Glossary ======== 'NOTE Draft, please help rephrase/review and sort this terms, shorten explanations, the long explanation is the topic of the document above..' anchor:Project[] link:#Project[->]Project:: the top-level context in which all edit work is done over an extended period of time. The Project can be saved and re-opened. It is comprised of the collection of all things the user is working on, it contains all informations, assets, state and objects to be edited. anchor:Session[] link:#Session[->]Session:: the current in-memory representation of the Project when opened within an instance of Lumiera. This is an implementation-internal term. For the GUI and the users POV we should always prefer the term "Project" for the general concept. anchor:TimelineView[] link:#TimelineView[->]Timeline View:: A view in the GUI featuring a given Timeline. There might be multiple views of the same timeline, all sharing the same PlayController. A proposed extension is the ability to 'focus' a timeline view to a sub-Sequence contained within the top-level sequence of the underlying Timeline. (Intended for editing meta-clips) anchor:Track-head_patchbay[] link:#Track-head_patchbay[->]Track-head/patchbay:: the box in front of a track allowing to control properties of the elements contained within this track, unfold nested tracks and so on. To a large extent, it corresponds to the placement of this track and allows to manipulate this placement - *TODO*: better term for this - Note by Ichthyo: while I like the term "patchbay", my concern with this is that it has already a very specific meaning in audio applications; and while our track heads certainly can serve as a patchbay, that is not the main purpose and they can do things beyond that.. anchor:Timeline[] link:#Timeline[->]Timeline:: the top level element(s) within the Project. It is visible within a 'timeline view' in the GUI and represents the effective (resulting) arrangement of media objects, resolved to a finite time axis, to be rendered for output or viewed in a Monitor (viewer window). Timeline(s) are top-level and may not be further combined. A timeline is comprised of: * Time axis, defining the time base * Play Controller (WIP: discussion if thats belongs to the timeline and if we want a 1:N relation here). Note by Ichthyo: yes, our current discussion showed us that a play controller rather gets allocated to a timeline, but isn't contained therein. * global pipes, i.e. global busses like in a mixing desk * exactly one top level Sequence anchor:TimeAxis[] link:#TimeAxis[->]Time Axis:: An entity defining the temporal properties of a timeline. A time axis defines the time base, kind of timecode and absolute anchor point. Besides, it manages a set of frame quantisation grids, corresponding to the outputs configured for this timeline (through the global busses). The GUI representation is a time ruler with configurable time ticks showed on top of the timeline view anchor:Busses[] link:#Busses[->]Busses:: A list of 'global Pipes' representing the possible outputs (master busses) similar to audio mixing desk. A bus defines the properties of the rendered output (Framerate, Resolution, Colorformat and so on). Busses are part of a Timeline. anchor:Sequence[] link:#Sequence[->]Sequence:: A collection of *Media Objects* (clips, effects, transitions, labels, automation) placed onto a tree of tracks. By means of this placement, the objects could be anchored relative to each other, relative to external objects, absolute in time. A sequence can connect to the global pipes when used as top-level sequence within a timeline, or alternatively it can act as a virtual-media when used within a meta-clip (nested sequence). In the default configuration, a Sequence contains just a single root track and sends directly to the master bus of the timeline. anchor:Placement[] link:#Placement[->]Placement:: A Placement represents a relation: it is always linked to a Subject (this being a Media Object) and has the meaning to place this Subject in some manner, either relatively to other Media Objects, by some Constraint or simply absolute at (time, output). Placements are used to stitch together the objects in the high-level-model. Placements thus are organised hierarchically and need to be _resolved_ to obtain a specific value (time point, output routing, layering, fade,...) anchor:Pipe[] link:#Pipe[->]Pipe:: Conceptual building block of the high-level model. It can be thought off as simple linear processing chain. A stream can be 'sent to' a pipe, in which case it will be mixed in at the input, and you can 'plug' the output of a pipe to another destination. Further, effects or processors can be attached to the pipe. Besides the global pipes (busses) in each Timeline, each clip automatically creates N pipes (one for each distinct content stream. Typically N=2, for video and audio) anchor:MediaStream[] link:#MediaStream[->]MediaStream:: Media data is supposed to appear structured as stream(s) over time. While there may be an inherent internal structuring, at a given perspective any stream is a unit and homogeneous. In the context of digital media data processing, streams are always quantized, which means they appear as a temporal sequence of data chunks called frames. anchor:StreamType[] link:#StreamType[->]StreamType:: Classification of a media stream. StreamType is a descriptor record. While external media processing