<trbgcolor=#f0f0f0><td><ahref="index.html#refrelation140421"target ="projectFrame"><b>category</b></a></td><td>relation</td><td>primary tree like classification of the asset</td></tr>
<trbgcolor=#f0f0f0><td><ahref="class137221.html#refclass137221"target ="projectFrame"><b>Category</b></a></td><td>class</td><td>tree like classification of Assets</td></tr>
<trbgcolor=#f0f0f0><td><ahref="index.html#refartifact135941"target ="projectFrame"><b>category</b></a></td><td>artifact</td><td>tree like classification of Assets</td></tr>
<trbgcolor=#f0f0f0><td><ahref="index.html#refattribute130309"target ="projectFrame"><b>cause</b></a></td><td>attribute</td><td>a copy of the first exception encountered in this exception chain</td></tr>
<trbgcolor=#f0f0f0><td><ahref="index.html#refrelation145413"target ="projectFrame"><b>chain</b></a></td><td>relation</td><td>Chain of additional Placements further constraining the position of this MObject</td></tr>
<trbgcolor=#f0f0f0><td><ahref="index.html#refoperation134277"target ="projectFrame"><b>chain</b></a></td><td>operation</td><td>create and add another Placement for this media object, thus increasingly constraining the (possible) position of this object.</td></tr>
<trbgcolor=#f0f0f0><td><ahref="index.html#refartifact139013"target ="projectFrame"><b>chainplacement</b></a></td><td>artifact</td><td>Chaining and additionally constraining Placements</td></tr>
<trbgcolor=#f0f0f0><td><ahref="index.html#refrelation129633"target ="projectFrame"><b>checked_in</b></a></td><td>relation</td><td>checked_in objects are subject of cache aging and must be not in use</td></tr>
<trbgcolor=#f0f0f0><td><ahref="index.html#refrelation129290"target ="projectFrame"><b>checked_out</b></a></td><td>relation</td><td>this list keeps all mappings which are in use, and thus prevents them from Cache aging</td></tr>
<trbgcolor=#f0f0f0><td><ahref="index.html#refartifact128005"target ="projectFrame"><b>Cinelerra3</b></a></td><td>artifact</td><td>the main executable to be built</td></tr>
<trbgcolor=#f0f0f0><td><ahref="index.html#refoperation133765"target ="projectFrame"><b>clear</b></a></td><td>operation</td><td>clear current session contents <br/>without resetting overall session config.<br/>Afterwards, the session will contain only one <br/>empty EDL, while all Assets are retained.<br/></td></tr>
<trbgcolor=#f0f0f0><td><ahref="class137349.html#refclass137349"target ="projectFrame"><b>Clip</b></a></td><td>class</td><td>bookkeeping (asset) view of a media clip.</td></tr>
<trbgcolor=#f0f0f0><td><ahref="index.html#refartifact136325"target ="projectFrame"><b>clip</b></a></td><td>artifact</td><td>bookkeeping (asset) view of a media clip.</td></tr>
<trbgcolor=#f0f0f0><td><ahref="class137861.html#refclass137861"target ="projectFrame"><b>Codec</b></a></td><td>class</td><td>description of some media data decoder or encoder facility</td></tr>
<trbgcolor=#f0f0f0><td><ahref="index.html#refartifact137349"target ="projectFrame"><b>codec</b></a></td><td>artifact</td><td>description of some media data decoder or encoder facility</td></tr>
<trbgcolor=#f0f0f0><td><ahref="index.html#refartifact134917"target ="projectFrame"><b>codecadapter</b></a></td><td>artifact</td><td>Processing Node for (de)coding media data</td></tr>
<trbgcolor=#f0f0f0><td><ahref="index.html#refpackage128645"target ="projectFrame"><b>codegen</b></a></td><td>package</td><td>This package is used to organize code generation by BOUML. It is considered useless after having generated the initial code skeleton.</td></tr>
<trbgcolor=#f0f0f0><td><ahref="index.html#refpackage129413"target ="projectFrame"><b>common</b></a></td><td>package</td><td>sourcecode package<br/><br/>Common library and helper classes</td></tr>
<trbgcolor=#f0f0f0><td><ahref="index.html#refartifact138501"target ="projectFrame"><b>compoundclip</b></a></td><td>artifact</td><td>compound of several clips (multichannel)</td></tr>
<trbgcolor=#f0f0f0><td><ahref="class138629.html#refclass138629"target ="projectFrame"><b>CompoundClip</b></a></td><td>class</td><td>Clip MObject which is actually a compound of several elementary clips,<br/>e.g. the several streams found within multichannels media.</td></tr>
<trbgcolor=#f0f0f0><td><ahref="class138501.html#refclass138501"target ="projectFrame"><b>CompoundMedia</b></a></td><td>class</td><td>compound of several elementary media tracks,<br/>e.g. the individual media streams found in one media file</td></tr>
<trbgcolor=#f0f0f0><td><ahref="index.html#refartifact138245"target ="projectFrame"><b>compoundmedia</b></a></td><td>artifact</td><td>a special clip as a compound of several elementary media tracks,<br/>e.g. the individual media streams found in one media file</td></tr>
<trbgcolor=#f0f0f0><td><ahref="class128266.html#refclass128266"target ="projectFrame"><b>Condition</b></a></td><td>class</td><td>I provided a reworked Condition class in my cinelerra2 repository</td></tr>
<trbgcolor=#f0f0f0><td><ahref="class130821.html#refclass130821"target ="projectFrame"><b>ConManager</b></a></td><td>class</td><td>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</td></tr>
<trbgcolor=#f0f0f0><td><ahref="index.html#refartifact130693"target ="projectFrame"><b>conmanager</b></a></td><td>artifact</td><td>manages the creation of additional ProcNode connections for the Renderengine</td></tr>
<trbgcolor=#f0f0f0><td><ahref="index.html#refpackage130693"target ="projectFrame"><b>controller</b></a></td><td>package</td><td>sourcecode package<br/><br/>The Processing and Render Controller,<br/>located within the MObject Subsystem</td></tr>
<trbgcolor=#f0f0f0><td><ahref="class130309.html#refclass130309"target ="projectFrame"><b>ControllerFacade</b></a></td><td>class</td><td>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.</td></tr>
<trbgcolor=#f0f0f0><td><ahref="index.html#refartifact131589"target ="projectFrame"><b>controllerfacade</b></a></td><td>artifact</td><td>Facade and service access point for the Proc Layer Controller</td></tr>
<trbgcolor=#f0f0f0><td><ahref="index.html#refoperation133253"target ="projectFrame"><b>createClip</b></a></td><td>operation</td><td>create a (possibly compound) Clip refering to this media, ready to be added to the EDL.</td></tr>
<trbgcolor=#f0f0f0><td><ahref="index.html#refoperation133509"target ="projectFrame"><b>currEDL</b></a></td><td>operation</td><td>The EDL currently in focus. In most cases, Session and EDL are almost the same, just EDL emphasizes the collection aspect. But generally (for larger editing projects) one Session can contain several EDLs, which may even be nested. At any given time, only one of these EDLs has focus and recieves the editing commands.</td></tr>
<trbgcolor=#f0f0f0><td><ahref="index.html#refrelation144773"target ="projectFrame"><b>current</b></a></td><td>relation</td><td>Standard access path to get at the current session via the Session Manager, which acts as a "PImpl" smart pointer</td></tr>