DOC: Intro - language corrected

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Benny 2013-01-06 17:22:55 +01:00 committed by Ichthyostega
parent 0b16047211
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@ -263,7 +263,7 @@ Transport controls are devices that are controlled by widgets or by some input d
widget may vary, depending on what the transport controls have been assigned
to. Irrespective of their look-and-feel, they are connected to a play
controller.
// TODO xref..
A _play controller_ coordinates playback, cueing and rewinding. Transport
controls are ganged when they attach to the same play controller.
@ -292,19 +292,19 @@ footage for preview creates a simple internal timeline.
Global Pipes
~~~~~~~~~~~~
// TODO: needs rewriting.
The GUI provides a separate _bus view_, showing the _global pipes_. These are the
master busses for each kind of output (image and sound) and collect the output of
the subgroups, in a manner similar to an audio mixing desk. Any _pipe_ is just a
subgroups together in a manner similar to an audio mixing desk. Any _pipe_ is just a
means of collecting, mixing or overlaying output produced by other pipes.
A simple (linear) chain of effects can be applied within each pipe.
Most of the pipes are managed automatically, e.g. the pipes corresponding to
Most pipes are managed automatically, e.g. the pipes corresponding to
individual clips, or the pipes collecting output from transitions, from nested
sequences and from groups of tracks. At some point, at the level of the
timeline, all of the processed data is collected within the aforementioned
global pipes to form the small number of output streams produced by rendering
and playback. Each timeline uses a separate set of global pipes.
sequences and from groups of tracks. At some point, at the timeline level, all
processed data is collected within the aforementioned global pipes to form the
small number of output streams produced by rendering and playback. Each timeline
uses a separate set of global pipes.
Asset View
@ -315,20 +315,20 @@ constituents, raw material, clips, bins (folders) and effects are managed by the
Asset View, i.e., typical management operations including, deleting, adding,
naming, tagging, grouping into bins, etc. all occur here.
There are various kinds of assets available in any project.
There are various kinds of assets available in any project:
* source media/footage/soundfiles
* all available effects and transitions
* user defined ``effect stacks'' and effect collections ("effect palette")
* internal artefacts like sequences and automation data sets
* markers, labels, tags and similar kinds of metadata
* markers, labels, tags and similar kinds of meta data
Actually, the same underlying data structure is used to implement the
asset view with folders, clip bins and effect palettes, and the timeline
view with tracks, clips and attached effects. Technically, there is no
difference between a track or a clip bin -- just the presentation varies.
Timeline contents can be viewed like assets for bookkeeping purposes, and
the contents of a clip bin can be played like a storyboard
difference between a track or a clip bin -- just the presentation appears
different. Timeline contents can be viewed, just like assets, for bookkeeping
purposes, and the contents of a clip bin can be played like a storyboard.
@ -356,7 +356,7 @@ Session Storage
The current representation of a project resident in memory is internally known
as a session, whereas from a GUI user perspective, this is known as a project.
In this section, we will use the term ``session'' as we discussing the internals
In this section, we will use the term ``session'' as we are discussing the internals
of Lumiera here.
Everything is stored in a session. If a user saves a session, then there should
@ -366,18 +366,18 @@ work away and load the session that has just been saved. In other words
This ambitious goal has a number of advantages. If all steps are to be stored,
then all steps must be available as an object to be stored. We can perform
operations on these objects. For example unlimited ability to undo previous
operations on these objects. For example, unlimited ability to undo previous
steps, selective undo of previous steps or the possibility of merging various
steps might even be a possibility. For example, work on a project at the
office and work on the same project at home can be merged each morning and
steps might even be a possibility. On a practical note, work on a project at
the office and work on the same project at home can be merged each morning and
evening.
Session storage is envisaged to operate similar to a database or journalling
file system. Any operation will be logged prior to execution. This protects
the session contents against corruption and allows for automated recovery
in case of a crash. The actual storage is delegated to several back-ends.
One of these back-ends implements a _binary storage format_ for performance
reasons, while another one exposes all of the session contents in textual,
in case a crash occurs. The actual storage itself is delegated to several backends.
One of these backends implements a _binary storage format_ for performance
reasons, while another exposes all session contents in textual,
human readable form. The storage format is designed in a way to ensure
a certain degree of compatibility while the application evolves.
@ -438,7 +438,7 @@ Lumiera will break down processes that need to be processed into smaller units
called _frame job_. Typically, there will be many hundreds of jobs waiting for
processing at any one time. These jobs are queued for processing and the order
in which this is performed is managed by the _scheduler_.
This is all done in the back-end.
This is all done in the backend.
Apart from memory, the backend will be responsible for accessing and saving
files. It will be of the utmost to do this efficiently. This will be carried out
@ -538,15 +538,16 @@ Glossary
~~~~~~~~
The above outline of the design uses a lot of special terms and common terms
used with specific meaning within Lumiera. To ease the understanding, we've
collected a link:Glossary.html[Glossary of common terms].
used with specific meaning within Lumiera. To ease understanding, we've
collected together a link:Glossary.html[glossary of common terms].
Tutorials and User Manual
~~~~~~~~~~~~~~~~~~~~~~~~~
For most users, the next step would be to skim the user manual and to install
the application. But we aren't this far, unfortunately. As of 1/2013, Lumiera
isn't usable in any way. Later, when we approach the alpha and beta development phase,
we'll care for a user manual and a tutorial section.
For most users, the next step would be to skim through the user manual and to
install the application. But we are not this far yet, unfortunately. As of
1/2013, Lumiera isn't usable in any way. Later, when we approach the alpha and
beta development phase, we'll devote some attention to a user manual and provide
a sections on tutorials.
The Inner Core
~~~~~~~~~~~~~~