer timestamp range. After that buffers are sent one after the
other. After the last buffer an EOS marks the end of the stream. No
more buffer are to be processed after the EOS event.
more buffers are to be processed after the EOS event.
+--+ +-++-+ +-+ +---+
|NS| |B||B| ... |B| |EOS|

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@ -55,7 +55,7 @@ to PAUSED and restores this time based on the current absolute_time when going
back to PLAYING. This allows for both clocks that progress when in the PAUSED
state (systemclock) and clocks that don't (audioclock).
The clock and pipeline now provides a running_time to all elements that want to
The clock and pipeline now provide a running_time to all elements that want to
perform synchronisation. Indeed, the running time can be observed in each
element (during the PLAYING state) as: