v13.0.0 #11
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Im going to write it I promise I will
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Table of contents
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-----------------
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[TOC]
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Multi static variables
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------------------------
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`multi.Version = "12.3.0"`
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`multi.Priority_Core` -- Highest level of pirority that can be given to a process
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`multi.Priority_High`
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`multi.Priority_Above_Normal`
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`multi.Priority_Normal` -- The default level of pirority that is given to a process
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`multi.Priority_Below_Normal`
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`multi.Priority_Low`
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`multi.Priority_Idle` -- Lowest level of pirority that can be given to a process
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Multi Runners
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-------------
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multi:mainloop(**TABLE:** settings) -- This runs the mainloop by having its own internal while loop running
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multi:threadloop(**TABLE:** settings) -- This runs the mainloop by having its own internal while loop running, but prioritizes threads over multi-objects
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multi:uManager(**TABLE:** settings) -- This runs the mainloop, but does not have its own while loop and thus needs to be within a loop of some kind.
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Multi Settings
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--------------
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**Note:** Most settings have been fined tuned to be at the peak of performance already, however preLoop, protect (Which drastically lowers preformance), and stopOnError should be used freely to fit your needs.
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| Setting | Type: default | Purpose |
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|-|-|-|
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| preLoop | function: nil | This is a function that is called after all the important components of the library are loaded. This is called once only. The first and only argument passed is a reference to itself. |
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| protect | boolean: false | This runs code within a protected call. To catch when errors happen see built in connections |
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| stopOnError | boolean: false | This setting is used with protect. If an object crashes due to some error should it be paused? |
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| priority | number: 0 | This sets the priority scheme. Look at the P-Charts below for examples. |
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| auto_priority | boolean: false | **Note: This overrides any value set for priority!** If auto priority is enabled then priority scheme 3 is used and processes are considered for "recheck" after a certain amount of time. If a process isn't taking too long to complete anymore then it will be reset to core, if it starts to take a lot of time all of a sudden it will be set to idle. |
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| auto_stretch | number: 1 | For use with auto_priority. Modifies the internal reperesentation of idle time by multiplying multi.Priority_Idle by the value given |
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| auto_delay | number: 3 | For use with auto_priority. This changes the time in seconds that process are "rechecked" |
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| auto_lowerbound | number: multi.Priority_Idle | For use with auto_priority. The lowerbound is what is considered to be idle time. A higher value combined with auto_stretch allows one to fine tune how pirority is managed. |
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# P-Chart: Priority 1
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P1 follows a forumla that resembles this: ~n=I*PRank where n is the amount of steps given to an object with PRank and where I is the idle time see chart below. The aim of this priority scheme was to make core objects run fastest while letting idle processes get decent time as well.
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| Priority: n | PRank | Formula |
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|-|-|-|
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| Core: 3322269 | 7 | n = ~**I***7 |
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| High: 2847660 | 6 | n = ~**I***6 |
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| Above_Normal: 2373050 | 5 | n = ~**I***5 |
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| Normal: 1898440 | 4 | n = ~**I***4 |
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| Below_Normal: 1423830 | 3 | n = ~**I***3 |
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| Low: 949220 | 2 | n = ~**I***2 |
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| **I**dle: 474610 | 1 | n = ~**I***1 |
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**General Rule:** ~n=**I***PRank
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# P-Chart: Priority 2
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P2 follows a formula that resembles this: ~n=n*4 where n starts as the initial idle time, see chart below. The goal of this one was to make core process’ higher while keeping idle process’ low.
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| Priority: n |
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|-|-|
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| Core: 6700821|
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| High: 1675205|
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| Above_Normal: 418801|
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| Normal: 104700|
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| Below_Normal: 26175|
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| Low: 6543|
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| **I**dle: 1635|
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**General Rule:** `~n=n*4` Where the inital n = **I**
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# P-Chart: Priority 3
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P3 Ignores using a basic formula and instead bases its processing time on the amount of cpu time is there. If cpu-time is low and a process is set at a lower priority it will get its time reduced. There is no formula, at idle almost all process work at the same speed!
