Doxygen: fill in missing file level headlines for Proc-Layer (Player)
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14 changed files with 44 additions and 33 deletions
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@ -22,7 +22,7 @@
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/** @file dummy-play-connection.cpp
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** TODO dummy-play-connection.cpp
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** Implementation of a service for mock render playback to support testing.
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*/
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@ -21,7 +21,7 @@
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*/
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/** @file dummy-play-connection.hpp
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** Dummy and test setup of playback and rendering, \em omitting most of the Lumiera engine.
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** Dummy and test setup of playback and rendering, _omitting most_ of the Lumiera engine.
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** Building this dummy configuration was driven by the need to test and verify the design
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** in the course of building the foundations of the render engine. The design of Lumiera's
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** engine is elaborate, and thus -- for a long time -- we have to live with a not-yet
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@ -32,7 +32,7 @@
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** these placeholders are connected, allowing to produce specific test situations and then
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** verify the results after the test run.
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**
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** \par Use cases
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** # Use cases
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** This dummy setup can be used in various circumstances
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** - for unit tests we want to produce artificial test media frames: each TestFrame is
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** produced with a reproducible pseudo-random sequence and can be verified to the last bit.
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@ -44,16 +44,16 @@
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** to verify a more complicated wiring setup. Thus, the DummyPlayConnection is there to stay!
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**
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** Because these are somewhat similar usage scenarios, where this and that part is to be exchanged
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** for some, we prefer a <i>policy based design</i> here: The DummyPlayConnection is templated
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** to use a \em strategy, filling in the variable parts.
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** for some, we prefer a _policy based design_ here: The DummyPlayConnection is templated
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** to use _a strategy,_ filling in the variable parts.
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**
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** \par provided test services
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** # provided test services
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** By using different strategy template parameters, we create different flavours of the dummy;
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** each one counting as a separate setup (not related to each other, that is). The actual instance
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** then can just be default created; it should be placed into an scope enduring the whole usage
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** cycle. Repeated re-initialisation or re-loading is outside the intended usage scope here.
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**
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** The <b>core interface</b> allows to retrieve dummy implementations of
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** The *core interface* allows to retrieve dummy implementations of
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** - a session model exposing exit node(s)
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** - generator object(s) to live within this session model
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** - corresponding generator nodes to serve as implementation of the former
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@ -61,9 +61,9 @@
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** - OutputSlot implementations to serve as pseudo- or demo output facilities
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** - an OutputManager exposing those output facilities.
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**
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** The <b>test support interface</b> provides a test driver for performing a controlled
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** The *test support interface* provides a test driver for performing a controlled
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** playback or rendering for some time. Thus, a test routine may lock into a blocking wait,
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** to investigate results after the planned test sequence was performed.
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** to investigate results after the planned test sequence was performed.
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**
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** @see lumiera::DummyPlayer
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** @see gui::PlaybackController usage example
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@ -129,10 +129,10 @@ namespace play {
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// using lib::ScopedCollection;
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// using lib::Literal;
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using lib::eachEntry;
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typedef asset::ID<Pipe> PID;
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typedef asset::ID<Struct> TID;
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// typedef ModelPortRegistry::ModelPortDescriptor const& MPDescriptor;
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@ -153,7 +153,7 @@ namespace play {
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const string namePortB("bus-B");
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/**
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* helper for dummy render engine:
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* helper for dummy render engine:
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* Simulate the result of a build process,
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* without actually running the builder.
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* Produces some mock pipes, model ports etc.
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@ -208,7 +208,7 @@ namespace play {
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}
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};
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}
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/****************************************************************//**
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* Framework for dummy playback and rendering.
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@ -216,7 +216,7 @@ namespace play {
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* allowing to start a data producing process while leaving out
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* various parts of the real engine implementation. The specific
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* mode of operation, suitable for various test scenarios, may be
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* fine tuned by the strategy object defined as template parameter.
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* fine tuned by the strategy object defined as template parameter.
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*/
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template<class DEF>
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class DummyPlayConnection
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@ -274,4 +274,4 @@ namespace play {
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}} // namespace proc::play
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#endif
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#endif /*PROC_PLAY_DUMMY_PLAY_CONNECTION_H*/
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@ -22,7 +22,7 @@
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/** @file dummy-player-service.cpp
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** TODO dummy-player-service.cpp
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** Implementation of a service for mock render output to support testing.
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*/
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@ -22,7 +22,7 @@
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/** @file output-director.cpp
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** TODO output-director.cpp
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** Implementation of global output connection management
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*/
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@ -22,7 +22,7 @@
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/** @file output-slot.cpp
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** TODO output-slot.cpp
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** Generic implementation functionality common to all output connections.
