LUMIERA.clone/doc/devel/uml/classes.html

226 lines
35 KiB
HTML

<!-- Documentation produced by the Html generator of Bouml (http://bouml.free.fr) -->
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<title>Classes Index</title>
<link rel="stylesheet" href="style.css" type="text/css" />
</head>
<body bgcolor="#ffffff">
<div class = "title">Classes Index</div>
<p></p>
<!-- ============================================================= -->
<table>
<tr bgcolor=#f0f0f0><td><a href="class128773.html#refclass128773" target = "projectFrame"><b>AbstractMO</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class133381.html#refclass133381" target = "projectFrame"><b>AFrame</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class129541.html#refclass129541" target = "projectFrame"><b>Allocation</b></a></td><td></td><td>a directive to place a MObject in a specific way</td></tr>
<tr bgcolor=#f0f0f0><td><a href="class135429.html#refclass135429" target = "projectFrame"><b>Appconfig</b></a></td><td>singleton</td><td>Singleton to hold inevitable global flags and constants and for performing erarly (static) global initialization tasks.</td></tr>
<tr bgcolor=#f0f0f0><td><a href="class140293.html#refclass140293" target = "projectFrame"><b>Applicable</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class150917.html#refclass150917" target = "projectFrame"><b>ArgumentHolder</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class131077.html#refclass131077" target = "projectFrame"><b>Assembler</b></a></td><td></td><td>This is the actual building facility: provided the correct tools and associations, it serves to build and connect the individual ProcNode objects</td></tr>
<tr bgcolor=#f0f0f0><td><a href="class136453.html#refclass136453" target = "projectFrame"><b>Asset</b></a></td><td>interface</td><td>Superinterface describing especially the bookeeping properties of Assets</td></tr>
<tr bgcolor=#f0f0f0><td><a href="class136581.html#refclass136581" target = "projectFrame"><b>AssetManager</b></a></td><td>boundary</td><td>Facade for the Asset subsystem</td></tr>
<tr bgcolor=#f0f0f0><td><a href="class129925.html#refclass129925" target = "projectFrame"><b>Auto</b></a></td><td></td><td>Automation data for some parameter (i.e. a time varying function)</td></tr>
<tr bgcolor=#f0f0f0><td><a href="class143109.html#refclass143109" target = "projectFrame"><b>BackendCache</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class162437.html#refclass162437" target = "projectFrame"><b>BareEntryID</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class152325.html#refclass152325" target = "projectFrame"><b>Binding</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class144133.html#refclass144133" target = "projectFrame"><b>BuffHandle</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class144005.html#refclass144005" target = "projectFrame"><b>BuffTable</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class134021.html#refclass134021" target = "projectFrame"><b>Buildable</b></a></td><td>interface</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class130565.html#refclass130565" target = "projectFrame"><b>BuilderFacade</b></a></td><td>boundary</td><td>Provides unified access to the builder functionality. While individual components of the builder subsystem may be called if necessary or suitable, it is usually better to do all extern invocations via the high level methods of this Facade</td></tr>
<tr bgcolor=#f0f0f0><td><a href="class134149.html#refclass134149" target = "projectFrame"><b>BuilderTool</b></a></td><td>interface</td><td>Used according to the visitor pattern: each Tool contains the concrete implementation for one task to be done to the various MObject classes</td></tr>
<tr bgcolor=#f0f0f0><td><a href="class139013.html#refclass139013" target = "projectFrame"><b>BuildInstruct</b></a></td><td></td><td>(Interface) building instructions to be executed by the Builder on the render node network under construction.</td></tr>
<tr bgcolor=#f0f0f0><td><a href="class147077.html#refclass147077" target = "projectFrame"><b>C_Instance</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class146949.html#refclass146949" target = "projectFrame"><b>C_Interface</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class143237.html#refclass143237" target = "projectFrame"><b>Caller</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class137221.html#refclass137221" target = "projectFrame"><b>Category</b></a></td><td></td><td>tree like classification of Assets</td></tr>