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There are 2 settings for this: Core and Idle. If a process takes too long then it is set to idle. Otherwise it will stay core.
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Example of settings:
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```lua
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settings = {
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preLoop = function(m)
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print("All settings have been loaded!")
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end,
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protect = false,
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stopOnError = false,
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priority = 0,
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auto_priority = false,
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auto_stretch = 1,
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auto_delay = 3,
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auto_lowerbound = multi.Priority_Idle
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}
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-- Below are how the runners work
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multi:mainloop(settings)
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-- or
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multi:threadloop(settings)
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-- or
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while true do
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multi:uManager(settings)
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end
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```
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Multi constructors - Multi-Objs
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-------------------------------
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**Processors**
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proc = multi:newProcessor(**STRING:** file [**nil**])
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**Non-Actors**
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timer = multi:newTimer()
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conn = multi:newConnection(**BOOLEAN:** protect [**true**])
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nil = multi:newJob(**FUNCTION:** func, **STRING:** name)
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range = multi:newRange()
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cond = multi:newCondition(**FUNCTION:** func)
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**Actors**
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event = multi:newEvent(**FUNCTION:** task)
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updater = multi:newUpdater(**NUMBER:** skip [**1**])
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alarm = multi:newAlarm(**NUMBER:** [**0**])
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loop = multi:newLoop(**FUNCTION:** func)
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tloop = multi:newTLoop(**FUNCTION:** func ,**NUMBER:** set [**1**])
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func = multi:newFunction(**FUNCTION:** func)
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step = multi:newStep(**NUMBER:** start, **NUMBER:** reset, **NUMBER:** count [**1**], **NUMBER:** skip [**0**])
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tstep = multi:newStep(**NUMBER:** start, **NUMBER:** reset, **NUMBER:** count [**1**], **NUMBER:** set [**1**])
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trigger = multi:newTrigger(**FUNCTION:** func)
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stamper = multi:newTimeStamper()
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watcher = multi:newWatcher(**STRING** name)
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watcher = multi:newWatcher(**TABLE** namespace, **STRING** name)
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cobj = multi:newCustomObject(**TABLE** objRef, **BOOLEAN** isActor)
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Note: A lot of methods will return self as a return. This is due to the ability to chain that was added in 12.x.x
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Processor
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---------
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proc = multi:newProcessor(**STRING:** file [**nil**])
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Creates a processor runner that acts like the multi runner. Actors and Non-Actors can be created on these objects. Pausing a process pauses all objects that are running on that process.
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An optional argument file is used if you want to load a file containing the processor data.
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Note: This isn't portable on all areas where lua is used. Some interperters disable loadstring so it is not encouraged to use the file method for creating processors
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loop = Processor:getController() -- returns the loop that runs the "runner" that drives this processor
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**self** = Processor:Start() -- Starts the processor
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**self** = Processor:Pause() -- Pauses the processor
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**self** = Processor:Resume() -- Resumes a paused processor
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nil = Processor:Destroy() -- Destroys the processor and all of the Actors running on it
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Example
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```lua
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multi = require("multi")
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proc = multi:newProcessor()
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proc:newTLoop(function() -- create a t loop that runs every second
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print("Hi!")
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end,1) -- where we set the 1 second
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proc:Start() -- let's start the processor
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multi:mainloop() -- the main runner that drives everything
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```
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Timers
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------
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timer = multi:newTimer()
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Creates a timer object that can keep track of time
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**self** = timer:Start() -- Starts the timer
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time_elapsed = timer:Get() -- Returns the time elapsed since timer:Start() was called
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boolean = timer:isPaused() -- Returns if the timer is paused or not
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**self** = timer:Pause() -- Pauses the timer, it skips time that would be counted during the time that it is paused
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**self** = timer:Resume() -- Resumes a paused timer. **See note below**
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**self** = timer:tofile(**STRING** path) -- Saves the object to a file at location path
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**Note:** If a timer was paused after 1 second then resumed a second later and Get() was called a second later, timer would have 2 seconds counted though 3 really have passed.