libraries usually do provide some kind of classification already, within lumiera we rely on an uniform yet abstract classification which is owned by the project and geared to fit the internal needs, especially for the wiring and connecting. A Lumiera stream type is comprised of the parts - media kind (Video, Image, Audio, MIDI, Text,... ) - prototype (open ended collection of semantical kinds of media, examples being stereoscopic, periphonic, monaural, binaural, film quality, TV, youtube). - implementation type (e.g. 96kHz 24bit PCM, 2 channels muxed) - intention tag (Source, Raw, Intermediary and Target) anchor:OutputDesignation[] link:#OutputDesignation[->]OutputDesignation:: A specification denoting where to connect the output of a pipe. It might either be given _absoulutely_, i.e as Pipe-ID, or by an _relative_ or _indirect_ specification anchor:OutputMapping[] link:#OutputMapping[->]OutputMapping:: translates one output designation into another one, e.g. when hooking up a sequence as virtual clip within another sequence anchor:OutputSlot[] link:#OutputSlot[->]OutputSlot:: opaque descriptor for an output facility, ready to dispose frames of data to be output. anchor:OutputManager[] link:#OutputManager[->]OutputManager:: manages all external outputs of the application and provides output slots targetting these. anchor:PlayController[] link:#PlayController[->]PlayController:: coordinating playback, cueing and rewinding of a playback position, visible as 'Playhead' cursor in the GUI. When in play state, a PlayController requests and directs a render process to deliver the media data needed for playback. anchor:RenderTask[] link:#RenderTask[->]RenderTask:: basically a PlayController, but collecting output directly, without moving a PlayheadCursor (maybe a progress indicator) and not operating in a timed fashion, but freewheeling or in background mode anchor:ControllerGui[] link:#ControllerGui[->]Controller Gui:: This can be either a full Software implementation for a Transport control (Widgets for Start/Stop/Rev/Ffw etc) or some Gui managing an Input Device. They share some feature to attach them to controllable gui-entities (Viewers, Timeline Views) anchor:Viewer[] link:#Viewer[->]Viewer:: the display destination showing video frame and possibly some effect overlays (masking etc.). When attached to a timeline, a viewer reflects the state of the timeline's associated PlayController, and it attaches to the timeline's global pipes (stream-type match or explicitly), showing video as monitor image and sending audio to the system audio port. Possible extensions are for a viewer to be able to attach to probe points within the render network, to show a second stream as (partial) overlay for comparison, or to be collapsed to a mere control for sending video to a dedicated monitor (separate X display or firewire) anchor:HighLevelModel[] link:#HighLevelModel[->]High Level Model:: All the session content to be edited and manipulated by the user through the GUI. The high-level-model will be translated by the Builder into the Low Level Model for rendering. anchor:LowLevelModel[] link:#LowLevelModel[->]Low Level Model:: The generated Processing Graph, to be ``performed'' within the engine to yield rendered output anchor:Builder[] link:#Builder[->]Builder:: A kind of compiler which creates Low Level/Processing Graphs, by traversing and evaluating the relevant parts of the high-level-model and using the Rules System. anchor:TimelineSegment[] link:#TimelineSegment[->]Timeline Segment:: A range in the timeline which yields in one Processing graph, commonly the range between cut points (which require a reconfiguration of the graph). // Note by Ichthyo: "Extent" sounds somewhat cool, just it didn't occur to me as a term. // We may well agree on it, if "extent" communicates the meaning better. Up to now, I called it "segment" anchor:AssetsView[] link:#AssetsView[->]Assets View:: The windows showing and managing the available things to work with. This are the ingested footage, already composed Clips, available Sub-Projects, Effects, Transitions and internal artefacts. anchor:RulesSystem[] link:#RulesSystem[->]Rules System:: Translating the Timeline to the underlying Processing Graphs involves some logic and knowledge about handling/converting data. This may be configued with this Rules System. Typically Lumiera will provide sane defaults for most purposes but may extended/refined for site specific things. anchor:ProcessingGraph[] link:#ProcessingGraph[->]Processing Graph:: Rendering is expressed as detailed network of Nodes, each defining a processing step. anchor:ConfigSystem_Preferences[] link:#ConfigSystem_Preferences[->]Config System/Preferences:: TODO: agree on one term here Provides defaults for all kinds of application configurations. These include machine specific configurations for performance characteristics, File and Plugins Paths and configuration data and so on. Note that this only provides defaults for otherwise not yet set data. Many settings will then be stored within the project and the Config/Preferences becomes overridden by that. anchor:InputDevice[] link:#InputDevice[->]Input Device:: some hardware controler, like a extra Keyboard, Midi Mixer, Jog, .. TODO: decide if the main keyboard as special (global) state. anchor:Focus[] link:#Focus[->]Focus:: TBD anchor:Cursor[] link:#Cursor[->]Cursor:: playback- or edit position