# Classes Index

Classes Index

AbstractMO |  |
AFrame |  |
Allocation |  | a directive to place a MObject in a specific way
Appconfig | singleton | Singleton to hold inevitable global flags and constants and for performing erarly (static) global initialization tasks.
Applicable |  |
Assembler |  | This is the actual building facility: provided the correct tools and associations, it serves to build and connect the individual ProcNode objects
Asset | interface | Superinterface describing especially the bookeeping properties of Assets
AssetManager | boundary | Facade for the Asset subsystem
Auto |  | Automation data for some parameter (i.e. a time varying function)
BackendCache |  |
BuffHandle |  |
BuffTable |  |
Buildable | interface |
BuilderFacade | boundary | Provides unified access to the builder functionality. While individual components of the builder subsystem may be called if necessary or suitable, it is usually better to do all extern invocations via the high level methods of this Facade
BuilderTool | interface | Used according to the visitor pattern: each Tool contains the concrete implementation for one task to be done to the various MObject classes
BuildInstruct |  | (Interface) building instructions to be executed by the Builder on the render node network under construction.
Caller |  |
Category |  | tree like classification of Assets
Clip |  | bookkeeping (asset) view of a media clip.
Clip |  |
Codec |  | description of some media data decoder or encoder facility
CodecAdapter |  |
CompoundClip |  | Clip MObject which is actually a compound of several elementary clips, e.g. the several streams found within multichannels media.
CompoundMedia |  | compound of several elementary media tracks, e.g. the individual media streams found in one media file
Condition |  | I provided a reworked Condition class in my Cinelerra2 repository
Config |  |
ConfigRules | interface | public acces point for running Config Queries
ConManager |  | Connection Manager, used to build the connections between render engine nodes, if these nodes need to cooperate besides the normal "data pull" operation. Esp., the Connection Manager knows how to wire up the effect's parameters with the corresponding ParamProviders (autmation) in the Session
Constraint |  |
ControllerFacade | boundary | Provides unified access to the Proc-Subsystem Controller. Especially, this Facade class provides the functions to get a render engine to carry out actual renderings.
Dataset |  | meta asset describing a collection of control data
DB |  | Implementation of the registry holding all Asset instances known to the Asset Manager subsystem. As of 8/2007 implemented by a hashtable.
DefaultsManager |  |
DefaultsRegistry |  |
DoAttach |  |
DoRecurse |  |
Effect |  | Effect or media processing component
Effect |  |
Error |  |
ExitNode |  | The output of the render pipeline. Pulling from such exit nodes actually ivokes the render process
ExplicitPlacement | interface |
External |  |
Factory |  | a template for generating functor-like Factory objects, used to encapsulate object creation and providing access via smart-pointers only.
FeedCache |  |
File |  |
FileHandle |  |
FileHandleCache |  |
FileMap |  |
FileMapCache |  |
FileProvider |  | This is the Factory for Files, whenever something wants to use some file (or temporary storage), This Factory will hand out some smart/shared pointer to a File object which will be used to retrieve Frames.
FileReference |  |
FixedLocation |  |
Fixture |  |
Frame |  | Frames are just a low level lump of continous memory, most parts are opaque. Frames are memory sensitive, they will be small constant sized structures which can be efficently managed in a pool.
Frame | interface | TODO: how to relate to Cehteh's Frame entity in the Backend? The latter is the fundamental Frame entity, wheras this Object rather represents a buffer set containing frame date
FrameDescriptor | interface | A FrameDescriptor implements the higher level interfaces for frames. Further refinements are made by subclassing and policy classes
FrameReference |  |
GLBuf |  |
ImplFacade |  |
Interpolator |  | Provides the implementation for getting the acutal value of a time varying or automated effect/plugin parameter
Invalid |  |
Invocation |  |
Label |  |
Link |  |
LocatingPin |  | An element with value semantics, which actually implements the placement of some MObject by positioning it in some way.
