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・ Piper PA-20 Pacer
・ Piper PA-23
・ Piper PA-24 Comanche
・ Piper PA-25 Pawnee
・ Piper PA-28 Cherokee
・ Piper PA-29 Papoose
・ Piper PA-30 Twin Comanche
・ Piper PA-31 Navajo
・ Pipelayer
・ Pipelight
・ Pipeline
・ Pipeline (comics)
・ Pipeline (computing)
・ Pipeline (film)
・ Pipeline (instrumental)
Pipeline (software)
・ Pipeline (Unix)
・ Pipeline (video game)
・ Pipeline Ambush
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・ Pipeline Authority Act 1973
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・ Pipeline Debate
・ Pipeline Express
・ Pipeline forwarding
・ Pipeline Instrumental Review
・ Pipeline Music


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Pipeline (software) : ウィキペディア英語版
Pipeline (software)

In software engineering, a pipeline consists of a chain of processing elements (processes, threads, coroutines, functions, ''etc.''), arranged so that the output of each element is the input of the next; the name is by analogy to a physical pipeline. Usually some amount of buffering is provided between consecutive elements. The information that flows in these pipelines is often a stream of records, bytes or bits, and the elements of a pipeline may be called filters; this is also called the pipes and filters design pattern. Connecting elements into a pipeline is analogous to function composition.
Narrowly speaking, a pipeline is linear and one-directional, though sometimes the term is applied to more general flows. For example, a primarily one-directional pipeline may have some communication in the other direction, known as a ''return channel'' or ''backchannel,'' as in the lexer hack, or a pipeline may be fully bi-directional. Flows with one-directional tree and directed acyclic graph topologies behave similarly to (linear) pipelines – the lack of cycles makes them simple – and thus may be loosely referred to as "pipelines".
==Implementation==
Pipelines are often implemented in a multitasking OS, by launching all elements at the same time as processes, and automatically servicing the data read requests by each process with the data written by the upstream process – this can be called a ''multiprocessed pipeline.'' In this way, the CPU will be naturally switched among the processes by the scheduler so as to minimize its idle time. In other common models, elements are implemented as lightweight threads or as coroutines to reduce the OS overhead often involved with processes. Depending upon the OS, threads may be scheduled directly by the OS or by a thread manager. Coroutines are always scheduled by a coroutine manager of some form.
Usually, read and write requests are blocking operations, which means that the execution of the source process, upon writing, is suspended until all data could be written to the destination process, and, likewise, the execution of the destination process, upon reading, is suspended until at least some of the requested data could be obtained from the source process. This cannot lead to a deadlock, where both processes would wait indefinitely for each other to respond, since at least one of the two processes will soon thereafter have its request serviced by the operating system, and continue to run.
For performance, most operating systems implementing pipes use pipe buffers, which allow the source process to provide more data than the destination process is currently able or willing to receive. Under most Unices and Unix-like operating systems, a special command is also available which implements a pipe buffer of potentially much larger and configurable size, typically called "buffer". This command can be useful if the destination process is significantly slower than the source process, but it is anyway desired that the source process can complete its task as soon as possible. E.g., if the source process consists of a command which reads an audio track from a CD and the destination process consists of a command which compresses the waveform audio data to a format like MP3. In this case, buffering the entire track in a pipe buffer would allow the CD drive to spin down more quickly, and enable the user to remove the CD from the drive before the encoding process has finished.
Such a buffer command can be implemented using system calls for reading and writing data. Wasteful busy waiting can be avoided by using facilities such as poll or select or multithreading.

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
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