<tr bgcolor=#f0f0f0><td><a href="class128901.html#refclass128901" target = "projectFrame"><b>Clip</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class150789.html#refclass150789" target = "projectFrame"><b>Closure</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class148997.html#refclass148997" target = "projectFrame"><b>CmdClosure</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class137861.html#refclass137861" target = "projectFrame"><b>Codec</b></a></td><td></td><td>description of some media data decoder or encoder facility</td></tr>
<tr bgcolor=#f0f0f0><td><a href="class135045.html#refclass135045" target = "projectFrame"><b>CodecAdapter</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class148485.html#refclass148485" target = "projectFrame"><b>Command</b></a></td><td>interface</td><td>Key abstraction for all proc/edit operations and UNDO management</td></tr>
<tr bgcolor=#f0f0f0><td><a href="class138501.html#refclass138501" target = "projectFrame"><b>CompoundMedia</b></a></td><td></td><td>compound of several elementary media tracks,<br />e.g. the individual media streams found in one media file</td></tr>
<tr bgcolor=#f0f0f0><td><a href="class128266.html#refclass128266" target = "projectFrame"><b>Condition</b></a></td><td></td><td>I provided a reworked Condition class in my Cinelerra2 repository</td></tr>
<tr bgcolor=#f0f0f0><td><a href="class135813.html#refclass135813" target = "projectFrame"><b>Config</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class140549.html#refclass140549" target = "projectFrame"><b>ConfigRules</b></a></td><td>interface</td><td>public acces point for running Config Queries</td></tr>
<tr bgcolor=#f0f0f0><td><a href="class130821.html#refclass130821" target = "projectFrame"><b>ConManager</b></a></td><td></td><td>Connection Manager, used to build the connections between render engine nodes, if these nodes need to cooperate besides the normal "data pull" operation. Esp., the Connection Manager knows how to wire up the effect's parameters with the corresponding ParamProviders (autmation) in the Session</td></tr>
<tr bgcolor=#f0f0f0><td><a href="class130181.html#refclass130181" target = "projectFrame"><b>Constraint</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class130309.html#refclass130309" target = "projectFrame"><b>ControllerFacade</b></a></td><td>boundary</td><td>Provides unified access to the Proc-Subsystem Controller. Especially, this Facade class provides the functions to get a render engine to carry out actual renderings.</td></tr>
<tr bgcolor=#f0f0f0><td><a href="class155269.html#refclass155269" target = "projectFrame"><b>Cursor</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class138245.html#refclass138245" target = "projectFrame"><b>Dataset</b></a></td><td></td><td>meta asset describing a collection of control data</td></tr>
<tr bgcolor=#f0f0f0><td><a href="class138373.html#refclass138373" target = "projectFrame"><b>DB</b></a></td><td></td><td>Implementation of the registry holding all Asset instances known to the Asset Manager subsystem. As of 8/2007 implemented by a hashtable.</td></tr>
<tr bgcolor=#f0f0f0><td><a href="class141445.html#refclass141445" target = "projectFrame"><b>DefaultsManager</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class141573.html#refclass141573" target = "projectFrame"><b>DefaultsRegistry</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class149253.html#refclass149253" target = "projectFrame"><b>DoAsync</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class139141.html#refclass139141" target = "projectFrame"><b>DoAttach</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class139269.html#refclass139269" target = "projectFrame"><b>DoRecurse</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class149125.html#refclass149125" target = "projectFrame"><b>DoSync</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class137733.html#refclass137733" target = "projectFrame"><b>Effect</b></a></td><td></td><td>Effect or media processing component</td></tr>
<tr bgcolor=#f0f0f0><td><a href="class129029.html#refclass129029" target = "projectFrame"><b>Effect</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class160645.html#refclass160645" target = "projectFrame"><b>EntryID</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class135557.html#refclass135557" target = "projectFrame"><b>Error</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class131589.html#refclass131589" target = "projectFrame"><b>ExitNode</b></a></td><td></td><td>The output of the render pipeline. Pulling from such exit nodes actually ivokes the render process</td></tr>
<tr bgcolor=#f0f0f0><td><a href="class129797.html#refclass129797" target = "projectFrame"><b>ExplicitPlacement</b></a></td><td>interface</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class136197.html#refclass136197" target = "projectFrame"><b>External</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class146565.html#refclass146565" target = "projectFrame"><b>Facade</b></a></td><td>interface</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class135301.html#refclass135301" target = "projectFrame"><b>Factory</b></a></td><td></td><td>a template for generating functor-like Factory objects, used to encapsulate object creation and providing access via smart-pointers only.</td></tr>
