Doxygen: fill in missing file level headlines for Proc-Layer (Assets)
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33 changed files with 74 additions and 108 deletions
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@ -22,7 +22,7 @@
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/** @file category.cpp
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** TODO category.cpp
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** Implementation parts regarding Asset categorisation
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*/
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@ -22,7 +22,7 @@
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/** @file category.hpp
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** TODO category.hpp
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** Definition of Asset categorisation
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*/
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@ -22,7 +22,7 @@
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/** @file clip.cpp
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** TODO clip.cpp
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** Clip Asset implementation
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*/
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@ -22,7 +22,7 @@
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/** @file clip.hpp
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** TODO clip.hpp
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** Definition of Asset representation for a media clip
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*/
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@ -1,36 +0,0 @@
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/*
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Codec(Asset) - description of some media data decoder or encoder facility
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Copyright (C) Lumiera.org
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2008, Hermann Vosseler <Ichthyostega@web.de>
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of
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the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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* *****************************************************/
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/** @file codec.cpp
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** TODO codec.cpp
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*/
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#include "proc/asset/codec.hpp"
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namespace proc {
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namespace asset {
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}} // namespace proc::asset
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@ -22,7 +22,9 @@
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/** @file codec.hpp
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** TODO codec.hpp
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** Definition of a Codec Asset
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** @deprecated as of 2016 it seems questionable we'll have to deal with such assets,
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** since coding/decoding will always be delegated to widely available libraries.
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*/
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@ -1,39 +0,0 @@
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/*
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CompoundMedia - multichannel media
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Copyright (C) Lumiera.org
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2008, Hermann Vosseler <Ichthyostega@web.de>
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of
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the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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* *****************************************************/
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/** @file compoundmedia.cpp
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** TODO compoundmedia.cpp
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*/
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#include "proc/asset/compoundmedia.hpp"
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namespace proc {
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namespace asset
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{
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/** */
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}} // namespace proc::asset
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/** @file compoundmedia.hpp
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** TODO compoundmedia.hpp
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** Definition of an Asset to represent a clustering or compound of several media
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** @warning early draft, never put into use as of 2016 (but there wasn't a reason to
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** do so either, since we didn't get up to dealing with this topic)
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*/
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@ -22,7 +22,9 @@
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/** @file dataset.hpp
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** TODO dataset.hpp
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** Definition of an Asset to represent a set of control data
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** An example would be captured animation data from some kind of external controller.
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** @warning as of 2016, this is a design placeholder. The concept seems reasonable though.
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*/
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/** @file db.hpp
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** TODO db.hpp
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** Implementation of the _Asset database_.
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** Simplistic hash based lookup-table.
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** @internal implementation details of the AssetManager
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*/
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@ -22,7 +22,8 @@
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/** @file effect.cpp
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** TODO effect.cpp
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** Implementation level functionality regarding the Asset representation of effects
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** @todo still unimplemented and stalled work as of 2016
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*/
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/** @file effect.hpp
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** TODO effect.hpp
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** Definition of an Asset representation for any kind of _effect_ or media processor.
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*/
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@ -22,7 +22,9 @@
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/** @file inventory.hpp
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** TODO inventory.hpp
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** Exposing an ID registration cluster as a Meta Asset
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** @todo implementation draft from 2010, stalled as of 2016,
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** but likely to be of relevance eventually...
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*/
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@ -22,7 +22,7 @@
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/** @file media.cpp
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** TODO media.cpp
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** Implementation regarding the Media Asset abstraction
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*/
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@ -22,7 +22,7 @@
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/** @file media.hpp
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** Media data is a specific kind of Asset.
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** Media data represented a specific kind of Asset.
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** For the different <i>kinds</i> of Assets, we use sub-interfaces inheriting
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** from the general Asset interface. To be able to get asset::Media instances
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** directly from the AssetManager, we define a specialisation of the Asset ID.
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/** @file meta.cpp
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** TODO meta.cpp
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** Implementation details regarding the Meta Asset category
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*/
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/** @file pipe.cpp
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** TODO pipe.cpp
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** Implementation details regarding the Asset representation of a processing Pipe
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*/
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/** @file pipe.hpp
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** TODO pipe.hpp
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** A "processing pipe" represented as Asset.
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** The Pipe Asset, especially the ID<Pipe> plays a crucial role within the
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** Session model to represent both attachment points for further media processors
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** and connection designations, which will be resolved to some input/output port
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** during the Builder run.
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*/
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/** @file preview.cpp
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** TODO preview.cpp
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** Implementation details regarding a placeholder / "Proxy" / preview media asset
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*/
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/** @file preview.hpp
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** TODO preview.hpp
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** Placeholder "proxy" Asset
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*/
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/** @file proc.cpp
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** TODO proc.cpp
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** Implementation details regarding the Asset representation of a media processing facility
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*/
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/** @file procpatt.cpp
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** TODO procpatt.cpp
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** Implementation details related to "processing pattern" assets.
