Now reaping the benefits of the ambitious refactorings done yesterday.
- Only retaining the basic distinction of the four use cases
- all further adaptation now directly based on the »lifted« types
- can even add quite stringent compile-time sanity checks.
Now the refactoring is on-par with the capabilities of the old downstream code,
which, btw, could be retained in compilable (yet not working) state. But the new
traits logic is already more capable and could accept tuples and arrays as well.
Next major topic to address is to provide the foundation for parameter handling.
Can now invoke the FeedManifold with
- either only one output buffer pointer
- or an input and output buffer pointer
With the new support tooling developed yesterday,
the decision logic is now stright-forward to express
__NOTE__ there is a known problem with type-handler registration in the `BufferProvider`;
basically all functors with the same signature are treated as ''identical type'',
which does not account for the fact that functors may hold captured data:
in the example here the second buffer is created with the constructor arguments
given to the first one, ignoring all further sets of similar arguments
Tuples and the ''C++ tuple protocol'' build upon variadic arguments
and are thus rather tedious to handle, especially in this situation here,
where the argument can ''sometimes be a tuple...''
Several years ago I made the observation that processing by explicit ''type sequences''
(Loki-style) is much simpler to handle and easier to lift to a generic level of processing.
Thus I'll attempt now to extract the ''iteration and extraction part'' of the logic into a new helper.
`lib::meta::ElmTypes<TUP>` allows to process all ''tuple-like types'' and generic ''type sequences'' uniformely
and enables to use both styles interchangably (btw, it is quite common to ''abuse'' `std::tuple` as a type sequence).
With this helper, we can now
- build a ''type sequence'' from any ''tuple-like'' object (and vice-versa)
- re-bind (i.e. transfer the template parameters to another template)
- apply some wrapper
- create AND / OR evaluations over the types
This changeset is a sketch how to switch the entire implementation of the ''Invocation Adatper''
over to a generic argument usage scheme. This requires the ability to
- detect if some argument is actually a ''structured type''
- investigate components of such a structured type to draw a distinction between »Buffer« and »Parameter«
- ''lift'' the implementation of simple values to work on tuples
- provide a way to ''bridge'' from ''tuple-style'' programming to ''array access''
As a building block, we use a new iteration-over-index construct,
based on an idea discussed in https://stackoverflow.com/q/53522781/444796
The trick is to pass a `std::integer_constant` to a λ-generic
This solution checks only the minimal precondition,
which is that a type supports `std::tuple_size<T>`.
A more complete implementation turns out to be surprisingly complex,
since a direct check likely requires compile-time reflection capabilities
at the level of at least C++23
- `std::tuple_element<i,T>` typically implements limits checks,
which interfere with the detection of empty structured types
- the situation regarding `std::get<i>()` is even more complicated,
since we might have to probe for ADL-based solutions, or member templates
The check for minimal necessary precondition however allows us to
single out std::tuple, std::array and our own structured types in
compilation branching, which suffices to fulfils actual needs.
This is a possible extension which frequently comes up again during the design of the Engine.
Basically, the `TypeHandler` in the metadata-descriptor used by the `BufferProvder` could capture
additional context-arguments, which are then later passed to an object instance embedded into the buffer.
Yesterday I attempted to use this feature for a simple demonstration in `NodeBasic_test`,
just to find out that passing additional constructor arguments to the capture fails with
a confusing compilation error message. This failure could be traced down to the function binder;
and what at first sight seemed to be a compiler error, turned out to be a quite logical limitation:
When we »close« some objects of the constructor, but delay the construction itself, we'll have to
store a copy in the constructor-λ. And this implies, that we'll have to change the types
used for instantiation of the compiler, so that the construction-function can be invoked
by passing references from the captured copy of the additional arguments.
When naively passing those forwarded arguments into the std::bind()-call,
the resulting functor will fail at instantiation, when the compiler attempts
to generate the function-call `operator()`
see: https://stackoverflow.com/q/30968573/444796
We have now a roughly complete classification of possible use cases.
The invocation can only produce output, process input to output,
and can optionally also accept parameters.
Moreover, each of these cases can require an arbitrary number of actual arguments.