<tr bgcolor=#f0f0f0><td><a href="class144645.html#refclass144645" target = "projectFrame"><b>FeedCache</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class128181.html#refclass128181" target = "projectFrame"><b>File</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class128693.html#refclass128693" target = "projectFrame"><b>FileHandle</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class128309.html#refclass128309" target = "projectFrame"><b>FileHandleCache</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class128565.html#refclass128565" target = "projectFrame"><b>FileMap</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class128437.html#refclass128437" target = "projectFrame"><b>FileMapCache</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class129333.html#refclass129333" target = "projectFrame"><b>FileProvider</b></a></td><td></td><td>This is the Factory for Files, whenever something wants to use some file (or temporary storage), This Factory will hand out some smart/shared pointer to a File object which will be used to retrieve Frames.</td></tr>
<tr bgcolor=#f0f0f0><td><a href="class128778.html#refclass128778" target = "projectFrame"><b>FileReference</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class129285.html#refclass129285" target = "projectFrame"><b>FixedLocation</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class128261.html#refclass128261" target = "projectFrame"><b>Fixture</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class128821.html#refclass128821" target = "projectFrame"><b>Frame</b></a></td><td></td><td>Frames are just a low level lump of continous memory, most parts are opaque. Frames are memory sensitive, they will be small constant sized structures which can be efficently managed in a pool.</td></tr>
<tr bgcolor=#f0f0f0><td><a href="class133253.html#refclass133253" target = "projectFrame"><b>Frame</b></a></td><td>interface</td><td>TODO: how to relate to Cehteh's Frame entity in the Backend?<br />The latter is the fundamental Frame entity, wheras this Object rather represents a buffer set containing frame date</td></tr>
<tr bgcolor=#f0f0f0><td><a href="class128949.html#refclass128949" target = "projectFrame"><b>FrameDescriptor</b></a></td><td>interface</td><td>A FrameDescriptor implements the higher level interfaces for frames. Further refinements are made by subclassing and policy classes</td></tr>
<tr bgcolor=#f0f0f0><td><a href="class128225.html#refclass128225" target = "projectFrame"><b>FrameReference</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class133637.html#refclass133637" target = "projectFrame"><b>GLBuf</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class156805.html#refclass156805" target = "projectFrame"><b>Goal</b></a></td><td>interface</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class162309.html#refclass162309" target = "projectFrame"><b>Group</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class152965.html#refclass152965" target = "projectFrame"><b>Handle</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class148613.html#refclass148613" target = "projectFrame"><b>HandlingPattern</b></a></td><td>interface</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class152581.html#refclass152581" target = "projectFrame"><b>Id</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class145029.html#refclass145029" target = "projectFrame"><b>ImplFacade</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class147205.html#refclass147205" target = "projectFrame"><b>InstanceHandle</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class134789.html#refclass134789" target = "projectFrame"><b>Interpolator</b></a></td><td></td><td>Provides the implementation for getting the acutal value of a time varying or automated effect/plugin parameter</td></tr>
<tr bgcolor=#f0f0f0><td><a href="class136069.html#refclass136069" target = "projectFrame"><b>Invalid</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class160773.html#refclass160773" target = "projectFrame"><b>Inventory</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class144261.html#refclass144261" target = "projectFrame"><b>Invocation</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class155397.html#refclass155397" target = "projectFrame"><b>IterAdapter</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class129669.html#refclass129669" target = "projectFrame"><b>Label</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class131973.html#refclass131973" target = "projectFrame"><b>Link</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class139909.html#refclass139909" target = "projectFrame"><b>LocatingPin</b></a></td><td></td><td>An element with value semantics, which actually implements the placement of some MObject by positioning it in some way.</td></tr>
