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Ichthyostega 10fa0aaa79 Scheduler-test: design problems impeding clean test-setup
Encountering ''just some design problems related to the test setup,''
which however turn out hard to overcome. Seems that, in my eagerness
to create a succinct and clear presentation of the test, I went into
danger territory, overstretching the abilities of the C++ language.

After working with a set of tools created step by step over an extended span of time,
''for me'' the machinations of this setup seem to be reduced to flipping a toggle
here and there, and I want to focus these active parts while laying out this test.
''This would require'' to create a system of nested scopes, while getting more and more
specific gradually, and moving to the individual case at question; notably any
clarification and definition within those inner focused contexts would have to be
picked up and linked in dynamically.

Yet the C++ language only allows to be ''either'' open and flexible towards
the actual types, or ''alternatively'' to select dynamically within a fixed
set of (virtual) methods, which then must be determined from the beginning.
It is not possible to tweak and adjust base definitions after the fact,
and it is not possible to fill in constant definitions dynamically
with late binding to some specific implementation type provided only
at current scope.

Seems that I am running against that brick wall over and over again,
piling up complexities driven by an desire for succinctness and clarity.

Now attempting to resolve this quite frustrating situation...
- fix the actual type of the TestChainLoad by a typedef in test context
- avoid the definitions (and thus the danger of shadowing)
  and use one `testSetup()` method to place all local adjustments.
2024-04-08 03:54:00 +02:00
admin Library: integrate into the Lumiera code base 2024-03-11 17:38:30 +01:00
data Icon: variants turning the hand up/down 2022-10-14 20:26:49 +02:00
doc Scheduler-test: watch statistics with increasing stress 2024-01-02 18:44:20 +01:00
po release prep: remove defunct autotools buildsystem 2013-10-29 03:47:50 +01:00
research Library: reorder some pervasively used includes 2024-03-21 19:57:34 +01:00
src Scheduler-test: rework ParameterRange tool for data visualisation 2024-04-04 02:52:57 +02:00
target update some DIR_INFO entries 2011-04-05 00:44:30 +02:00
tests Scheduler-test: design problems impeding clean test-setup 2024-04-08 03:54:00 +02:00
uml DOC: update and rework documentation regarding command access 2021-04-16 18:14:33 +02:00
wiki Scheduler-test: design problems impeding clean test-setup 2024-04-08 03:54:00 +02:00
.gitignore Doxygen: adjust ignores 2015-08-17 01:14:33 +02:00
AUTHORS Pre-release 0.pre.03 2015-11-02 22:19:26 +01:00
COPYING we need the usual README, INSTALL, AUTHORS, and LICENSE file 2007-09-06 18:16:45 +02:00
DIR_INFO update some DIR_INFO entries 2011-04-05 00:44:30 +02:00
INSTALL Pre-release 0.pre.02 2013-10-30 02:35:20 +01:00
LICENSE ability to pick up the attribute type from the closure/functor 2015-05-03 05:24:06 +02:00
README Pre-release 0.pre.03 2015-11-02 22:19:26 +01:00
SConstruct Global-Layer-Renaming: fix handling of GuiResources in the build 2018-11-16 18:18:33 +01:00

Lumiera -- the video NLE for Linux
====================================
Version: 0.pre.03
:Date: 11/2015

*************************************************************
Lumiera is a non-linear video editing and compositing tool.

The Application will allow to edit footage in the common
multimedia formats (quicktime, ogg, mkv, avi) and audio/video
stream codecs (dv, mpeg1/2/4, h264 ...)

Lumiera features non-destructive editing, compositing tools,
a selection of effects plugins, processing in RGB, YUV and
RGB-float colour models and the ability to mix media with
differing sizes and framerates. Lumiera is especially well
suited for large and elaborate professional editing tasks
with lots of material, several scenes, nested sequences,
colour grading, 3D support, full fledged sound montage
and multiple edit versions prepared in parallel.

NOTE: as of 11/2015, Lumiera is in early development stage;
it is not usable yet. The above describes the Lumiera project
vision, which will need years to implement. This preview Release
installs a current development snapshot in pre-alpha stage.

Visit http://Lumiera.org and join the mailing list
when interested in Lumiera planning and development.
****************************************************************


Lumiera pre-Alpha Versions
--------------------------

**This source tree doesn't yet contain a working video editing application** +
Rather, it contains the framework and technology core
of the envisioned Application ``Lumiera''.

See http://issues.lumiera.org/roadmap[Project roadmap]

As of _11/2015_ (0.pre.03)::
a lot of long standing maintennance work has been done. The Project switched
to C++11 and in the end even to C++14 and Debian/Jessie as reference platform,
followed by clean-up of now obsolete workarounds. On the GUI side, we largely
made the transition to GTK-3, which lead to rework of our timeline widget, not
finished yet. This work also spured an effort the connection and communication
between Proc and the UI, which is expected to be asynchroneous. Due to the
limited developer resources, work on the Engine and Player part is stalled.

As of _10/2013_ (0.pre.02)::
the data models have been elaborated and some significant parts of the session
are finished. Work has continued with time handling, a draft of the output
connection framework, a draft of the player subsystem and interfaces to the
engine and processing network. Unfortunately there was a considerable slowdown
and decrease in team size, yet still the code base is growing towards 90k LOC.
No tangible progress regarding the GUI and the backend.

As of _1/2011_ (0.pre.01)::
the project has created and documented a fairly consistent design,
partially coded up -- starting from the technical foundations and working up.
The code base is approaching 65k LOC. Roughly half of this is test code.
The Application can be installed and started to bring up a GTK GUI framework,
but the GUI is very preliminary and not connected to core functionality.
The video processing pipeline exists only in the blueprints.

As of _2/2008_::
the project has been separated completely from ``Cinelerra'', the parent project.
The Community, which at that time was largely identical to the Cinelerra-CV community,
choose the new project name ``Lumiera'' through a collaborative selection and vote.
The basic project infrastructure is up and running, and work on the new codebase
has started. We can show nothing beyond a test suite for some time to come.

As of _7/2007_::
we started with the backend and render engine draft, some example code
complemented by several unit tests. There is a TiddlyWiki with detailed
design considerations and developer documentation and a UML model



Build Requirements
------------------

For building Lumiera, you'll need:

 * C99 / C++14 compiler GCC `>=4.9` or Clang `>=3.5`
 * Git Version management system
 * http://www.scons.org/[SCons build system]
 * http://www.boost.org/[Boost libraries]
 * http://gmerlin.sourceforge.net/[GAVL library]
 * http://nobug.pipapo.org/[NoBug library]
 * http://www.gtkmm.org/en/[GTKmm]
 * http://alsa-project.org[ALSA libasound2-dev]
 * http://cgit.freedesktop.org/xorg/lib/libXv[libXv]
 * https://wiki.gnome.org/LibRsvg[lib rSVG]
 * https://git.gnome.org/browse/gdl[lib GDL]

See the online documentation at http://Lumiera.org/download.html



Debian Package
--------------
Hermann Vosseler (aka Ichthyo) maintains a *Debian* packaging of the source tree

- the package definition can be pulled from `git://git.lumiera.org/debian/lumiera/`
- the package can be built by `git-buildpackage`