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*/
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/** @file procpatt.hpp
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** TODO procpatt.hpp
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** Definition of a [structural asset](\ref struct.hpp) to express patterns of wiring or processing
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** Processing patterns can be seen as some kind of "micro code" (or macro code, if you prefer this
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** view angle), which will be executed within the machinery to wire and configure the render nodes
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** network, based on the objects in the Session model.
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*/
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/** @file sequence.cpp
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** TODO sequence.cpp
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** Implementation parts of the Sequence entity within the Session model
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*/
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** on the name-ID of the sequence: \c Struct::retrieve(Query<Sequence> ("id(theName)."))
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** Additionally, a specific fork root may be requested: \c "id(theName),rootFork(trackID)."
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**
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** @todo this is a very crucial part of the emerging design of the session model. Unfortunately,
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** development on that frontier has stalled since 2010, since we focused efforts towards
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** the player, the engine and the GUI lately (as of 2016)
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**
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** @see Session
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** @see StructFactory
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**
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/** @file struct.cpp
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** TODO struct.cpp
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** Implementation functions to support the "structural asset" abstraction.
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** This translation unit defines some functions of high importance for querying
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** and self-discovery of model parts. Moreover, it drives explicit template specialisations
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** for the core functions of the StructFacotry.
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**
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** # Vision
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** The vision is to express knowledge, configuration and some flexible parts of the model construction
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** through predicate rules. To support this vision, at various places within the translation from
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** Session model to render node network, a _query_ is used instead of hard wired functionality.
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** @todo while most code here is a very preliminary draft (let's call it a hack), as of 2016
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** we acknowledge that this design is here to stay and represents one of the most
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** distinctive features of Lumiera
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*/
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/** @file struct.hpp
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** Asset representation of structural elements within the model.
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** Structural parts of the Session (e.g. "tracks", i.e. Fork objects) can be
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** reflected into the "bookkeeping view" as a specific Kind of Asset.
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** For the different \em kinds of Assets, we use sub-interfaces inheriting
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** For the different _kinds of Assets_, we use sub-interfaces inheriting
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** from the general Asset interface, each of which expose a distinguishing feature.
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** In the case of structural assets, the key point is the ability to retrieve an
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** instance based on a capabilities query; structural assets are typically created
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** - "tracks" are implemented as Fork represented as \c entryID within the asset view.
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** - ProcPatt is used as a blueprint in the build process, a standard connection pattern
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**
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** \par access and creation
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** ## access and creation
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**
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** asset::Struct instances are created on demand; the interface is to invoke the
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** StructFactory with a (typed) Query describing properties or capabilities.
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** In case this query succeeds, an existing asset will be returned, otherwise
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/** @file timeline.cpp
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** TODO timeline.cpp
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** Implementation functions of the Timeline entity within the Session model
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*/
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#include "proc/asset/timeline.hpp"
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//#include "proc/mobject/session/fork.hpp"
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//#include "proc/mobject/placement.hpp"
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//#include "proc/mobject/session/mobjectfactory.hpp"
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#include "proc/mobject/session/binding.hpp"
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#include "proc/assetmanager.hpp"
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** the interfaces. Ichthyo expects this registration service to play a crucial role
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** when it comes to integrating a real resolution engine (prolog). For now, the
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** only interesting point is how to handle the automatic registration.
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** @todo and as of 2016, we acknowledge the importance of this approach,
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** just the topic is deferred for now and will be picked up later...
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**
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** @see configrules.hpp
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** @see typed-lookup.cpp corresponding implementation
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/** @file typed-lookup.cpp
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** TODO typed-lookup.cpp
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** Implementation backend for a registration service to associate IDs, types and object instances
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** @todo this is placeholder code for an important facility, required once we engage into
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** predicate rules based configuration. For now (as of 2016), efforts towards this important
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** goal have been postponed, because we have to focus on a working engine first
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*/
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/** @file unknown.cpp
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** TODO unknown.cpp
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** Implementation functions regarding a marker asset for unknown media.
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*/
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/** @file unknown.hpp
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** TODO unknown.hpp
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** Marker Asset to indicate an unknown media source.
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** Elements marked as Unknown are retained in disabled state within the model.
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** This allows to open and work on a session file, without having all of the
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** data, setup or environment available
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*/
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/** @file viewer.cpp
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** TODO viewer.cpp
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** Implementation functions to represent a viewer or viewer attachment point.
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** @todo half finished draft, topic was postponed as of 2014, but will become relevant again
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*/
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