<tr bgcolor=#f0f0f0><td><a href="class128522.html#refclass128522" target = "projectFrame"><b>Lock</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class128650.html#refclass128650" target = "projectFrame"><b>Lock</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class135685.html#refclass135685" target = "projectFrame"><b>Logic</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class152709.html#refclass152709" target = "projectFrame"><b>LuidH</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class132357.html#refclass132357" target = "projectFrame"><b>Mask</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class136709.html#refclass136709" target = "projectFrame"><b>Media</b></a></td><td></td><td>key abstraction: media-like assets</td></tr>
<tr bgcolor=#f0f0f0><td><a href="class139525.html#refclass139525" target = "projectFrame"><b>MediaAccessFacade</b></a></td><td>boundary</td><td>provides functions for querying (opening) a media file, detecting the channels or streams found within this file, etc. Delegating to the actual backend functions</td></tr>
<tr bgcolor=#f0f0f0><td><a href="class139397.html#refclass139397" target = "projectFrame"><b>MediaFactory</b></a></td><td></td><td>specialized Asset Factory for configuring (new) media asset instances based on existing media files on disk; can create placeholder assets as well</td></tr>
<tr bgcolor=#f0f0f0><td><a href="class145285.html#refclass145285" target = "projectFrame"><b>MediaKind</b></a></td><td>enum</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class137093.html#refclass137093" target = "projectFrame"><b>Meta</b></a></td><td></td><td>key abstraction: metadata and organisational asset</td></tr>
<tr bgcolor=#f0f0f0><td><a href="class129157.html#refclass129157" target = "projectFrame"><b>Meta</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class128517.html#refclass128517" target = "projectFrame"><b>MObject</b></a></td><td>interface</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class152837.html#refclass152837" target = "projectFrame"><b>MObjectRef</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class146053.html#refclass146053" target = "projectFrame"><b>Monitor</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class148741.html#refclass148741" target = "projectFrame"><b>Mutation</b></a></td><td>func</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class128394.html#refclass128394" target = "projectFrame"><b>Mutex</b></a></td><td></td><td>I provided a reworked Mutex class in my Cinelerra2 repository</td></tr>
<tr bgcolor=#f0f0f0><td><a href="class134405.html#refclass134405" target = "projectFrame"><b>NodeCreatorTool</b></a></td><td></td><td>This Tool implementation plays the central role in the buld process: given a MObject from Session, it is able to attach ProcNodes to the render engine under construction such as to reflect the properties of the MObject in the actual render.</td></tr>
<tr bgcolor=#f0f0f0><td><a href="class143365.html#refclass143365" target = "projectFrame"><b>NodeWiring</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class143493.html#refclass143493" target = "projectFrame"><b>OperationBase</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class153221.html#refclass153221" target = "projectFrame"><b>P</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class149637.html#refclass149637" target = "projectFrame"><b>ParamAccessor</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class134533.html#refclass134533" target = "projectFrame"><b>Parameter</b></a></td><td></td><td>Descriptor and access object for a plugin parameter. Parameters may be provided with values from the session, and this values may be automated.</td></tr>
<tr bgcolor=#f0f0f0><td><a href="class134661.html#refclass134661" target = "projectFrame"><b>ParamProvider</b></a></td><td>interface</td><td>A facility to get the actual value of a plugin/effect parameter</td></tr>
<tr bgcolor=#f0f0f0><td><a href="class130437.html#refclass130437" target = "projectFrame"><b>PathManager</b></a></td><td></td><td>While building a render engine, this Strategy class decides on the actual render strategy in accordance to the current controller settings (system state)</td></tr>
<tr bgcolor=#f0f0f0><td><a href="class138117.html#refclass138117" target = "projectFrame"><b>Pipe</b></a></td><td></td><td>structural asset representing a basic building block within the high level model: a port for building a processing chain and generating media output</td></tr>
