Commit 4e000e67 authored by Mathieu Duponchelle's avatar Mathieu Duponchelle 🐸
Browse files

Heavily refactor the sitemap

parent 2d46903e
......@@ -177,7 +177,7 @@ then be placed under control of a parent. The floating ref keeps the object
alive until it is parented, and once the object is parented you can forget
about it.
also see [relations](design/relations.md)
also see [relations](additional/design/relations.md)
### parent-child relations
......@@ -202,7 +202,7 @@ The responsibilities for an object that sinks other objects are summarised as:
object.
- remove the object from the list.
also see [relations](design/relations.md)
also see [relations](additional/design/relations.md)
### Properties
......
......@@ -31,7 +31,7 @@ code-wise.
## IMPLEMENTATION
- implement more QOS, [qos](design/qos.md).
- implement more QOS, [qos](additional/design/qos.md).
- implement BUFFERSIZE.
......
......@@ -16,7 +16,7 @@ downstream element and contains memory and metadata information.
## Lifecycle
`GstMemory` extends from `GstMiniObject` and therefore uses its lifecycle
management (See [miniobject](design/miniobject.md)).
management (See [miniobject](additional/design/miniobject.md)).
## Writability
......
......@@ -11,7 +11,7 @@ description of the element.
Caps are exposed on the element pads via `CAPS` and `ACCEPT_CAPS` queries.
This function describes the possible types that the pad can handle or
produce ([negotiation](design/negotiation.md)).
produce ([negotiation](additional/design/negotiation.md)).
Various methods exist to work with the media types such as subtracting
or intersecting.
......
......@@ -29,7 +29,7 @@ pipeline to PAUSED and PLAYING again in order to let the pipeline select
a new clock and distribute a new base time.
The clock selection is performed as part of the state change from PAUSED
to PLAYING and is described in [states](design/states.md).
to PLAYING and is described in [states](additional/design/states.md).
## Clock features
......
......@@ -30,18 +30,18 @@ Let’s look at some example sources.
limit to how fast you can read from this source. This limit is
usually much higher than the consumption rate. In some cases it
might be slower (an NFS share, for example) in which case you might
need to use some buffering (see [buffering](design/buffering.md)).
need to use some buffering (see [buffering](additional/design/buffering.md)).
- HTTP network element: you can PAUSE without data loss. Depending on
the available network bandwidth, consumption rate might be higher
than production rate in which case buffering should be used (see
[buffering](design/buffering.md)).
[buffering](additional/design/buffering.md)).
- audio source: pausing the audio capture will lead to lost data. this
source is therefore definitely live. In addition, an audio source
will produce data at a fixed rate (the samplerate). Also depending
on the buffersize, this source will introduce a latency (see
[latency](design/latency.md)).
[latency](additional/design/latency.md)).
- udp network source: Pausing the receiving part will lead to lost
data. This source is therefore a live source. Also in a typical case
......
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