- comb through the Website, starting at the frontpage
- add a **news** entry to confirm this major upgrade step (C++23)
- improve the wording in various overview pages
- adapt the ''release checklist'' to align it with **git-flow**
- reorganise the image folder(s) on the website
- the animated beating heart is back ;-)
On the Website, there is a set of interconnected pages related
to compiling from source, the Debian package and our DEB depot.
Although these pages have always been superficially kept up-to-date,
the overall presentation feels dated and generally not well organized.
During the last weeks, I have almost entirely rewritten all those pages,
added information about the (now reworked) DEB package, explained the
alternate ways to build from a Debian source package (notably the
`mk-build-deps` for handling the build dependencies, which effectively
the only method which always worked during the last years, since our
DEB package was totally outdated)
Furthermore, I have tested most of the build steps with the current
source trees, repositories and package definition, and finally I
have also updated and polished the front-page of our DEB-Depot
(-> see commit on the depot-Branch)
Wheew ... quite some work done!
Many versions enforced with this changeset are chosen such
as to support Ubuntu/Noble (24.04) and otherwise use versions
reasonably close to Debian-Trixie (≙reference-platform)
Since we now require a fairly modern compiler for C++23,
I have added now an explicit version check, which however
is performed only if the defined compiler is named `g++*`
Furthermore, I combed through all of our build tutorials and documentation pages
and updated a lot of information regarding dependencies and build practices...
* Simplify some constructs from the Python-3 migration
* update copyright, since I did maintain the SCons build continuosly
* remove unused method from Buildhelper
Furthermore, the documentation page for our build system
https://lumiera.org/documentation/technical/build/SCons.html
has been reworked, to add a synopsis, some further background
information about the internal structure of SCons and about
the specific conventions and definitions used for Lumiera
The »Outer Space« and »Inner Core« documents present a comprehensive
overview of the vision, architecture and essential parts of the implementation.
In the light of changes to policy, design and implementation approaches,
some updates were necessary to align these crucial texts with the current
state of planning and implementation. Notably I have added a recent Screenshot
of the UI, showing a nested track structure pushed up by Diff from the core.
Over the last weeks, I conducted an extended analysis of the inception time
of the Lumiera project, which gave me a sharpened understanding of the goals,
going forward. I have also written an in-depth essay "Complexity and Flexibility".
See the corresponding commits in the Website repository.
The RfC documents were written to complement discussions of the Lumiera developers;
yet since the time where ''Ichthyo'' is working basically alone on the project,
this kind of discussions have ceased. During the following years, some ideas
promoted by the existing RfC documents became rather detached from the
actual state of development in the code base.
Many of the existing RfC documents require some commentary to place them
into context, and some of the decisions taken in the early stage of the
project should be **re-assessed**. This includes the decision to reject
some proposals, which initially might have seemed desirable, yet could not
be reconciled with the understanding of the matter and topic in question,
as was gained through the ongoing analysis and development.
Some sections of the Lumiera website document meeting minutes,
discussion protocols and design proposals from the early days
of the project; these pages were initially authored in the
»Moin Moin Wiki« operated by Cehteh on pipapo.org at that time;
this wiki backed the first publications of the »Cinelerra-3«
initiative, which turned into the Lumiera project eventually.
Some years later, those pages were transliterated into Asciidoc
semi-automatically, resulting in a lot of broken markup and links.
This is a long standing maintenance problem problem plaguing the
Lumiera website, since those breakages cause a lot of warnings
and flood the logs of any linkchecker run.
Starting with the upcoming ''preview release'', branches, branch names and tags
will be rearranged to follow the Git-flow pattern instead of the existing
ad-hoc organisation with a release branch.
The documentation provided here defines the actual naming conventions
and some fine points regarding the version number upgrades
and placement of release tags.
Furthermore, two helper-scripts are provided to automate version number updates
- `buildVersion.py` : extract current version from git tag and allow to bump version
- `setVersion` : manipulate all relevant files with `sed` to update the version info
This changeset removes various heuristics and marker-traits
by a constraint to tuple_like types. Furthermore, several usages
of `apply` can thereby be generalised to work on any tuple_like.
This generalisation is essential for the passing generic data blocks
via `FeedManifold` into the node invocation
This resolves an intricate problem related to metaprogramming with
variadic templates and function signatures. Due to exceptional complexity,
a direct solution was blocked for several years, and required a better
organisation of the support code involved; several workarounds were
developed, gradually leading to a transition path, which could now
be completed in an focused clean-up effort over the last week.