<tr bgcolor=#f0f0f0><td><a href="class128645.html#refclass128645" target = "projectFrame"><b>Placement</b></a></td><td>interface</td><td>used to specify the position of a MObject in the EDL. This can be done in various ways (absolute, relative). <br />Placement at the same time acts as (refcounting) smart pointer for accessing the MObject.</td></tr>
<tr bgcolor=#f0f0f0><td><a href="class152069.html#refclass152069" target = "projectFrame"><b>PlacementIndex</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class152453.html#refclass152453" target = "projectFrame"><b>PlacementRef</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class145925.html#refclass145925" target = "projectFrame"><b>PlayControl</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class146437.html#refclass146437" target = "projectFrame"><b>PlayheadCursor</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class140421.html#refclass140421" target = "projectFrame"><b>Plug</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class132485.html#refclass132485" target = "projectFrame"><b>PluginAdapter</b></a></td><td></td><td>Adapter used to integrage an effects processor in the render pipeline</td></tr>
<tr bgcolor=#f0f0f0><td><a href="class129077.html#refclass129077" target = "projectFrame"><b>Prefetch</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class137605.html#refclass137605" target = "projectFrame"><b>Preview</b></a></td><td></td><td>alternative version of the media data, probably with lower resolution</td></tr>
<tr bgcolor=#f0f0f0><td><a href="class136837.html#refclass136837" target = "projectFrame"><b>Proc</b></a></td><td></td><td>key abstraction: data processing asset</td></tr>
<tr bgcolor=#f0f0f0><td><a href="class141957.html#refclass141957" target = "projectFrame"><b>ProcDispatcher</b></a></td><td>control</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class144389.html#refclass144389" target = "projectFrame"><b>ProcessData</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class131717.html#refclass131717" target = "projectFrame"><b>ProcNode</b></a></td><td>interface</td><td>Key abstraction of the Render Engine: A Data processing Node</td></tr>
<tr bgcolor=#f0f0f0><td><a href="class138757.html#refclass138757" target = "projectFrame"><b>ProcPatt</b></a></td><td></td><td>special type of structural Asset representing information how to build some part of the render engine's processing nodes network.</td></tr>
<tr bgcolor=#f0f0f0><td><a href="class145669.html#refclass145669" target = "projectFrame"><b>Project</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class132229.html#refclass132229" target = "projectFrame"><b>Projector</b></a></td><td></td><td>Special video processing node used to scale and translate image data.</td></tr>
<tr bgcolor=#f0f0f0><td><a href="class144901.html#refclass144901" target = "projectFrame"><b>Prototype</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class146693.html#refclass146693" target = "projectFrame"><b>Proxy</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class143749.html#refclass143749" target = "projectFrame"><b>PullInput</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class155141.html#refclass155141" target = "projectFrame"><b>Query</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class143621.html#refclass143621" target = "projectFrame"><b>QueryCache</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class153605.html#refclass153605" target = "projectFrame"><b>QueryFocus</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class153733.html#refclass153733" target = "projectFrame"><b>QueryFocusStack</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class140677.html#refclass140677" target = "projectFrame"><b>QueryHandler</b></a></td><td>interface</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class141189.html#refclass141189" target = "projectFrame"><b>QueryHandlerImpl</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class153989.html#refclass153989" target = "projectFrame"><b>QueryResolver</b></a></td><td>interface</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class143877.html#refclass143877" target = "projectFrame"><b>ReadSource</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class149509.html#refclass149509" target = "projectFrame"><b>RedoLast</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class162565.html#refclass162565" target = "projectFrame"><b>RegEntry</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class129413.html#refclass129413" target = "projectFrame"><b>RelativeLocation</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class133893.html#refclass133893" target = "projectFrame"><b>RelType</b></a></td><td>enum</td><td>the possible kinds of RelativePlacements</td></tr>