Lock |  |
Lock |  |
Logic |  |
Mask |  |
Media |  | key abstraction: media-like assets
MediaAccessFacade | boundary | provides functions for querying (opening) a media file, detecting the channels or streams found within this file, etc. Delegating to the actual backend functions
MediaFactory |  | specialized Asset Factory for configuring (new) media asset instances based on existing media files on disk; can create placeholder assets as well
MediaKind | enum |
Meta |  | key abstraction: metadata and organisational asset
Meta |  |
MObject | interface |
Monitor |  |
Mutex |  | I provided a reworked Mutex class in my Cinelerra2 repository
NodeCreatorTool |  | This Tool implementation plays the central role in the buld process: given a MObject from Session, it is able to attach ProcNodes to the render engine under construction such as to reflect the properties of the MObject in the actual render.
NodeWiring |  |
OperationBase |  |
Parameter |  | Descriptor and access object for a plugin parameter. Parameters may be provided with values from the session, and this values may be automated.
ParamProvider | interface | A facility to get the actual value of a plugin/effect parameter
PathManager |  | While building a render engine, this Strategy class decides on the actual render strategy in accordance to the current controller settings (system state)
Pipe |  | structural asset representing a basic building block within the high level model: a port for building a processing chain and generating media output
Placement | interface | used to specify the position of a MObject in the EDL. This can be done in various ways (absolute, relative). Placement at the same time acts as (refcounting) smart pointer for accessing the MObject.
PlayControl |  |
PlayheadCursor |  |
Plug |  |
PluginAdapter |  | Adapter used to integrage an effects processor in the render pipeline
Prefetch |  |
Preview |  | alternative version of the media data, probably with lower resolution
Proc |  | key abstraction: data processing asset
ProcDispatcher |  |
ProcessData |  |
Processor |  |
ProcNode | interface | Key abstraction of the Render Engine: A Data processing Node
ProcPatt |  | special type of structural Asset representing information how to build some part of the render engine's processing nodes network.
Project |  |
Projector |  | Special video processing node used to scale and translate image data.
Prototype |  |
PullInput |  |
QueryCache |  |
QueryHandler | interface |
QueryHandlerImpl |  |
ReadSource |  |
RelativeLocation |  |
RelType | enum | the possible kinds of RelativePlacements
RenderEngine |  |
RenderState |  | Encapsulates the logic used to get a "current render process" in accordance to the currentyl applicable controller settings. The provided StateProxy serves to hold any mutalbe state used in the render process, so the rest of the render engine can be stateless.
RenderTask |  |
ResolverBase |  |
Scheduler |  |
Segment |  |
SegmentationTool |  | Tool implementation for deriving a partitioning of the current timeline such, that each segement has a constant configuration. "Constant" means here, that any remaining changes over time can be represented by automation solely, without the need to change the node connections.
Seq |  |
Sequence |  |
Serializer | actor |
Session |  | Primary Interface for all editing tasks. The session contains defaults, all the assets being edited, and a set of EDL with the individual MObjects to be manipulated and rendered.
SessionImpl |  | Implementation class for the Session interface
SessManager |  |
SimpleClip |  | Elementary clip consisting of only one media stream
SmartPointer | auxiliary |
Source |  | Source Node: represents a media source to pull data from.
State | interface |
State |  |
StateAdapter |  |
StateProxy | implementation |
std::exception | auxiliary |
Strategy |  |
StreamType |  |
StreamTypeID |  |
Struct |  | key abstraction: structural asset
STypeManager |  |
Thread |  | We can basically reuse the Thread class design from Cinelerra2, Thread becomes a baseclass for all Threads
Time |  | denotes a temporal position (time point), based on timeline start. investigate posix.4 realtime timers, wrap these here
Timeline |  |
TimelineView |  |
Tool |  |
ToolFactory |  |
Track |  | structural asset holding the configuration of a track in the EDL
Track |  |
Trafo |  |
TypeHandler | interface |
TypeHandler<Pipe> |  |
Unknown |  | placeholder for unknown or unavailable media source
User | actor |
VFrame |  |
Visitable |  |
WiringDescriptor |  |
Wish |  |
WriteBuffer |  |
WriteBufferPool |  |
YAP_Prolog |  |