To support all these drastically different case by a common scheme,
`FeedManifold` now uses a »storage slice« for output, input and parameters,
which can be configured at compile time.
TODO: there is an unresolved bug in the test-helper code for the `DiagnosticHeapBlockProvider`,
which prevents us to embed constructor arguments into a buffer descriptor
This is an attempt to rework gradually while keeping the existing code valid.
For the simple reason that the existing code is quite elaborate and difficult to re-orient.
Thus using a ''second branch,'' and sharing the traits template while expanding its capabilities
What I'm about to do amounts to a massive generalisation, which is tricky.
Instead of having a fixed array-style layout, we want to accept arbitrary and mixed arguments.
Notably, we want to give the ''actual Library Plug-in'' a lot of leeway for binding:
- optionally, the library might want to require **Parameters** (which is the reason for this change)
- moreover, accepting input-buffers shall now be optional, since many generation functions do not need them
- and on top of all this, we want to accept an arbitrary mix of types for each kind.
So conceptually we are switching from C-style arrays to tuples with full type safety
''this going to become quite nasty and technical, I'm afraid...''
This is a first step towards the goal to introduce a ''parameter tuple'' into the `FeedManifold`.
Doing so invalidates some of the previously taken decisions regarding the `FeedManifold`;
at that time I was still under the impression of the old design from 2012, which called for a ''Buffer Table''.
Now we are forced to allow for more leeway in the function definition; even more so, since the limitation
to one single input and output Buffer type can be deemed unrealistic anyway.
So why sticking to an array at all? ''Buffers could also be a tuple...''
Seemingly another reason why I used an array was the idea to somehow limit the number of template instances,
by grouping them into a few number of array sizes, like 1,2,5 and 10.
This idea falls short, since in reality it can not be avoided to have the processing function on the type signature anyway.
Thus, the only point where the number of templates could be limited lies in the library plug-in,
where this »processing function« is actually defined as an adapter.
Starting from a prototypical implementation,
where each »slot« in the function is directly connected to the corresponding lead / port,
the implementation of the `SimpleWeavingPattern` (as it was called previously) could be
augmented and adapted gradually — and seems well suited to cover most standard cases of ''media processing''
So a name change is mandated, and the code is also extracted and relocated, possibly even
to be combined with the code of the `InvocationAdapter`, thereby hopefully making the implementation more accessible
Generally speaking, ''weaving patterns'' take on the role of the prime extension point regarding `Port` implementation.
The latest phase of conception and planning moved this integration effort a big step ahead.
It is now **basically settled how the invocation works** from top-down.
Thus a lot of ties to ''obsoleted pieces of implementation code'' from the first draft from 2009 / 2012 can be severed now.
* instead of a `StateProxy` most state management has been broken down into implementation parts
* instead of orchestrating generic invocation building blocks we will parametrise »weaving-patterns«
...as part of the rendering process, executed on top of the
low-level-model (Render Node network) as conceived thus far.
Parameter handling could be ''encoded'' into render nodes altogether,
or, at the other extreme, an explicit parameter handling could be specified
as part of the Render Node execution. As both extremes will lead to some
unfavourable consequences, I am aiming at a middle ground: largely, the
''automation computation'' will be encoded and hidden within the network,
implying that this topic remains to be addressed as part of defining
the Builder semantics and implementation. Yet in part the required
processing structure can be foreseen at an abstract level, and thus
the essential primitive operations are specified explicitly as part
of the Render Node definition. Notably the ''standard Weaving Pattern''
will include a ''parameter tuple'' into each `FeedManifold` and require
a binding function, which accepts this tuple as first argument.
Moreover — at implementation level, a library facility must be provided
to support handling of ''arbitrary heterogeneous data values'' embedded
directly into stack frame memory, together with a type-safe compile-time
overlay, which allows the builder to embed specific ''accessor handles''
into functor bindings, even while the actual storage location is not
yet known at that time (obviously, as being located on the stack).
__Note__: a recurring topic is how to return descriptor objects from builder functions; for this purpose, I am adjusting the semantics of `lib/nocopy.hpp` to be more specific...
During Render Node invocation, automation parameter data must be maintained.
