77 lines
3.2 KiB
Markdown
77 lines
3.2 KiB
Markdown
# Strucutral Overview
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## Foundation Components
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There is a group os basic objects used widely throughout the codebase, which
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are useful building blocks in all major simulation elements.
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### Properties
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Properties form a hierarchy of named, typed values. The hierarchy can be extended
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and modified at runtime by aircraft, simulation components and external protocols.
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### Listeners
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Listeners are a callback interface `SGPropertyChangeListener` which can implemented
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to receive notification when a property is modified, or its children added/removed.
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Most commonly listeners are used to look for a user input or simulation event
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changing some value (for example, a switch being turned from on to off), but it's
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possible to monitor an entire sub-tree of properties.
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It's important than listeners do not block or perform excessive amounts of work, since
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the code modifying the property may not expect this. If non-trivial work needs to be
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performed in response to a property changing, the listener should set a dirty flag
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and a subsystem (etc) should check this in its `update()` method.
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### Tied properties
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Tied properties allow a property to be defined by a C++ memory location (such as a class
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member variable) or by callback functions implementation the get/set operations. This
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is very convenient for the implementating code. However, by default it has the
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problematic side-effect that listeners do not correctly, since they have no way to be
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notified thst the underlying value (or result of invoking the getter) has changed.
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It is therefore critical, when using tied properties, to _manually_ invoke `fireValueChanged`
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on dependent proeprties, when updating the internal state producing them. Care should be
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taken to only fire the change, when the result of the getters would actually change; it is
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_not_ acceptable to simply call `fireValueChanged` each iteration, since any connected
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listener will be run at the simulation rate.
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### Conditions
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_Conditions_ are predicates which can be evaluated on demand. They can contain
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logical operations such as 'and' and 'or', and comparisoms: for example checking that
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a property is equal to a constant value, or that a property is less than another
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property.
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Conditions are widely used to drive other state from properties; for example
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enabling or disabling user-interface in a dialog, or activating an autopilot
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element.
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### Bindings
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_Bindings_ are a command invocation with associated arguments. In the simplest case
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this might be invoking the `property-set` command with an argument of 42. At its
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most complex, the command might invoke a Nasal script, supplied as part of the
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binding, and substituing a runtime value into the Nasal logic.
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Bindings are typically used in response to user actions, such as a menu item, key
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press or interacting with a cockpit control, to update some part of the simulator
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state.
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## Structural Components
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Most code within FlightGear is organized into subsystems. Subsystems are isolated from each other;
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a well designed subsytem can be added, remove or restarting independently. Many subystems do not
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full conform to these goals, especially regarding runtime adding and removal, but an increasing
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number do support it.
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=== Subsystems ===
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=== Commands ===
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## Finding data files
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## Subsysterm Lifecycle
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