<tr bgcolor=#f0f0f0><td><a href="class131333.html#refclass131333" target = "projectFrame"><b>RenderEngine</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class131461.html#refclass131461" target = "projectFrame"><b>RenderGraph</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class130949.html#refclass130949" target = "projectFrame"><b>RenderState</b></a></td><td></td><td>Encapsulates the logic used to get a "current render process" in accordance to the currentyl applicable controller settings. The provided StateProxy serves to hold any mutalbe state used in the render process, so the rest of the render engine can be stateless.</td></tr>
<tr bgcolor=#f0f0f0><td><a href="class146181.html#refclass146181" target = "projectFrame"><b>RenderTask</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class159237.html#refclass159237" target = "projectFrame"><b>Resolution</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class140933.html#refclass140933" target = "projectFrame"><b>ResolverBase</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class155525.html#refclass155525" target = "projectFrame"><b>ResolvingFacility</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class156933.html#refclass156933" target = "projectFrame"><b>Result</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class158085.html#refclass158085" target = "projectFrame"><b>ResultSet</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class160517.html#refclass160517" target = "projectFrame"><b>Root</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class129205.html#refclass129205" target = "projectFrame"><b>Scheduler</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class153349.html#refclass153349" target = "projectFrame"><b>Scope</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class153861.html#refclass153861" target = "projectFrame"><b>ScopeLocator</b></a></td><td>singleton</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class153477.html#refclass153477" target = "projectFrame"><b>ScopePath</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class135173.html#refclass135173" target = "projectFrame"><b>Segment</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class147333.html#refclass147333" target = "projectFrame"><b>Segmentation</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class134277.html#refclass134277" target = "projectFrame"><b>SegmentationTool</b></a></td><td></td><td>Tool implementation for deriving a partitioning of the current timeline such, that each segement has a constant configuration. "Constant" means here, that any remaining changes over time can be represented by automation solely, without the need to change the node connections.</td></tr>
<tr bgcolor=#f0f0f0><td><a href="class128133.html#refclass128133" target = "projectFrame"><b>Seq</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class152197.html#refclass152197" target = "projectFrame"><b>Sequence</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class146309.html#refclass146309" target = "projectFrame"><b>Sequence</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class141829.html#refclass141829" target = "projectFrame"><b>Serializer</b></a></td><td>actor</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class146821.html#refclass146821" target = "projectFrame"><b>ServiceImpl</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class139653.html#refclass139653" target = "projectFrame"><b>Session</b></a></td><td></td><td>Primary Interface for all editing tasks.<br />The session contains defaults, all the assets being edited, and a set of EDL with the individual MObjects to be manipulated and rendered.</td></tr>
<tr bgcolor=#f0f0f0><td><a href="class128005.html#refclass128005" target = "projectFrame"><b>SessionImpl</b></a></td><td></td><td>Implementation class for the Session interface</td></tr>
<tr bgcolor=#f0f0f0><td><a href="class139781.html#refclass139781" target = "projectFrame"><b>SessManager</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class153093.html#refclass153093" target = "projectFrame"><b>shared_ptr</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class128906.html#refclass128906" target = "projectFrame"><b>SmartPointer</b></a></td><td>auxiliary</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class133765.html#refclass133765" target = "projectFrame"><b>Source</b></a></td><td></td><td>Source Node: represents a media source to pull data from.</td></tr>