For the simple standard path, this just implies to store the ''absolute nominal Time''
directly in the invoking stack frame and let some parameter adaptors do the translation.
However, it is conceivable to have much more elaborate translation functions,
and thus we must be prepared to handle an arbitrary number of parameter slots,
where each slot has arbitrary storage requirements.
The conclusion is to start with an intrusive linked list of overflow buckets.
This is an attempt to take aim at the next step,
which is to fill in the missing part for an actual node invocation...
''...still fighting to get ahead, due to complexity of involced concerns...''
This was an extended digression into architecture planning,
which became necessary in order to suitably map out the role
for the `TurnoutSystem` — which can now be defined as ''mediator''
to connect and forward control- and parameter data while specific
render invocation proceeds through the render node network.
* Lumiera source code always was copyrighted by individual contributors
* there is no entity "Lumiera.org" which holds any copyrights
* Lumiera source code is provided under the GPL Version 2+
== Explanations ==
Lumiera as a whole is distributed under Copyleft, GNU General Public License Version 2 or above.
For this to become legally effective, the ''File COPYING in the root directory is sufficient.''
The licensing header in each file is not strictly necessary, yet considered good practice;
attaching a licence notice increases the likeliness that this information is retained
in case someone extracts individual code files. However, it is not by the presence of some
text, that legally binding licensing terms become effective; rather the fact matters that a
given piece of code was provably copyrighted and published under a license. Even reformatting
the code, renaming some variables or deleting parts of the code will not alter this legal
situation, but rather creates a derivative work, which is likewise covered by the GPL!
The most relevant information in the file header is the notice regarding the
time of the first individual copyright claim. By virtue of this initial copyright,
the first author is entitled to choose the terms of licensing. All further
modifications are permitted and covered by the License. The specific wording
or format of the copyright header is not legally relevant, as long as the
intention to publish under the GPL remains clear. The extended wording was
based on a recommendation by the FSF. It can be shortened, because the full terms
of the license are provided alongside the distribution, in the file COPYING.
⚠ __This is a problematic decision__
It temporarily **breaks compatibility with 32bit** until this issue is resolved.
== Explanation ==
Lumiera relies on a mix of the Standard library and Lib-Boost for calculation of hash values.
Before C++11, the Standard did not support and hashtable implementation; meanwhile, we
got several hash based containers in the STL and a framework for hashes,
which unfortunately is incomplete and cumbersome to use.
The C++ Committee has spend endless discussions and was not able to settle
on a convincing solution without major drawbacks regarding one aspect or the other.
This situation is problematic, since Lumiera relies heavily on the technique
of building stable systematic identifiers based on chained hash values.
It is thus essential to use a strong, reliable and portable hash function.
But unfortunately...
* the standard-fallback solution is known to be weak.
* Lib-Boost automatically uses stronger implementations for 64bit systems
* this implies that Hash-Values **are non-portable**
As the Lumiera project currently has no developer time to expend on such a
difficult and deep topic of fundamental research, today I decided to go down
the path of least resistance and **effectively abandon any system
that can not compile and use the 64bit `hash_combine` implementation.
This changeset extracts code from Lib-Boost 1.67 and adds a static assertion
to **break compilation** on non-64bit-platforms (whatever this means)
We use the memory address to detect reference to ''the same language object.''
While primarily a testing tool, this predicate is also used in the
core application at places, especially to prevent self-assignment
and to handle custom allocations.
It turns out that actually we need two flavours for convenient usage
- `isSameObject` uses strict comparison of address and accepts only references
- `isSameAdr` can also accept pointers and even void*, but will dereference pointers
This leads to some further improvements of helper utilities related to memory addresses...
Originally, this helper was called `IterIndex`, thereby following a
common naming scheme of iteration-related facilities in Lumiera, e.g.
* `IterAdapter`
* `IterExplorer`
* `IterSource`
However, I myself was not able to recall this name, and found myself
now for the second time unable to find this piece of code, even while
still able to recall vaguely that I had written something of this kind.