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Connections
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-----------
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Arguable my favorite object in this library, next to threads
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conn = multi:newConnection(**BOOLEAN:** protect [**true**])
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Creates a connection object and defaults to a protective state. All calls will run within pcall()
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**self** = conn:HoldUT(**NUMBER** n [**0**]) -- Will hold futhur execution of the thread until the connection was triggered. If n is supplied the connection must be triggered n times before it will allow ececution to continue.
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**self** = conn:FConnect(**FUNCTION** func) -- Creates a connection that is forced to execute when Fire() is called. **Deprecated**
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returns or nil = conn:Fire(...) -- Triggers the connection with arguments ..., "returns" if non-nil is a table containing return values from the triggered connections.
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**self** = conn:Bind(**TABLE** t) -- sets the table to hold the connections. Leaving it alone is best unless you know what you are doing
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**self** = conn:Remove() -- removes the bind that was put in place. This will also destroy all connections that existed before.
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Link = conn:connect(**FUNCTION** func, **STRING** name [**nil**], **NUMBER** [**#conns+1**]) -- Connects to the object using function func which will recieve the arguments passed by Fire(...). You can name a connection, which allows you to use conn:getConnection(name). Names must be unique! num is simple the position in the order in which connections are triggered. The return Link is the link to the connected event that was made. You can remove this event or even trigger it specifically if need be.
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Link:Fire(...) -- Fires the created event
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bool = Link:Destroy() -- returns true if success.
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subConn = conn:getConnection(**STRING** name, **BOOLEAN** ingore) -- returns the sub connection which matches name.
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returns or nil subConn:Fire() -- "returns" if non-nil is a table containing return values from the triggered connections.
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**self** = conn:tofile(**STRING** path) -- Saves the object to a file at location path
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The connect feature has some syntax sugar to it as seen below
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Link = conn(**FUNCTION** func, **STRING** name [**nil**], **NUMBER** [**#conns+1**])
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Example:
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```lua
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local multi = require("multi")
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-- Let’s create the events
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yawn={}
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OnCustomSafeEvent=multi:newConnection(true) -- lets pcall the calls in case something goes wrong default
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OnCustomEvent=multi:newConnection(false) -- let’s not pcall the calls and let errors happen.
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OnCustomEvent:Bind(yawn) -- create the connection lookup data in yawn
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-- Let’s connect to them, a recent update adds a nice syntax to connect to these
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cd1=OnCustomSafeEvent:Connect(function(arg1,arg2,...)
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print("CSE1",arg1,arg2,...)
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end,"bob") -- let’s give this connection a name
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cd2=OnCustomSafeEvent:Connect(function(arg1,arg2,...)
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print("CSE2",arg1,arg2,...)
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end,"joe") -- let’s give this connection a name
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cd3=OnCustomSafeEvent:Connect(function(arg1,arg2,...)
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print("CSE3",arg1,arg2,...)
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end) -- let’s not give this connection a name
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-- Using syntax sugar
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OnCustomEvent(function(arg1,arg2,...)
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print(arg1,arg2,...)
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end)
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-- Now within some loop/other object you trigger the connection like
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OnCustomEvent:Fire(1,2,"Hello!!!") -- fire all connections
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-- You may have noticed that some events have names! See the following example!
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OnCustomSafeEvent:getConnection("bob"):Fire(1,100,"Bye!") -- fire only bob!
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OnCustomSafeEvent:getConnection("joe"):Fire(1,100,"Hello!") -- fire only joe!!
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OnCustomSafeEvent:Fire(1,100,"Hi Ya Folks!!!") -- fire them all!!!
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-- Connections have more to them than that though!
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-- As seen above cd1-cd3 these are hooks to the connection object. This allows you to remove a connection
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-- For Example:
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cd1:Remove() -- remove this connection from the master connection object
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print("------")
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OnCustomSafeEvent:Fire(1,100,"Hi Ya Folks!!!") -- fire them all again!!!
