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− | == Currently ==
| + | <big>'''Note:''' We are migrating this content to the slicer.org domain - <font color="orange">The newer page is [https://www.slicer.org/wiki/Slicer3:EventBroker here]</font></big> |
− | The basic idea of the EventBroker is that currently we have a lot of this kind of code in GUIs:
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− | node->AddObserver(vtkCommand::ModifiedEvent, callbackCommand)
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− | == Problems ==
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− | The problems with this:
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− | * node 'owns' the observer, but the callbackCommand is opaque so it doesn't know anything about what will happen when the event is invoked
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− | * the GUI needs to explicitly remove the observer before it is destroyed
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− | * node is not introspectable; you cannot get a list of observers on the node
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− | * there's no easy way to know what side effects will happen for any Set call (either a priori or experimentally).
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− | * there's no way to collapse events or disable them
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− | == Goals for Solution == | |
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− | So the EventBroker would be a singleton, perhaps owned by the ApplicationLogic that would look something like:
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− | broker->RegisterObserver(node, vtkCommand::ModifiedEvent, this, callbackCommand);
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− | The broker would do the following: | |
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− | * add DeleteEvent observers to both node and this so it can remove the observer automatically if either side is destroyed
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− | * keep an introspectable list of all observers it knows about
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− | * have an option to keep a log of all event invocations for debugging and performance analysis
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− | * have an option to turn off all event invocations
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− | * have an option to queue all event invocations and invoke them later
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− | * have methods to collapse redundant events in the queue
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− | * perhaps have method to pass event invocations from a processing thread to the main GUI thread?
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− | * perhaps can be model after:[http://java.sun.com/products/jms/javadoc-102a/index.html Java Message Service (JMS) API]
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− | Additional possible extensions:
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− | * rather than maintaining a distinct queue, the broker could queue events into the GUI event queue
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− | * the event queue could be protected by a mutex lock so that multiple threads can access the MRML scene in parallel but only the GUI thread talks to the display
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