Update diagrame de structure
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Biblio/UML/threads.puml
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Biblio/UML/threads.puml
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@startuml Architecture projet
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interface "CAN Joystick" as CAN
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interface "Ecran" as LCD
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interface "Ethernet" as ether
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interface "Queue\nchoc joueur" as Queue_J
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interface "Queue\nchoc ennemie" as Queue_E
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interface "Queue\nfin du jeu" as Queue_F
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interface "Queue\nnouveau projectile" as Queue_N
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component t_gm[
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Thread : game_master
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===
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T = 20 ms
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---
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gère l'apparition des porjectiles,
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gère les autres Thread,
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fait l'affichage des scores
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]
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component t_j1[
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Tread : joueur_1
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===
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T = 20 ms
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---
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gère le joystick,
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la vie du joueur,
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la position du joueur 1,
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et l'affichage du joueur
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]
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component t_ennemie[
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Tread : Ennemies
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===
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T = 20 ms
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---
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gère les ennemies
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]
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component t_proj[
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Tread : projectile
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===
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T = 20 ms
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---
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gère les projectiles
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gère les colisions
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]
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[t_j1] --> CAN : lit la valeur
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[t_proj] --> Queue_E : touché
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[t_proj] --> Queue_J : touché
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Queue_E --> [t_ennemie]
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Queue_J --> [t_j1]
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[t_j1] --> Queue_F : plus de vie
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[t_ennemie] --> Queue_F : plus d'ennemie
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Queue_F --> [t_gm]
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[t_gm] --> Queue_N : nouveau tire du joueur
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[t_j1] --> Queue_N : nouveau tire des ennemie
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Queue_N --> [t_proj]
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[t_j1] --> LCD
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[t_ennemie] --> LCD
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[t_proj] --> LCD
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[t_gm] --> LCD
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[t_gm]-->ether
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[t_gm]..>[t_j1] : suspend
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[t_gm]..>[t_ennemie] : suspend
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[t_gm]..>[t_proj] : suspend
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@enduml
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@ -3,6 +3,6 @@
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## Technique:
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### Interaction entre les threads:
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![Diagramme d'état du domaine](http://www.plantuml.com/plantuml/proxy?cache=no&src=https://gitea.auro.re/leo/Space_Invaders/raw/branch/master/Biblio/UML/threads.dot&fmt=svg)
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![Diagramme d'état du domaine](http://www.plantuml.com/plantuml/proxy?cache=no&src=https://gitea.auro.re/leo/Space_Invaders/raw/branch/master/Biblio/UML/threads.puml&fmt=svg)
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### Communication UDP
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