<tr bgcolor=#f0f0f0><td><a href="class132741.html#refclass132741" target = "projectFrame"><b>State</b></a></td><td>interface</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class135941.html#refclass135941" target = "projectFrame"><b>State</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class142597.html#refclass142597" target = "projectFrame"><b>StateAdapter</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class142469.html#refclass142469" target = "projectFrame"><b>StateProxy</b></a></td><td>implementation</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class136325.html#refclass136325" target = "projectFrame"><b>std::exception</b></a></td><td>auxiliary</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class144517.html#refclass144517" target = "projectFrame"><b>Strategy</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class144773.html#refclass144773" target = "projectFrame"><b>StreamType</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class145157.html#refclass145157" target = "projectFrame"><b>StreamTypeID</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class136965.html#refclass136965" target = "projectFrame"><b>Struct</b></a></td><td></td><td>key abstraction: structural asset</td></tr>
<tr bgcolor=#f0f0f0><td><a href="class145413.html#refclass145413" target = "projectFrame"><b>STypeManager</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class128138.html#refclass128138" target = "projectFrame"><b>Thread</b></a></td><td></td><td>We can basically reuse the Thread class design from Cinelerra2, Thread becomes a baseclass for all Threads </td></tr>
<tr bgcolor=#f0f0f0><td><a href="class134917.html#refclass134917" target = "projectFrame"><b>Time</b></a></td><td></td><td>denotes a temporal position (time point), based on timeline start.<br /><br />investigate posix.4 realtime timers, wrap these here</td></tr>
<tr bgcolor=#f0f0f0><td><a href="class160901.html#refclass160901" target = "projectFrame"><b>Timeline</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class145541.html#refclass145541" target = "projectFrame"><b>Timeline</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class145797.html#refclass145797" target = "projectFrame"><b>TimelineView</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class140037.html#refclass140037" target = "projectFrame"><b>Tool</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class130693.html#refclass130693" target = "projectFrame"><b>ToolFactory</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class128389.html#refclass128389" target = "projectFrame"><b>Track</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class131845.html#refclass131845" target = "projectFrame"><b>Trafo</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class162053.html#refclass162053" target = "projectFrame"><b>TypedID</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class162693.html#refclass162693" target = "projectFrame"><b>TypedID::Index</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class162821.html#refclass162821" target = "projectFrame"><b>TypedID::Link</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class162181.html#refclass162181" target = "projectFrame"><b>TypedID::Table</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class140805.html#refclass140805" target = "projectFrame"><b>TypeHandler</b></a></td><td>interface</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class141317.html#refclass141317" target = "projectFrame"><b>TypeHandler&lt;Pipe&gt;</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class148869.html#refclass148869" target = "projectFrame"><b>UndoMutation</b></a></td><td>func</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class149381.html#refclass149381" target = "projectFrame"><b>UndoSync</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class137477.html#refclass137477" target = "projectFrame"><b>Unknown</b></a></td><td></td><td>placeholder for unknown or unavailable media source</td></tr>
<tr bgcolor=#f0f0f0><td><a href="class141701.html#refclass141701" target = "projectFrame"><b>User</b></a></td><td>actor</td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class133509.html#refclass133509" target = "projectFrame"><b>VFrame</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class160389.html#refclass160389" target = "projectFrame"><b>VirtualMedia</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class140165.html#refclass140165" target = "projectFrame"><b>Visitable</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class142725.html#refclass142725" target = "projectFrame"><b>WiringDescriptor</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class130053.html#refclass130053" target = "projectFrame"><b>Wish</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class129162.html#refclass129162" target = "projectFrame"><b>WriteBuffer</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class129034.html#refclass129034" target = "projectFrame"><b>WriteBufferPool</b></a></td><td></td><td></td></tr>
<tr bgcolor=#f0f0f0><td><a href="class141061.html#refclass141061" target = "projectFrame"><b>YAP_Prolog</b></a></td><td></td><td></td></tr>
</table>
</body>
</html>