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*/
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@ -32,7 +32,7 @@
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** external output, or a group of such outputs (e.g. left and right sound card output channels),
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** or an output file or similar capability accepting media content. Initially, an output slot
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** needs to be provided, configured and registered, using an implementation suitable for the
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** kind of media data to be output (sound, video) and also suitable for the special circumstances
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** kind of media data to be sent (sound, video) and also suitable for the special circumstances
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** of the output capability (render a file, display video in a GUI widget, send video to some
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** full screen display, establish a Jack port, just use some kind of "sound out"). An output
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** slot is always limited to a single kind of media, and to a single connection unit, but
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@ -43,16 +43,16 @@
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** there may be only a single client using a given output slot this way. To stress this point:
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** output slots don't provide any kind of inherent mixing capability; any adaptation, mixing,
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** overlaying and sharing needs to be done within the nodes network producing the output data
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** to be fed into the slot. (in special cases, some external output capabilities — e.g. the
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** Jack audio connection system — may still provide additional mixing capabilities,
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** to be fed into the slot. (in special cases, some external output capabilities -- e.g. the
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** Jack audio connection system -- may still provide additional mixing capabilities,
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** but that's beyond the scope of the Lumiera application)
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**
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** Once allocated, the output slot returns a set of concrete sink handles (one for each
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** physical channel expecting data). The calculating process feeds its results into those handles.
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** Size and other characteristics of the data frames are assumed to be suitable, which typically
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** won't be verified at that level anymore. Besides that, the allocation of an output slot reveals
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** detailed timing expectations. The client is required to comply to these timings when \em emitting
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** data — he's even required to provide a current time specification, alongside with the data.
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** detailed timing expectations. The client is required to comply to these timings when _emitting_
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** data -- he's even required to provide a current time specification, alongside with the data.
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** Based on this information, the output slot has the ability to handle timing failures gracefully;
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** the concrete output slot implementation is expected to provide some kind of de-click or
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** de-flicker facility, which kicks in automatically when a timing failure is detected.
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@ -22,7 +22,7 @@
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/** @file play-process.cpp
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** TODO play-process.cpp
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** Implementation to organise an ongoing playback/rendering process
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*/
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/** @file play-service.cpp
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** TODO play-service.cpp
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** Implementation of core parts of the Player subsystem
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*/
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@ -30,12 +30,12 @@
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** of the High-Level-Model). These model ports are the (side effect) result of a
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** build process performed on the High-Level-Model, causing all nominal output
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** designations within the model to be resolved as far as possible. Additionally,
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** for \em playback, the global level of the model (the global pipes of a timeline)
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** for _playback,_ the global level of the model (the global pipes of a timeline)
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** need to be connected to a viewer component. This results in a further resolution
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** step, mapping the output designations to the concrete output possibilities of
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** the running Lumiera instance. This mapping information is kept embedded within
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** an OutputManager instance, passed as parameter when invoking the player service.
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** Alternatively, for \em rendering, a similar kind of output mapping information
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** Alternatively, for _rendering,_ a similar kind of output mapping information
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** needs to be provided, again embedded within an OutputManager instance, this
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** time leading to an output file to be rendered.
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**
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** the scenes the corresponding PlayProcess gets terminated and prepared for cleanup.
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**
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** @see engine::EngineService
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** @todo WIP-WIP-WIP as of Nov.2011
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** @todo started as draft in 11/2011
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** @todo as of 2016 development in this area is stalled, but the design done thus far valid
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**
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*/
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@ -22,7 +22,9 @@
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/** @file render-configurator.cpp
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** TODO render-configurator.cpp
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** Implementation functionality to bridge between engine::PlayService and engine::EngineService.
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** The former allows to start playback (or rendering) as a high-level activity, while the latter
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** can manage and perform [calculation streams](\ref CalcStream)
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*/
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*/
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/** @file render-configurator.hpp
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** Strategy holding all the detail knowledge necessary to establish
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** Strategy to hold all the detail knowledge necessary to establish
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** a running render CalculationStream.
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**
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** @see engine::EngineService
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/** @file jack-output.cpp
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** TODO jack-output.cpp
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**
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** @todo empty placeholder: yes we will support Jack Audio!
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**
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*/
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*/
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/** @file jack-output.hpp
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**
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**
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** @todo empty placeholder to underpin the claim: yes we will support Jack Audio!
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**
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** @see lumiera::Display
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** @see lumiera::DummyPlayer
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** @see gui::PlaybackController usage example
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/** @file timings.cpp
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** TODO timings.cpp
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** Implementation of a data tuple for timing specification.
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** A Timings record represents a constraint on playback, and will be
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** used to organise and the calculations necessary to generate the data.
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** Especially, a Timings record serves to establish a relation to an externally
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** fixed time grid or time source.
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*/
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