(and unable to find it by a text search for "index", for obvious reasons)
So, on a second thought, the original name is confusing: we do not create
an index of / for iterators; rather we are iterating an index. So this
is what it should be called...
showing the Node-symbol and a reduced rendering of
either the predecessor or a collection of source nodes.
For this we need functionality to traverse the node graph depth-first
and collect all leaf nodes (which are the source nodes without predecessor);
such can be implemented with the help of the expandAll() functionality
of `lib::IterExplorer`. In addition we need to collect, sort and deduplicate
all the source-node specs; since this is a common requirement, a new
convenience builder was added to `lib::IterExplorer`
...taking into account the prospecive usage context
where the builder expressions will be invoked from within
a media-library plug-in, using std::string_view to pass
the symbolic information seems like a good fit, because
the given spec will typically be assembled from some
building blocks, and thus in itself not be literal data.
...as follow-up to yesterday's decisions
- each Port will just feature a (stable) reference to a ProcID record
- which is deduplicated and likewise refers to deduplicated symbolic tags
- and further spec and hash values are computed on-demand by this entity
__Note__: all functionality belonging to the ''Builder'' can be assumed to run **non-concurrent**
Building a precise Frame Cache is a tough job, and is doomed to fail
when attempting to tie cache invalidation to state changes. The only
viable path is to create a system of systematic tagging of processing
steps, and use this as foundation for chained hash values, linked
in accordance to the actual processing structure.
This is complicated by the secondary concern of maintaining memory efficacy
for the render node model, which can be expected to grow to massive scale.
And even while this invocation can not be fully devised right now,
an attempt can be made to build a foundation that is not outright
wasteful, by detaching the logical information from the specific
weaving pattern used for implementation, and by minimising the
representation in memory and computing the compound information
on-demand....
Requirement analysis indicates that a »Node ID« is rather tangential
to the core operation of calculating media; the only infliction point
seems to be the generation of ''systematic cache keys.''
A spec — especially for the `Turnout` however is very relevant for
diagnostics, error reporting and unit testing. So we are in the
difficult situation where rather elaborate functionality is
required only for a secondary concern, and moreover the
node data structure imposes a critical memory leverage.
The immediate next goal is to verify properties of render nodes
generated by the builder framework; two kinds of validations
can be distinguished
* structural aspects of the wiring
* the fact that processing functionality is invoked in proper order
Looking into the structural aspects brings about the necessity
to identify the actual processing function bound into some functor.
Some recapitulation of goals and requirements revealed, that this
can not be a merely technical identity record — because the intention
is to base the ''cache key'' on chained processing node identities,
so that the key is stable as long as the user-visible results will be
equivalent. And while structural data can be aggregated, at the
core this information must be provided by the scheme embedded
into the domain ontology, which is tasked with invoking the
builder in order to implement a ''specific processing-asset''
Review the achievements from the last days and map out the further path
for test-driven build-up of a render-node network and invocation.
Notably ''several layers of prototyping'' are in the works now;
it is important to understand the purpose of each such round of
prototyping and to draw the necessary conclusions after closing out.
The next topic to investigate relates to the ''identity'' of nodes and
ports within nodes; this entails to generate a ''symbolic spec'' that
can be verified and used as base for a systematic hash-ID and cache-key...
Since it would in fact be possible to access and write beyond the configured storage,
simply by using the builder API without considering consistency,
it seems advisable to use explicit runtime checks here, instead of
only assertions, and to throw an exception when violating bounds.
Moreover, unsuccessfully attempted to better arrange the functionality
between PortBuilder and WeavingBuilder; seemingly we have an rather tight
coupling here, and also the expectations regarding the processing function
seem to be too tight (but that's the reason why it's an prototype...)
...which then also allow to fill in the missing parts for the
default 1:1 wiring scheme, which connects each »input slot«
of the processing function with the corresponding ''lead node''
The intention is to offer an automatic 1:1 association
between the »input parameter slots« of the processing function
and the ''lead nodes,'' thereby always using the same default
port, corresponding to the current port number under construction.
Unfortunately, the preceding refactoring removed the information
necessary for a simple implementation, as the port array is now
built up late, in the final build() function...