Metaprogramming with sequences of types is organised into three layers:
- simple tasks can be solved with the standard facilities of the language,
using pattern match with variadic template specialisations
- the ''type-sequence'' construct `Types<T...>` takes the centre stage
for the explicit definition of collections of types; it can be re-bound
to other variadic templates and supports simple direct manipulation
- for more elaborate and advanced processing tasks, a ''Loki-style type list''
can be obtained from a type-sequence, allowing to perform recursive
list processing task with a technique similar to LISP.
Indeed — this change set is kind of sad.
Because I still admire the design of the GAVL library,
and would love to use it for processing of raw video.
However, up to now, we never got to the point of actually
doing so. For the future, I am not sure if there remains
room to rely on lib-GAVL, since FFmpeg roughly covers
a similar ground (and a lot beyond that). And providing
a plug-in for FFmpeg is unavoidable, practically speaking.
So I still retain the nominal dependency on lib-GAVL
in the Build system (since it is still packaged in Debian).
But it is pointless to rely on this library just for an
external type-def `gavl_time_t`. We owe much to this
inspiration, but it can be expected that we'll wrap
these raw time-values into a dedicated marker type
soon, and we certainly won't be exposing any C-style
interface for time calculations in future, since
we do not want anyone to side-step the Lumiera
time handling framework in favour of working
„just with plain numbers“
NOTE: lib-GAVL hompage has moved to Github:
https://github.com/bplaum/gavl
Since C++17 we can use the std::filesystem instead (and we ''do use it'' indeed)
- relocate the `/lib/file.hpp` header
- adapt the self-discovery of the executable to using std::filesystem
Furthermore, some recherche regarding XVideo and Video Output
Some pre C++11 features are marked deprecated and will be rejected with C++20
Notably the old marker inferfaces for unary (and binary) functions are no longer needed, since function-like objects can be detected by traits or concepts nowadays
Moreover we can get rid of some boost(bind) usages and use a λ
With the ability to invoke a Render Node graph,
the development on branch `play` reached some kind of milestone
regarding the »Playback Vertical Slice«.
This is a good opportunity to update the reference platform
and upgrade the preview releases and packaging setup accordingly.
This will include adjustments to compile on recent compilers and
upgrade the build system to support Python-3.
Unfortunately, there are some common syntactic structures, which can not easily be dissected by regular expressions alone, since they entail nested subexpressions. While it is possible to get beyond those fundamental limitations with some trickery, doing so remains precisely that, ''trickery.''
After fighting some inner conflicts, since ''I do know how to write a parser'' —
in the end I have brought myself to just do it.
And indeed, as you'd might expect, I have looked into existing library solutions,
and I would not like to have any one of them as part of the project.
* I do not want a ''parser engine'' or ''parser generator''
* I want the directness of recursive-descent, but combined with Regular Expressions as terminal
* I want to see the structure of the used grammar at the definition site of the custom parser function
* I want deep integration of ''model bindings'' into the parse process, i.e. binding-λ
* I do not want to write model-dissecting or pattern-matching code after the parse
* I do not want to expose ''Monads'' as an interface, since they tend to spread unhealthy structure to surrounding code
* I do not want to leak technicalities of the parse mechanics into the using code
* I do not want to impose hard to remember specific conventions onto the user
Thus I've set the following aims:
* The usage should require only a single header include (ideally header-only)
* The entrance point should be a small number of DSL-starter functions
* The parser shall be implemented by recursive-descent, using the parser-combinator technique
* But I want that wrapped into a DSL, to be able to control what is (not) provided or exposed.
* I want a stateful, applicative logic, since parsing, by its very nature, is stateful!
* I want complete compile-time typing, visible to the optimiser, without a virtual »Parser« interface
And last but not least, ''I do not want to create a ticket, since I do not know if those goals can be achieved...''
The overall goal is eventually to arrive at something akin to a ''»Dummy Media-processing Library«''
* this will offer some „Functionality“
* it will work on different ''kinds'' or ''flavours'' of data
* it should provide operations that can be packaged into ''Nodes''
However — at the moment I have no clue how to get there...
And thus I'll start out with some rather obvious basic data manipulation functions,
and then try to give them meaningful names and descriptors. This in turn
will allow to build some multi-step processing netwaorks — which actually
is the near-term goal for the ''main effort'' (which is after all, to get
the Render Node code into some sufficient state of completion)...
