DOC: Intro - expand on global pipes, assets and seesion storage
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@ -2,14 +2,15 @@ Glossary
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========
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'NOTE Draft, please help rephrase/review and shorten
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explanations, the long explanation is the topic of the document above..'
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NOTE: Draft, please help rephrase/review and shorten explanations!
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anchor:AssetsView[] link:#AssetsView[->]Assets View::
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Windows displaying and managing various things that can be edited,
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worked on, etc are collectively known as the Assets View.
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AssetsView consists of ingested footage, clips that have already been composed, available
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sub-projects, effects, transitions and internal artifacts.
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The session contains various things that can be edited, worked on
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and connected. These things are collectively known as the _assets_.
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The _assets view_ is a ``bookkeeping view'' for displaying and managing
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the assets of the current session. It provides a list of all ingested footage,
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a list of all clips, effects, transitions, available timelines and sub-sequences,
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automation data, time grids, tags, labels and similar internal artefacts.
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anchor:Builder[] link:#Builder[->]Builder::
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This is a kind of compiler that creates low-level, or processing, graphs
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@ -129,7 +129,7 @@ conventions -- rather we allow the building up of project specific conventions a
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rules xref:rules[<-] to fit a given requirement and preferred working style.
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Lumiera will be supplied with a conventional template and a default
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configuration to ease the learning curve #for new users.
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configuration to ease the learning curve for new users.
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[[graphs]]
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@ -137,7 +137,7 @@ Rendering is Graph Processing
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Processing video (and audio) data can be conceived as a graph (more precisely
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``directed acyclic graphs''). In this model of video processing, data flows
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_directed acyclic graphs_). In this model of video processing, data flows
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along the edges of the graph and is processed at the nodes.
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The following figure depicts manipulating video data as a graph. The nodes of
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@ -285,48 +285,45 @@ footage for preview creates a simple internal timeline.
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Busses
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~~~~~~
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Global Pipes
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~~~~~~~~~~~~
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// TODO: needs rewriting.
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The GUI provides a separate _bus view_, showing the master busses (subgroups)
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in a manner similar to an audio mixing desk. Any bus is just a means of collecting
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and and adding (aka overlaying) together output of various kinds of media
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(video, audio, number of channels), produced by various processing elements and
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from other busses. These global busses can be conceived as being part of the
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timeline.
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The GUI provides a separate _bus view_, showing the _global pipes_. These are the
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master busses for each kind of output (image and sound) and collect the output of
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the subgroups, in a manner similar to an audio mixing desk. Any _pipe_ is just a
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means of collecting, mixing or overlaying output produced by other pipes.
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A simple (linear) chain of effects can be applied within each pipe.
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Most of the pipes are managed automatically, e.g. the pipes corresponding to
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individual clips, or the pipes collecting output from transitions, from nested
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sequences and from groups of tracks. At some point, at the level of the
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timeline, all of the processed data is collected within the aforementioned
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global pipes to form the small number of output streams produced by rendering
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and playback. Each timeline uses a separate set of global pipes.
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Asset View
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~~~~~~~~~~
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An Asset View can be conceived as the timeline's book keeper: it manages the
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various constituents in the timeline. Moreover, in addition to managing timeline
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constituents, raw material, clips, bins (folders) are managed by the Asset
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View, i.e., typical management operations including, deleting, adding,
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constituents, raw material, clips, bins (folders) and effects are managed by the
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Asset View, i.e., typical management operations including, deleting, adding,
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naming, tagging, grouping into bins, etc. all occur here.
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Plugins are also managed in the Asset View.
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Manages all assets available in one project.
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There are various kinds of assets available in any project.
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* source media/footage/soundfiles
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* all available effects and transitions
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* user defined ``effect stacks'' and effect collections ("effect palette")
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* internal artefacts like sequences and automation data sets
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* markers, labels, tags and similar kinds of metadata
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// (much) Later it is planed to make this a database driven interface, where
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// the tabs showing things are basically just database queries. Then it
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// becomes possible to create/extend this by customized queries and augment
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// assets with all kinds of metadata which can be queried
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// The user may build custom effect collections ("effect palette")
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// Actually, the same underlying data structure is used to implement the
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// asset view with folders, clip bins and effect palettes, and the timeline
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// view with tracks, clips and attached effects. Technically, there is no
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// difference between a track or a clip bin -- just the presentation varies.
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// Timeline contents can be viewed like assets for bookkeeping purposes, and
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// the contents of a clip bin can be played like a storyboard
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Actually, the same underlying data structure is used to implement the
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asset view with folders, clip bins and effect palettes, and the timeline
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view with tracks, clips and attached effects. Technically, there is no
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difference between a track or a clip bin -- just the presentation varies.
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Timeline contents can be viewed like assets for bookkeeping purposes, and
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the contents of a clip bin can be played like a storyboard
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@ -370,15 +367,15 @@ steps might even be a possibility. For example, work on a project at the
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office and work on the same project at home can be merged each morning and
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evening.
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Session storage is envisaged to be performed as database with logging, some
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search facilities and a number of features associated with databases.
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Session storage is envisaged to operate similar to a database or journalling
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file system. Any operation will be logged prior to execution. This protects
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the session contents against corruption and allows for automated recovery
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in case of a crash. The actual storage is delegated to several back-ends.
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One of these back-ends implements a _binary storage format_ for performance
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reasons, while another one exposes all of the session contents in textual,
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human readable form. The storage format is designed in a way to ensure
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a certain degree of compatibility while the application evolves.
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[red]#Details to be written#
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//database with logging, no data loss.
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// not generateable data
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// its the timeline mostly
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// session storage
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[[placement]]
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