Demo3D.EventQueue Namespace |
| Class | Description | |
|---|---|---|
| Dispatcher |
A class for manging asynchronous/future actions/coroutines in simulation time.
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| Event |
EventQueue storage for an event action, sortable on time.
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| FixedMath |
Math class methods for Fixed values.
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| ModelTimeMath |
Mathematical methods for ModelTime.
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| RealTimeMath |
Mathematical methods for RealTime.
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| Result |
Container for values returned from Wait methods.
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| Structure | Description | |
|---|---|---|
| CancelableEvent |
Allow event to be canceled by assigning a new event to Value or null.
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| Fixed |
A fixed floating point number with 7 decimal places.
Using this instead of floats or double ensures deterministic event dispatching.
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| ModelTime |
Represents Model Time.
Implemented internally as Fixed, ie in 100ns steps.
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| RealTime |
Represents Real (Wall-Clock) Time.
Implemented internally as ticks from QueryPerformanceCounter(Int64).
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| Interface | Description | |
|---|---|---|
| IChannelT |
A channel is a communication pipe with fixed capacity. Attempts to read from an empty channel will block, as will attempting to write to a full channel.
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| ITask |
ITask represents an internal task.
This is often a suspended C# coroutine (IEnumerable method) which is waiting for a particular time or event.
It can also be a task waiting for IO or a .NET Task to complete.
Once complete the ITask will be resumed automatically.
Instances of ITask objects should not be created in scripting but it's useful to understand
what the ITask represents when seen in the context of another method call.
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| ITaskCreator |
This object can be waited on and returns an ITask if needed.
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| Enumeration | Description | |
|---|---|---|
| DispatcherPriority |
Explicit priorities for the execution of actions at a point in time.
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