There is an insidious problem when the Transformer takes references to internal state
within upstream iterators or state core. This problem only manifests when
a invariant based filtering or grouping operation is added after the Transformer,
because such an operation (notably Filter) will typically attempt to establish
the invariant from the constructor (to avoid dangling state). Unfortunately
doing so involves pulling data ''before the overall pipeline is moved into final location''
A workaround is to make the Transformer ''disengage'' on copy, so to provoke
a refresh and new pull in the new location after the copy / move / swap.
This only works if the transformer function as such is idempotent.
Indeed the solution worked out yesterday could be extracted and turned generic.
Some in-depth testing is necessary though, and possibly some qualifications to allow pass-through of references...
Moreover, last days I started collecting notes regarding problem solving patterns,
which I tend to use frequently, but which might not be obvious and thus can easily
be forgotten. In fact, I had encountered several cases, where I did invent some
roughly similar solution repeatedly, having forgotten about already settled matters.
Hopefully the habit of collecting notes and hints at a central location serves to remedy
Basically I am sick of writing for-loops in those cases
where the actual iteration is based on one or several data sources,
and I just need some damn index counter. Nothing against for-loops
in general — they have their valid uses — sometimes a for-loop is KISS
But in these typical cases, an iterator-based solution would be a
one-liner, when also exploiting the structured bindings of C++17
''I must admit that I want this for a loooooong time —''
...but always got intimidated again when thinking through the fine points.
Basically it „should be dead simple“ — as they say
Well — — it ''is'' simple, after getting the nasty aspects of tuple binding
and reference data types out of the way. Yesterday, while writing those
`TestFrame` test cases (which are again an example where you want to iterate
over two word sequences simultaneously and just compare them), I noticed that
last year I learned about the `std::apply`-to-fold-expression trick, and
that this solution pattern could be adapted to construct a tuple directly,
thereby circumventing most of the problems related to ''perfect forwarding''
So now we have a new util function `mapEach` (defined in `tuple-helper.hpp`)
and I have learned how to make this application completely generic.
As a second step, I implemented a proof-of-concept in `IterZip_test`,
which indeed was not really challenging, because the `IterExplorer`
is so very sophisticated by now and handles most cases with transparent
type-driven adaptors. A lot of work went into `IterExplorer` over the years,
and this pays off now.
The solution works as follows:
* apply the `lib::explore()` constructor function to the varargs
* package the resulting `IterExplorer` instantiations into a tuple
* build a »state core« implementation which just lifts out the three
iterator primitives onto this ''product type'' (i.e. the tuple)
* wrap it in yet another `IterExplorer`
* add a transformer function on top to extract a value-tuple for each ''yield'
As expected, works out-of-the-box, with all conceivable variants and wild
mixes of iterators, const, pointers, references, you name it....
PS: I changed the rendering of unsigned types in diagnostic output
to use the short notation, e.g. `uint` instead of `unsigned int`.
This dramatically improves the legibility of verification strings.
I changed the rendering of unsigned types in diagnostic output
to use the short notation, e.g. `uint` instead of `unsigned int`.
This dramatically improves the legibility of verification strings.
Moreover, I took the opportunigy to look through the existing page
with codeing style guides to explicitly write down some conventions
formed over years of usage.
I did not just »make up« those light heartedly, rather these conventions
are the result of a craftsman's ''attentive observation and self-reflection.''
* based on reproducible data in `TestFrame`
* using Murmur64A hash-chaining to »mark« with a parameter
This emulates the simplest case of 1:1 processing and can also be applied ''in-place''
- the starting point is the idea to build a dedicated ''turnout system''
- `StateAdapter`, `BuffTable` ⟶ `FeedManifold` and _Invocation_ will be fused
- actually, the `TurnoutSystem` will be ''pulled'' and orchestrate the invocation
- the structure is assumed to be recursive
The essence of the Node-Invocation, as developed 2009 / 2011 remains intact,
yet it will be organised along a clearer structure
At various places, concepts and drafts from the early stage of the
Lumiera Project are still reflected in the online documentation pages.
During the last months, development focussed on the Render Engine,
causing a shift in some parts of the design, and obsoleting other
parts altogether (notably we consider to use IO_URING for async IO)
As follow-up to the rework of thread-handling, likewise also
the implementation base for locking was switched over from direct
usage of POSIX primitives to the portable wrappers available in
the C++ standard library. All usages have been reviewed and
modernised to prefer λ-functions where possible.
