<p>Declaration :</p><ul><li>C++ : class Session </li></ul><p>Directly inherited by : <ahref="class128005.html#refclass128005"><b>SessionImpl</b></a></p>
<p>Primary Interface for all editing tasks.<br/>The session contains defaults, all the assets being edited, and a set of EDL with the individual MObjects to be manipulated and rendered.<br/></p><p>Artifact : <ahref="index.html#refartifact138757"><b>session</b></a></p><divclass="sub">
<table><tr><td><divclass="element">Operation <b>currEDL</b></div></td></tr></table><p>Declaration :</p><ul><li>Uml : + currEDL() : <ahref="class128133.html#refclass128133"><b>Seq</b></a></li><li>C++ : public: <ahref="class128133.html#refclass128133"><b>Seq</b></a> currEDL () </li></ul><p>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.<br/></p><aname="refoperation133637"></a>
<table><tr><td><divclass="element">Operation <b>getFixture</b></div></td></tr></table><p>Declaration :</p><ul><li>Uml : + getFixture() : Fixture&</li><li>C++ : public: Fixture& getFixture () </li></ul><p>While the session can be comprised of several EDLs, <br/>there is only one Fixture, which represents the actual<br/>configuration of all Objects to be rendered<br/></p><aname="refrelation144773"></a>
<table><tr><td><divclass="element">Relation <b>current (<unidirectional association>)</b></div></td></tr></table><p>Declaration :</p><ul><li>Uml : static, + current : <ahref="class139781.html#refclass139781"><b>SessManager</b></a>, multiplicity : 1</li><li>C++ : public: static <ahref="class139781.html#refclass139781"><b>SessManager</b></a>& current</li></ul><p>Standard access path to get at the current session via the Session Manager, which acts as a "PImpl" smart pointer<br/></p><aname="refrelation150917"></a>