Blueprint Library is a location for pre-made Custom Blueprints developed by Shipyard staff.
Blueprints are the foundation of the application. They contain the design specifications for a repeatable task. In other applications, these may be referenced as templates, macros, or operators.
Dependent Vessels - Vessels that are built on a specific Blueprint. They depend on the underlying code and structure of the Blueprint.
Fleets are built by connecting multiple Vessels together. In other applications, these may be referenced as flows, workflows, or DAGs.
Paths are the lines that connect Vessels together in a Fleet, evaluating the status of the connected Vessel.
Voyages are a single run of a Vessel or Fleet. In other applications, these may be referenced as an execution. Metadata about a Voyage is stored as a Log.
Triggers are the logic that determines when a Vessel or Fleet should begin running.
Organizations contain all of your Projects and Blueprints. This is the highest grouping structure in the platform that users can control.
Element is a generic term used to refer to any of the above bolded words.
Platform refers to the Shipyard application as a whole. Elements that live under the Platform level are controlled and managed by Shipyard staff.
Home Directory refers to the default location where scripts and files are saved. By default, this location is
/home/shipyard/ and can be accessed using the environment variable
Upstream refers to connected Vessels that ran immediately preceding the current Vessel.
Currentstream refers to Vessels that are running at the same time, due to being branched off of the immediately preceding Vessels. If two or more Vessels are running simultaneously, but were not attached to the same upstream Vessel, they are not considered to be in the same currentstream.
Downstream refers to connected Vessels that will run immediately after the current Vessel.
Duration refers to the total length of real time that a Vessel or Fleet took to be completed.
Billable Runtime refers to the cumulative length of execution time that a Vessel or Fleet took while running. For Fleets with high concurrency, it is possible for the billable runtime to exceed duration. For Vessels with retries, it is possible for the billable runtime to be less than duration.