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-- To remove all connections use:
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OnCustomSafeEvent:Remove()
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print("------")
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OnCustomSafeEvent:Fire(1,100,"Hi Ya Folks!!!") -- fire them all again!!!
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```
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Jobs
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----
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nil = multi:newJob(**FUNCTION:** func, **STRING:** name) -- Adds a job to a queue of jobs that get executed after some time. func is the job that is being ran, name is the name of the job.
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nil = multi:setJobSpeed(**NUMBER** n) -- seconds between when each job should be done.
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bool, number = multi:hasJobs() -- returns true if there are jobs to be processed. And the number of jobs to be processed
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num = multi:getJobs() -- returns the number of jobs left to be processed.
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number = multi:removeJob(name) -- removes all jobs of name, name. Returns the number of jobs removed
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**Note:** Jobs may be turned into actual objects in the future.
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Example:
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```lua
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local multi = require("multi")
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print(multi:hasJobs())
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multi:setJobSpeed(1) -- set job speed to 1 second
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multi:newJob(function()
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print("A job!")
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end,"test")
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multi:newJob(function()
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print("Another job!")
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multi:removeJob("test") -- removes all jobs with name "test"
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end,"test")
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multi:newJob(function()
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print("Almost done!")
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end,"test")
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multi:newJob(function()
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print("Final job!")
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end,"test")
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print(multi:hasJobs())
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print("There are "..multi:getJobs().." jobs in the queue!")
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multi:mainloop()
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```
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Ranges
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------
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Conditions
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----------
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@ -1,4 +1,4 @@
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# multi Version: 12.2.2 Some more bug fixes
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# multi Version: 12.3.0 Documentation and bug fixes
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My multitasking library for lua. It is a pure lua binding, if you ignore the integrations and the love2d compat. If you find any bugs or have any issues, please let me know . **If you don't see a table of contents try using the ReadMe.html file. It is easier to navigate than readme**</br>
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@ -1,5 +1,11 @@
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#Changes
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[TOC]
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Update 12.3.0 So you documented it finally
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-------------
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Fixed: Tons of bugs, I actually went through the entire library and did a full test of everything while writing the documentation.
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Changed: A few things to make things more clear when using the library
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Added: ...
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Update 12.2.2 Time for some more bug fixes!
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-------------
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Fixed: multi.Stop() not actually stopping due to the new pirority management scheme and preformance boost changes.
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955
multi/init.lua
955
multi/init.lua
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Load Diff
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test.lua
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test.lua
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package.path="?/init.lua;?.lua;"..package.path
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multi = require("multi")
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local GLOBAL, THREAD = require("multi.integration.lanesManager").init()
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conn = multi:newSystemThreadedConnection("test"):init()
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multi:newSystemThread("Work",function()
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local multi = require("multi")
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conn = THREAD.waitFor("test"):init()
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conn(function(...)
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print(...)
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end)
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multi:newTLoop(function()
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conn:Fire("meh2")
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end,1)
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multi:mainloop()
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end)
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multi.OnError(function(a,b,c)
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print(c)
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end)
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multi:newTLoop(function()
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conn:Fire("meh")
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end,1)
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conn(function(...)
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print(">",...)
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end)
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print(multi:hasJobs())
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multi:setJobSpeed(1) -- set job speed to 1 second
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multi:newJob(function()
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print("A job!")
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end,"test")
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--~ jq = multi:newSystemThreadedJobQueue()
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--~ jq:registerJob("test",function(a)
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--~ return "Hello",a
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--~ end)
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--~ jq.OnJobCompleted(function(ID,...)
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--~ print(ID,...)
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--~ end)
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--~ for i=1,16 do
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--~ jq:pushJob("test",5)
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--~ end
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multi:newJob(function()
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print("Another job!")
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multi:removeJob("test") -- removes all jobs with name "test"
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end,"test")
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||||
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multi:newJob(function()
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print("Almost done!")
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end,"test")
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multi:newJob(function()
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print("Final job!")
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end,"test")
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print(multi:hasJobs())
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print("There are "..multi:getJobs().." jobs in the queue!")
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multi:mainloop()
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||||
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||||
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