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Howto:Exposing Subsystems to Nasal

303 bytes added, 21:20, 8 February 2016
The main mechanism for triggering scripted Nasal code to be executed within the FlightGear main loop are so called listeners (Nasal callbacks that are stored in a property-specific vector/list, that get executed in a for-each loop whenever a property is modified), and timers, which represent "delays" (typically in seconds or milliseconds) after which a timer expires and fires its callback to be executed.
Accordingly, this means that Nasal callbacks will be either invoked by the events subsystem (timers) or by whatever subsystem modifies a property that has a Nasal listener bound to it, given that nature of the Nasal garbage collector (GC), this may make frame rates less determinstic/predictable. Unfortunately, these two mechanisms are also rather low-level and tedious/error-prone to use correctly, so that code (Nasal callbacks) may be triggered accidently, and unnecessarily, which ultimately eats up considerable resources while creating a frame, sooner or later causing frame stuttering.
Even more unfortunate is the fact that FlightGear does not currently provide any mechanisms/APIs to look behind the scenes, i.e. to see how often a callback is actually executed, and where the callback is registered to be executed.

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