Documentation ¶
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Constants ¶
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Variables ¶
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Functions ¶
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Types ¶
type SignalPathfinder ¶
type SignalPathfinder struct { Devices map[string]base.Device Expected int Actual int Pending map[string][]base.Port // a list of the 'pending' ports. Really what this is is the fact that we can't add switches piecemeal into the graph }
func InitializeSignalPathfinder ¶
func InitializeSignalPathfinder(devices []base.Device, expected int) SignalPathfinder
func (*SignalPathfinder) AddEdge ¶
func (sp *SignalPathfinder) AddEdge(Device base.Device, port string) bool
we need to store the state so that we can later use it to trace the value
func (*SignalPathfinder) GetInputs ¶
func (sp *SignalPathfinder) GetInputs() (map[string]base.Device, error)
returns a map of output -> input of all available paths. we assume that there is an entry for each output device - and will trace back as far as we can through that route we assume that all the 'edges' have been added
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