The next step is to round out the first prototypical implementation,
which requires access to ''lead node ports'' and thereby generally
places focus on the interplay of ''data builders'' within the ongoing
build process. While the prototype still uses the fall-back to simple
heap allocation, notably the intended usage will require to wire-through
the connection to a single `AllocationCluster`. This poses some
challenge, since further ''data builders'' will be added step-wise,
implying that this wiring can not be completed at construction time.
Thus it seems indicated to slightly open-up the internal allocator
policy base template used by `lib::SeveralBuilder` to allow for some
kind of ''cross building'' based on a shared compatible base allocator
type, so that the allocation policy wiring can be passed-on from an
existing `SeveralBuilder`
- the chaining constructor is picked reliably when the
slicing is done by a direct static_cast
- the function definition can be passed reliably in all cases
after it has been ''decayed,'' which is done here simply by
taking it by-value. This is adequate, since the function
definition must be copied / inlined for each invocation.
With these fixes, the simplest test case now for the first time
**runs through without failure**
This change allows to disentangle the usages of `lib::SeveralBuilder`,
so that at any time during the build process only a single instance is
actively populated, all in one row — and thus the required storage can
either be pre-allocated, or dynamically extended and shrinked (when
filling elements into the last `SeveralBuilder` currently activated)
By packaging into a λ-closure, the building of the actual `Port`
implementation objects (≙ `Turnout` instances) is delayed until the
very end of the build process, and then unloaded into yet another
`lib::Several` in one strike. Temporarily, those building functor
objects are „hidden“ in the current stack frame, as a new `NodeBuilder`
instance is dropped off with an adapted type parameter (embedding the
λ-type produced by the last nested `PortBuilder` invocation, while
inheriting from previous ones.
However, defining a special constructor to cause this »chaining«
poses some challenge (regarding overload resolution). Moreover,
since the actual processing function shall be embedded directly
(as opposed to wrapping it into a `std::function`), further problems
can arise when this function is given as a ''function reference''
Conduct in-depth analysis to handle a secondary, implementation-related
(and frankly quite challenging) concern regarding the placement of node
and port connectivity data in memory. The intention is for the low-level
model to use a custom data structure based on `lib::Several`, allowing for
flexible and compact arrangement of the connectivity descriptors within
tiled memory blocks, which can then later be discarded in bulk, whenever
a segment of the render graph is superseded. Yet since the generated
descriptors are heterogeneous and, due to virtual functions, can not be
trivially copied, the corresponding placement invocations on the
data builder API must not be mixed, but rather given in ordered strikes
and preceded by a dimensioning call to pre-reserve a bulk of storage
However, doing so directly would jeopardise the open and flexible nature
of the node builder API, thereby creating a dangerous coupling between
the implementation levels of the node graph and of prospective library
wrapper plug-ins in charge of controlling details of the graph layout.
The solution devised here entails a functional helper data structure
created temporarily within the builder API stack frames; the detailed
and local type information provided from within the library plug-in
can thereby be embedded into opaque builder functors, allowing to
delay the actual data generation up until the final builder step,
at which point the complete number and size requirements of
connectivity data is known and can be used for dimensioning.
This investigation was set off by a warning regarding an
unused argument in `SeveralBuilder`, using `AllocationPolicy::moveElem()`
This warning is correct and easy to fix, but (luckily) it brought my
attention to the fact that a `SeveralBuilder<Port>` can not grow dynamically,
which is somewhat mitigated by the default policy to pre-allocate several
elements, which would work to some degree but waste a lot of memory.
This points to a deeper problem with the implementation pattern used for
all those Builders: they create their product by-value, which must then
be moved into the intended target location.
And doing so is **extremely dangerous**, given that our very goal is to
build a complex data structure internally connected by direct references
and ideally also allocated with a high degree of memory locality.
Unfortunately I do not see any favourable alternative yet;
Ideally all products should be `NonCopyable` — but then, the builder
implementation scheme would become even more complicated and less intuitive
and additionally the client code would need to pre-declare the number of
expected Leads and Ports (not clear if this is even feasible)
...and as expected, this turns up quite some inconsistencies,
especially regarding usage of the »buffer types«.
