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libgstreamer0.7-devel-0.7.4-2mdk.i586.rpm

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>23.2. Loop-based elements</A
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>&#13;     As opposed to chain-based elements, loop-based elements enter an 
     infinite loop that looks like this:

    <PRE
CLASS="programlisting"
>&#13;  GstBuffer *buffer, *outbuffer;
 
  while (1) {
    buffer = gst_pad_pull (sinkpad);
    ...
    // process buffer, create outbuffer
    while (!done) {
      ....
      // optionally request another buffer
      buffer = gst_pad_pull (sinkpad);
      ....
    }
    ...
    gst_pad_push (srcpad, outbuffer);
  }
    </PRE
>

     The loop-based elements request a buffer whenever they need one.
    </P
><P
>&#13;      When the request for a buffer cannot be immediately satisfied, the control
      will be given to the source element of the loop-based element until it
      performs a push on its source pad. At that time the control is handed
      back to the loop-based element, etc... The execution trace can get
      fairly complex using cothreads when there are multiple input/output
      pads for the loop-based element. Cothread switches are performed within
      the call to gst_pad_pull and gst_pad_push; from the perspective of
      the loop-based element, it just "appears" that gst_pad_push (or _pull)
      might take a long time to return.
    </P
><P
>&#13;      Loop based elements are mainly used for the more complex elements
      that need a specific amount of data before they can start to produce
      output. An example of such an element is the MPEG video decoder. The
      element will pull a buffer, perform some decoding on it and optionally
      request more buffers to decode, and when a complete video frame has
      been decoded, a buffer is sent out. For example, any plugin using the
      bytestream library will need to be loop-based.
    </P
><P
>&#13;      There is no problem in putting cothreaded elements into a <CODE
CLASS="classname"
>GstThread</CODE
> to
      create even more complex pipelines with both user and kernel space threads.
    </P
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