DOC: Intro - language corrected
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@ -263,7 +263,7 @@ Transport controls are devices that are controlled by widgets or by some input d
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widget may vary, depending on what the transport controls have been assigned
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to. Irrespective of their look-and-feel, they are connected to a play
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controller.
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// TODO xref..
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A _play controller_ coordinates playback, cueing and rewinding. Transport
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controls are ganged when they attach to the same play controller.
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@ -292,19 +292,19 @@ footage for preview creates a simple internal timeline.
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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 _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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subgroups together 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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Most 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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sequences and from groups of tracks. At some point, at the timeline level, all
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processed data is collected within the aforementioned global pipes to form the
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small number of output streams produced by rendering and playback. Each timeline
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uses a separate set of global pipes.
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Asset View
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@ -315,20 +315,20 @@ 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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There are various kinds of assets available in any 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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* markers, labels, tags and similar kinds of meta data
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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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difference between a track or a clip bin -- just the presentation appears
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different. Timeline contents can be viewed, just like assets, for bookkeeping
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purposes, and the contents of a clip bin can be played like a storyboard.
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@ -356,7 +356,7 @@ Session Storage
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The current representation of a project resident in memory is internally known
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as a session, whereas from a GUI user perspective, this is known as a project.
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In this section, we will use the term ``session'' as we discussing the internals
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In this section, we will use the term ``session'' as we are discussing the internals
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of Lumiera here.
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Everything is stored in a session. If a user saves a session, then there should
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@ -366,18 +366,18 @@ work away and load the session that has just been saved. In other words
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This ambitious goal has a number of advantages. If all steps are to be stored,
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then all steps must be available as an object to be stored. We can perform
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operations on these objects. For example unlimited ability to undo previous
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operations on these objects. For example, unlimited ability to undo previous
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steps, selective undo of previous steps or the possibility of merging various
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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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steps might even be a possibility. On a practical note, work on a project at
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the 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 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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in case a crash occurs. The actual storage itself is delegated to several backends.
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One of these backends implements a _binary storage format_ for performance
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reasons, while another exposes all 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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@ -438,7 +438,7 @@ Lumiera will break down processes that need to be processed into smaller units
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called _frame job_. Typically, there will be many hundreds of jobs waiting for
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processing at any one time. These jobs are queued for processing and the order
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in which this is performed is managed by the _scheduler_.
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This is all done in the back-end.
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This is all done in the backend.
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Apart from memory, the backend will be responsible for accessing and saving
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files. It will be of the utmost to do this efficiently. This will be carried out
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@ -538,15 +538,16 @@ Glossary
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~~~~~~~~
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The above outline of the design uses a lot of special terms and common terms
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used with specific meaning within Lumiera. To ease the understanding, we've
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collected a link:Glossary.html[Glossary of common terms].
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used with specific meaning within Lumiera. To ease understanding, we've
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collected together a link:Glossary.html[glossary of common terms].
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Tutorials and User Manual
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~~~~~~~~~~~~~~~~~~~~~~~~~
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For most users, the next step would be to skim the user manual and to install
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the application. But we aren't this far, unfortunately. As of 1/2013, Lumiera
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isn't usable in any way. Later, when we approach the alpha and beta development phase,
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we'll care for a user manual and a tutorial section.
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For most users, the next step would be to skim through the user manual and to
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install the application. But we are not this far yet, unfortunately. As of
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1/2013, Lumiera isn't usable in any way. Later, when we approach the alpha and
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beta development phase, we'll devote some attention to a user manual and provide
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a sections on tutorials.
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The Inner Core
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~~~~~~~~~~~~~~
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