. GUI notifies Proc of a position/parameter change of one object and gets immediate, synchronous feedback (OK or fail)
. Proc detects the other linked objects affected by the change and notifies GUI (both synchronous and asynchronous is possible) to update information regarding those objects
. GUI pulls the necessary properties by calling Proc on a per object base.
* as a rule of thumb, GUI <--> Proc is mostly synchronous, while Backend <--> GUI is often asynchronous, but there are exceptions from the rule
* we have general _parameters_, which are automatible. These are represented as _control data connections between the nodes_. We certainly don't want to represent some things in this way, though. For example, the in/out points of clips are fixed values.
* in Ichthyo's concept, the Placement doesn't itself provide such parameter values/sources, rather it can be used to _find_ or _derive_ parameter sources.
* the node graph is built bottom up, starting at the source, then via the effects attached locally to a clip, further on upwards (directed by the tree of tracks) to be finally connected via global busses to the output ports. Rendering pulls from these output ports.
* Joelholdsworth, Cehteh, Ichthyo and Rcbarnes agree that the plain _node-editor_ approach is problematic in the context of a NLE. It shows too much details and fails to capture the temporal aspect. We strive at having node-like features and flexibility, but rather within the timeline.
* especially, the topology of the node graph isn't constant over the whole timeline. But it's the job of the builder in the Proc layer to deal with these complexities, the user shouldn't be overwhelmed with all those details.
Next meeting
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* some people in europe complained that 21:00 UTC is too late, esp. with daylight saving
* there was the proposal to alternate between the current schedule, and sunday 16:00 UTC
* but Joel can't attend on sunday afternoon for now