Basically, the `PortBuilder` is responsible for the high-level functionality
and thus must ensure the nested `WiringBuilder` is addressed and parameterised
properly to connect all »slots« of the processing function.
- can use a helper function in the WiringBuilder to fill in connections
- but the actual buffer types passed over these connectinos are totally
unchecked at that level, and can not see yet how this danger can be
mitigated one level above, where the PortBuilder is used.
- it is still unclear what a »buffer type« actually means; it could
be the pointer type, but it could also imply a class or struct type
to be emplaced into the buffer, which is a special extension to the
`BufferProvider` protocol, yet seems to be used here rather to transport
specific data types required by the actual media handling library (e.g. FFmpeg)
__Analysis__: what kind of verifications are sensible to employ
to cover building, wiring and invocation of render nodes?
Notably, a test should cover requirements and observable functionality,
while ''avoiding direct hard coupling to implementation internals...''
__Draft__: the most simple node builder invocation conceivable...
* decision how to provide a default service for tests
while also allow for configuration of more specific services
* as starting point for the prototype: use the `TrackingHeapBlockProvider`
(simply because this is the only implementation available and tested)
Prototyping and analysis revealed that some aspects of the render node wiring
refers to effectively global services and can thus be taken out of the picture
by relying on classical ''Dependency Injection''
Consequently, `EngineCtx` needs a default implementation, which brings up
a simplistic fall-back version of those services in support for prototyping.
Moreover, dedicated lifecycle functionality must be provided to bring up
and shut down the actual service instances intended for operational use.
...need to pass a binding for the actual processing function
in a way that it acts as a ''prototype'' — since the `Feed`,
i.e. the ''Invocation Adapter'' must be generated for each
invocation anew within the current stack frame
(so to avoid spurious heap allocations)
...seems that the former is well suited to serve as detail builder
used internally by the latter to provide a simplified standard adaptation
for a given processing function.
The integration can be achieved to layer a specialised detail builder class
on top, which can be entered only by specifying the concrete function or lambda
to wrap for the processing; the further builder-API-functions to control
the wiring in detail become thus only accessible after the function type
is known; this allows to place the detail builder as member into the
enclosing port builder and thus to allocate everything within the current
stack frame invoking the builder chain.
...after having determined the several levels of prototyping
currently employed, an important step ahead could be achieved
by analysing the intended and implied usage context of this
builder scheme, while still assuming the simplifications
related to prototyping.
It can be assumed that
* the Level-2 builder object is ''somehow provided''
* the invocation happens from within a media-handling lib-plugin
* alongside with the desired `ProcAsset` spec, an `ExpectationContext`
will be provided, allowing to pass-through additional semantic tags
The implementation in the lib-plugin is then able to draw from specific
knowledge related to the **Domain Ontology** for ''especially for this library''
and provide the necessary wrappers and parameter mapping information.
⟹ the **Level-2**-builder should thus expose an API to
* set up a straight forward mapping, based on a given wrapper functor
to delegate to the actual library invocation
* allow optionally to override some of the input connections
* alternatively allow to use a complete `InvocationAdapter`,
including a `FeedManifold`, as provided directly by the library-plugin
...by relying on DI for some effectively global services, notably
the cache provider, the API for building and wiring render nodes
can be simplified to cover only the actual node connectivity
Doing so directly seems to be a better solution than to inject an OutputBufferProvider;
the latter will still be needed, yet will not be part of the regular weaving pattern,
but used directly at top-level to obtain the output `BuffHandle`, which is then
passed to the `Port::weave()` call
...still not convinced that this is a good design,
since it seems to subvert the general design to treat one special case.
However, I can't see a good way to address this special case directly
There might be one specific output result buffer at top level
for each invocation, which must be delivered into a prepared
output sink. This amounts to one special case, cross-cutting
an otherwise completely generic data flow scheme.
After considering several solutions, it seems most straight-forward
to configure a specific `OutputBufferProvider` to serve as a proxy for
the `OutputSlot` / `DataSink` provided at top-level to the Render-Job.
As an asside, this analyis reveals that the result-slot number does
not belong into the `FeedManifold`, which is dynamic (on the stack);
rather, it's a fixed value configured as part of the `WeavingPattern`