From 9224412274e1e1a31a959083bb257a7d6ab2b113 Mon Sep 17 00:00:00 2001 From: David Thompson Date: Fri, 19 Aug 2016 20:40:12 -0400 Subject: Add Sly manual. --- manuals/sly/Time.html | 105 ++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 105 insertions(+) create mode 100644 manuals/sly/Time.html (limited to 'manuals/sly/Time.html') diff --git a/manuals/sly/Time.html b/manuals/sly/Time.html new file mode 100644 index 0000000..ca2986d --- /dev/null +++ b/manuals/sly/Time.html @@ -0,0 +1,105 @@ + + + + + +Sly: Time + + + + + + + + + + + + + + + + + + + + +
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4.3 Time

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In the context of Sly, time is not the seconds that are passing in the +real world, but the virtual clock that is ticking within the game +loop. This manual refers to a “tick” as the smallest unit of time. +There are a user-defined amount of ticks in a real world second, but +by default it is 60. +

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Sly includes several useful modules for working with time. Coroutines +are procedures that can be paused and resumed, agendas are procedure +schedulers, and signals built atop both agendas and coroutines to +provide a high-level functional reactive programming API. +

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For most use-cases, the signal module should be used exclusively, but +the agenda and coroutine modules are useful for building new +high-level abstractions. +

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