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MIME-type -> media types Fix up the manual in various places with the 1.0 way of doing things such as probes, static elements, scheduling, ... Add porting from 0.10 to 1.0 chapter. Add probe example to build. Remove some docs for remove components such as GstMixer and GstPropertyProbe, XML...
98 lines
4.1 KiB
XML
98 lines
4.1 KiB
XML
<chapter id="chapter-threads">
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<title>Threads</title>
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<para>
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&GStreamer; is inherently multi-threaded, and is fully thread-safe.
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Most threading internals are hidden from the application, which should
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make application development easier. However, in some cases, applications
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may want to have influence on some parts of those. &GStreamer; allows
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applications to force the use of multiple threads over some parts of
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a pipeline.
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</para>
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<sect1 id="section-threads-uses">
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<title>When would you want to force a thread?</title>
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<para>
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There are several reasons to force the use of threads. However,
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for performance reasons, you never want to use one thread for every
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element out there, since that will create some overhead.
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Let's now list some situations where threads can be particularly
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useful:
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</para>
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<itemizedlist>
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<listitem>
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<para>
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Data buffering, for example when dealing with network streams or
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when recording data from a live stream such as a video or audio
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card. Short hickups elsewhere in the pipeline will not cause data
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loss.
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</para>
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<figure float="1" id="section-thread-buffering-img">
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<title>Data buffering, from a networked source</title>
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<mediaobject>
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<imageobject>
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<imagedata scale="75" fileref="images/thread-buffering.ℑ" format="&IMAGE;"/>
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</imageobject>
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</mediaobject>
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</figure>
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</listitem>
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<listitem>
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<para>
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Synchronizing output devices, e.g. when playing a stream containing
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both video and audio data. By using threads for both outputs, they
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will run independently and their synchronization will be better.
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</para>
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<figure float="1" id="section-thread-synchronizing-img">
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<title>Synchronizing audio and video sinks</title>
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<mediaobject>
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<imageobject>
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<imagedata scale="75" fileref="images/thread-synchronizing.ℑ" format="&IMAGE;"/>
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</imageobject>
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</mediaobject>
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</figure>
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</listitem>
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</itemizedlist>
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<para>
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Above, we've mentioned the <quote>queue</quote> element several times
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now. A queue is the thread boundary element through which you can
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force the use of threads. It does so by using a classic
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provider/receiver model as learned in threading classes at
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universities all around the world. By doing this, it acts both as a
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means to make data throughput between threads threadsafe, and it can
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also act as a buffer. Queues have several <classname>GObject</classname>
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properties to be configured for specific uses. For example, you can set
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lower and upper thresholds for the element. If there's less data than
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the lower threshold (default: disabled), it will block output. If
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there's more data than the upper threshold, it will block input or
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(if configured to do so) drop data.
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</para>
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<para>
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To use a queue (and therefore force the use of two distinct threads
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in the pipeline), one can simply create a <quote>queue</quote> element
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and put this in as part of the pipeline. &GStreamer; will take care of
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all threading details internally.
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</para>
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</sect1>
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<sect1 id="section-threads-scheduling">
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<title>Scheduling in &GStreamer;</title>
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<para>
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Each element in the &GStreamer; pipeline decides how it is going to
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be scheduled. Elements can choose to be scheduled push-based or
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pull-based.
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If elements support random access to data, such as file sources,
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then elements downstream in the pipeline can ask to schedule the random
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access elements in pull-based mode. Data is pulled from upstream
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and pushed downstream. If pull-mode is not supported, the element can
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decide to operate in push-mode.
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</para>
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<para>
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In practice, most elements in &GStreamer;, such as decoders, encoders,
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etc. only support push-based scheduling, which means that in practice,
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&GStreamer; uses a push-based scheduling model.
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</para>
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</sect1>
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</chapter>
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