docs: review and fix spelling

This commit is contained in:
Stefan Kost 2009-12-14 15:11:14 +02:00
parent e243a41165
commit f65a81ae6d

View file

@ -30,61 +30,62 @@ the following state changes are possible:
NULL -> READY
- The element must check if the resources it needs are available.
Device sinks and -sources typically try to probe the device to constain
Device sinks and -sources typically try to probe the device to constrain
their caps.
- The element opens the device, this is needed if the previous step requires
the device to be opened.
READY -> PAUSED
- the element pads are activated in order to receive data in PAUSED.
- The element pads are activated in order to receive data in PAUSED.
Streaming threads are started.
- some elements might need to return ASYNC and complete the state change
- Some elements might need to return ASYNC and complete the state change
when they have enough information. It is a requirement for sinks to
return ASYNC and complete the state change when they receive the first
buffer or EOS event (prerol). Sinks also block the dataflow when in PAUSED.
- a pipeline resets the running_time to 0.
- live sources return NO_PREROLL and don't generate data.
buffer or EOS event (preroll). Sinks also block the dataflow when in PAUSED.
- A pipeline resets the running_time to 0.
- Live sources return NO_PREROLL and don't generate data.
PAUSED -> PLAYING
- most elements ignore this state change.
- 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
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
change.
- sink elements stop blocking on the preroll buffer or event and start
- Sink elements stop blocking on the preroll buffer or event and start
rendering the data.
- sinks can post the EOS message in the PLAYING state. It is not allowed to
- Sinks can post the EOS message in the PLAYING state. It is not allowed to
post EOS when not in the PLAYING state.
- while streaming in PAUSED or PLAYING elements can create and remove
dynamic pads.
- live sources start generating data and return SUCCESS.
- While streaming in PAUSED or PLAYING elements can create and remove
sometimes pads.
- Live sources start generating data and return SUCCESS.
PLAYING -> PAUSED
- most elements ignore this state change.
- Most elements ignore this state change.
- The pipeline calculates the running_time based on the last selected clock
and the base_time. It stores this information to continue playback when
going back to the PLAYING state.
- sinks unblock any clock wait calls.
- when a sink did not have a pending buffer to play, it returns ASYNC from
this state change and complete the state change when they receive a new buffer
or an EOS event.
- any queued EOS messages are removed since they will be reposted when going
- Sinks unblock any clock wait calls.
- When a sink does not have a pending buffer to play, it returns ASYNC from
this state change and completes the state change when it receives a new
buffer or an EOS event.
- Any queued EOS messages are removed since they will be reposted when going
back to the PLAYING state. The EOS messages are queued in GstBins.
- live sources stop generating data and return NO_PREROLL.
- Live sources stop generating data and return NO_PREROLL.
PAUSED -> READY
- sinks unblock any waits in the preroll.
- elements unblock any waits on devices
- chain or get_range functions return WRONG_STATE.
- the element pads are deactivated so that streaming becomes impossible and
- Sinks unblock any waits in the preroll.
- Elements unblock any waits on devices
- Chain or get_range functions return WRONG_STATE.
- The element pads are deactivated so that streaming becomes impossible and
all streaming threads are stopped.
- the sink forgets all negotiated formats
- The sink forgets all negotiated formats
- Elements remove all sometimes pads
READY -> NULL
- elements close devices
- element removes any dynamically created pads
- Elements close devices
- Elements reset any internal state.
State variables