General
General API Design, Error Handling
The .NET API is a wrapper around the existing C/C++ API of fluxEngine that follows the following guidelines:
While some classes are instantiated by calling their constructors, more complex classes can only be created by calling static methods.
All classes that wrap native objects implement the
IDisposable
interface.All classes that wrap native objects also implement finalizers in case the user forgot to call
Dispose()
.Errors are reported by throwing exceptions.
Timeouts are specified via
System.TimeSpan
.
Note
The .NET API design of fluxEngine is currently not finalized and may be subject to minor alterations in the future.
Error Handling
API calls that result in an error will throw an exception. The exception will be one of the following:
ArgumentException
if an invalid argument was passed to the method in question
OutOfMemoryException
if an allocation failed (most likely due to being out of memory)
ArgumentOutOfRangeException
if an index was supplied that is not within the valid range
ArgumentOutOfRangeException
if an index was supplied that is not within the valid range
System.IO.IOException
or a subclass if a file operating was the cause of the error
LuxFlux.fluxEngineNET.Error
or a subclass thereof (which in itself is a subclass ofException
) if an error occurred that does not fall into the previous categoriesIf a user-supplied callback is provided, and that callbacks throws any exception, that exception is then propagated back out to the user
All exceptions that are either
LuxFlux.fluxEngineNET.Error
or a subclass thereof have
additional fields for more information about the error:
Accessing
Code
on the exception object will return an error code of typeLuxFlux.fluxEngineNET.ErrorCode
that allows the user to further identify the type of error that occurred.Accessing
OSErrorCode
on the exception object will return an operating system error code if the operation failed due to a system call failing
See the documentation of LuxFlux.fluxEngineNET.Error
and
LuxFlux.fluxEngineNET.ErrorCode
for further details.
Initializing the Library
To initialize the library a license file is required. The user must read that license file into memory and supply fluxEngine with it.
The following code demonstrates how to properly initialize fluxLicense and how to tear it down again.
1 // Get the data of the license file from somewhere
2 byte[] licenseData = System.IO.File.ReadAllBytes(fileName);
3 try
4 {
5 var handle = new LuxFlux.fluxEngineNET.Handle(licenseData);
6 // handle is now valid, may be used
7 handle.Dispose();
8 // handle has now been disposed
9 }
10 catch (Exception e)
11 {
12 Console.WriteLine($"Error: {e.Message}");
13 }
Licenses tied to camera serial numbers
If a license is tied to a camera serial number, certain operations will fail unless the camera is currently connected. These operations include (but are not limited to):
Loading a model
Creating a processing context (even for offline processing)
Processing data with an already existing processing context
Loading a HSI cube from disk
For this reason, even if only offline data is to be processed, if a license file is tied to a camera serial number, the user must always first connect to that camera before performing any of these operations. The camera must stay connected while the user wants to perform any of these operations.
It is still possible to save HSI cubes to disk even if no camera is connected. This is to ensure that the camera fails unexpectedly during operation (because e.g. somebody unplugged it) to give the user a chance to save the data they curreently have in memory.
If the license is tied to a dongle or a mainboard serial, this does not apply, and these operations can be performed at any time after a handle has been created. (If a dongle is phyiscally removed after creating a handle, the same restrictions apply though.)
Setting up processing threads
fluxEngine supports parallel processing, but it has to be set up at the
very beginning. This is done via the
CreateProcessingThreads()
method.
The following example code demonstrates how to perform processing with 4 threads, assuming a handle has already been created:
1 try
2 {
3 handle.CreateProcessingThreads(4);
4 }
5 catch (Exception e)
6 {
7 Console.WriteLine($"Error: {e.Message}");
8 }
Note
This will only create 3 (not 4!) background threads that will
help with data processing. The thread that calls
ProcessingContext.ProcessNext()
will be considered the first thread (with index 0) that
participates in parallel processing.
Note
Modern processors support Hyperthreading (Intel) or SMT (AMD) to provide more logical cores that are phyiscally available. It is generally not recommended to use more threads than are phyiscally available, as workloads such as fluxEngine will typically slow down when using more cores in a system than are physically available.
Note
When running fluxEngine with very small amounts of data, in the extreme case with cubes that have only one pixel, parallelization will not improve performance. In cases where cubes consisting of only one pixel are processed, it is recommended to not parallelize at all and skip this step.
Note
Only one fluxEngine operation may be performed per handle at the same time; executing multiple processing contexts from different threads will cause them to be run sequentially.
Since it is currently possible to only create a single handle for fluxEngine, this means only one operation can be active at the same time; though the limitation of only a single handle will be lifted in a later version of fluxEngine.