With this series of changes, the old threadpool implementation
and a lot of further low-level support facilities are not used
any more and can be dismantled. Due to the integration efforts
spurred by the »Playback Vertical Slice«, several questions of
architecture could be decided over the last months. The design
of the Scheduler and Engine turned out different than previously
anticipated; notably the Scheduler now covers a wider array of
functionality, including some asynchronous messaging. This has
ramifications for the organisation of work tasks and threads,
and leads to a more deterministic memory management. Resource
management will be done on a higher level, partially superseding
some of the concepts from the early phase of the Lumiera project.
The EventLog seems to provide all the building blocks, but we need
some higher level special matchers (and maybe we also want to hide
some of the basic EventLog matchers). A soulution might be to wrap
the EventMatcher and delegate all follow-up builder calls.
This seems adequate, since the EventLog-Matcher is basically used as black box,
building up more elaborate matchers from the provided basic matchers...
Spent some time again to understand how EventLog matching works.
My feelings towards this piece of code are always the same: it is
somewhat too "tricky", but I am not aware of any other technique
to get this degree of elaborate chained matching on structured records,
short of building a dedicated matching engine from scratch.
The other alternative would be to use a flat textual log (instead of
the structured log records from EventLog), but then we'd have to
generate quite intricate regular expressions from the builder,
and I'm really doubtful it would be easier and clearer....
The drawing code extracts style information from some "virtual"
widgets, which serve as logical placeholder for the actual nested
structure of tracks.
For sake of demonstration, I used rather obvious colours and
also all kinds of margin and padding; a screenshot was added
with annotations to indicate where some specific style settings
are utilised from the drawing code
.timeline__head : The complete header container on the left side
.timeline__navi : navigation control at top
.timeline__pbay : container holding the patchbay on the left side
.fork__head : each individual TrackHeadWidget (possibly nested)
.fork__control : container for the control components for each track scope
.fork__bracket : the StaveBracket drawing to indicate the nesting structure
We are using buttons now, but the standard theme introduces a lot of padding arount button's contents.
Thus we need to consider ways to address the compound of widgets forming an ElementBox; moreover,
this is the classical situation where the BEM notation helps to clarify the intention....
The problem leading to custom styling here is the padding within buttons;
the default stylesheet seemingly adds a min-width and min-height setting,
and some padding within the Button; based on systematic CSS class names,
it is possible to remove these settings specifically for buttons
within the IDLabel in general (no need to treat only the case of an EventBoxLabel
-- IDLabel could become a custom widget on its own
As we continue with building the backbone of the UI,
and abundance of detail information regaring Layout and styling
will be encountered -- it is tantamount to have a place to
write those findings down....
Further extended GTK code survey to clarify the role of the minimum_size,
it is indeed ignored by most standard containers, but it is actually
used by Gtk::Layout as starting point for the query sequence. Thus
it does not make sense to treat minimum and natural size differently;
both queries should be responded by returning our size constraint.
Unless we define additional borders and margins in the CSS, we can be sure
that GTK will base the size allocation on the exact values returned
from the get_required_* functions.
These functions will be invoked only from within the Event Loop
and after the ctor is finished, but before the first "draw".
They will be re-invoked on each "size change" event and on each
focus change (since a focus change may change the style and thus
the actual extension).
- move construct into the buffer
- directly invoke the payload constructor through PlantingHandle
- reconsider type signature and size constraint
- extend the unit test
- document a corner case of c++ "perfect forwarding",
which caused me some grief here
The population message is just made up, in order to create more interesting structures
in the UI and so to further the development of the timeline display.
For the actual structure I choose to mirror my example drawing in draw/UI-TimelineLayout-1.png
which is also used in the TiddlyWiki, on the #GuiTimelineView tiddler
https://lumiera.org/wiki/renderengine.html#GuiTimelineView
Mostly, std::regexp can be used as a drop-in replacement.
Note: unfortunately ECMA regexps do not support lookbehind assertions.
This lookbehind is necesary here because we want to allow parsing values
from strings with additional content, which means we need explicitly to
exclude mismatches due to invalid syntax.
We can work around that issue like "either line start, or *not* one of these characters.
Alternatively we could consider to make the match more rigid,
i.e we would require the string to conain *only* the timecode spec to be parsed.
- most notably the NOBUG logging flags have been renamed now
- but for the configuration, I'll stick to "GUI" for now,
since "Stage" would be bewildering for an occasional user
- in a similar vein, most documentation continues to refer to the GUI