loading Proc-Layer devel doku ...

Requires Javascript.
Engine - Building a Render Nodes Network from Objects in the EDL
Background: #fff
Foreground: #000
PrimaryPale: #8cf
PrimaryLight: #18f
PrimaryMid: #04b
PrimaryDark: #014
SecondaryPale: #ffc
SecondaryLight: #fe8
SecondaryMid: #db4
SecondaryDark: #841
TertiaryPale: #eee
TertiaryLight: #ccc
TertiaryMid: #999
TertiaryDark: #666
Error: #f88
/*{{{*/
body {background:[[ColorPalette::Background]]; color:[[ColorPalette::Foreground]];}

a {color:[[ColorPalette::PrimaryMid]];}
a:hover {background-color:[[ColorPalette::PrimaryMid]]; color:[[ColorPalette::Background]];}
a img {border:0;}

h1,h2,h3,h4,h5,h6 {color:[[ColorPalette::SecondaryDark]]; background:transparent;}
h1 {border-bottom:2px solid [[ColorPalette::TertiaryLight]];}
h2,h3 {border-bottom:1px solid [[ColorPalette::TertiaryLight]];}

.button {color:[[ColorPalette::PrimaryDark]]; border:1px solid [[ColorPalette::Background]];}
.button:hover {color:[[ColorPalette::PrimaryDark]]; background:[[ColorPalette::SecondaryLight]]; border-color:[[ColorPalette::SecondaryMid]];}
.button:active {color:[[ColorPalette::Background]]; background:[[ColorPalette::SecondaryMid]]; border:1px solid [[ColorPalette::SecondaryDark]];}

.header {background:[[ColorPalette::PrimaryMid]];}
.headerShadow {color:[[ColorPalette::Foreground]];}
.headerShadow a {font-weight:normal; color:[[ColorPalette::Foreground]];}
.headerForeground {color:[[ColorPalette::Background]];}
.headerForeground a {font-weight:normal; color:[[ColorPalette::PrimaryPale]];}

.tabSelected{color:[[ColorPalette::PrimaryDark]];
	background:[[ColorPalette::TertiaryPale]];
	border-left:1px solid [[ColorPalette::TertiaryLight]];
	border-top:1px solid [[ColorPalette::TertiaryLight]];
	border-right:1px solid [[ColorPalette::TertiaryLight]];
}
.tabUnselected {color:[[ColorPalette::Background]]; background:[[ColorPalette::TertiaryMid]];}
.tabContents {color:[[ColorPalette::PrimaryDark]]; background:[[ColorPalette::TertiaryPale]]; border:1px solid [[ColorPalette::TertiaryLight]];}
.tabContents .button {border:0;}

#sidebar {}
#sidebarOptions input {border:1px solid [[ColorPalette::PrimaryMid]];}
#sidebarOptions .sliderPanel {background:[[ColorPalette::PrimaryPale]];}
#sidebarOptions .sliderPanel a {border:none;color:[[ColorPalette::PrimaryMid]];}
#sidebarOptions .sliderPanel a:hover {color:[[ColorPalette::Background]]; background:[[ColorPalette::PrimaryMid]];}
#sidebarOptions .sliderPanel a:active {color:[[ColorPalette::PrimaryMid]]; background:[[ColorPalette::Background]];}

.wizard {background:[[ColorPalette::PrimaryPale]]; border:1px solid [[ColorPalette::PrimaryMid]];}
.wizard h1 {color:[[ColorPalette::PrimaryDark]]; border:none;}
.wizard h2 {color:[[ColorPalette::Foreground]]; border:none;}
.wizardStep {background:[[ColorPalette::Background]]; color:[[ColorPalette::Foreground]];
	border:1px solid [[ColorPalette::PrimaryMid]];}
.wizardStep.wizardStepDone {background::[[ColorPalette::TertiaryLight]];}
.wizardFooter {background:[[ColorPalette::PrimaryPale]];}
.wizardFooter .status {background:[[ColorPalette::PrimaryDark]]; color:[[ColorPalette::Background]];}
.wizard .button {color:[[ColorPalette::Foreground]]; background:[[ColorPalette::SecondaryLight]]; border: 1px solid;
	border-color:[[ColorPalette::SecondaryPale]] [[ColorPalette::SecondaryDark]] [[ColorPalette::SecondaryDark]] [[ColorPalette::SecondaryPale]];}
.wizard .button:hover {color:[[ColorPalette::Foreground]]; background:[[ColorPalette::Background]];}
.wizard .button:active {color:[[ColorPalette::Background]]; background:[[ColorPalette::Foreground]]; border: 1px solid;
	border-color:[[ColorPalette::PrimaryDark]] [[ColorPalette::PrimaryPale]] [[ColorPalette::PrimaryPale]] [[ColorPalette::PrimaryDark]];}

#messageArea {border:1px solid [[ColorPalette::SecondaryMid]]; background:[[ColorPalette::SecondaryLight]]; color:[[ColorPalette::Foreground]];}
#messageArea .button {color:[[ColorPalette::PrimaryMid]]; background:[[ColorPalette::SecondaryPale]]; border:none;}

.popupTiddler {background:[[ColorPalette::TertiaryPale]]; border:2px solid [[ColorPalette::TertiaryMid]];}

.popup {background:[[ColorPalette::TertiaryPale]]; color:[[ColorPalette::TertiaryDark]]; border-left:1px solid [[ColorPalette::TertiaryMid]]; border-top:1px solid [[ColorPalette::TertiaryMid]]; border-right:2px solid [[ColorPalette::TertiaryDark]]; border-bottom:2px solid [[ColorPalette::TertiaryDark]];}
.popup hr {color:[[ColorPalette::PrimaryDark]]; background:[[ColorPalette::PrimaryDark]]; border-bottom:1px;}
.popup li.disabled {color:[[ColorPalette::TertiaryMid]];}
.popup li a, .popup li a:visited {color:[[ColorPalette::Foreground]]; border: none;}
.popup li a:hover {background:[[ColorPalette::SecondaryLight]]; color:[[ColorPalette::Foreground]]; border: none;}
.popup li a:active {background:[[ColorPalette::SecondaryPale]]; color:[[ColorPalette::Foreground]]; border: none;}
.popupHighlight {background:[[ColorPalette::Background]]; color:[[ColorPalette::Foreground]];}
.listBreak div {border-bottom:1px solid [[ColorPalette::TertiaryDark]];}

.tiddler .defaultCommand {font-weight:bold;}

.shadow .title {color:[[ColorPalette::TertiaryDark]];}

.title {color:[[ColorPalette::SecondaryDark]];}
.subtitle {color:[[ColorPalette::TertiaryDark]];}

.toolbar {color:[[ColorPalette::PrimaryMid]];}
.toolbar a {color:[[ColorPalette::TertiaryLight]];}
.selected .toolbar a {color:[[ColorPalette::TertiaryMid]];}
.selected .toolbar a:hover {color:[[ColorPalette::Foreground]];}

.tagging, .tagged {border:1px solid [[ColorPalette::TertiaryPale]]; background-color:[[ColorPalette::TertiaryPale]];}
.selected .tagging, .selected .tagged {background-color:[[ColorPalette::TertiaryLight]]; border:1px solid [[ColorPalette::TertiaryMid]];}
.tagging .listTitle, .tagged .listTitle {color:[[ColorPalette::PrimaryDark]];}
.tagging .button, .tagged .button {border:none;}

.footer {color:[[ColorPalette::TertiaryLight]];}
.selected .footer {color:[[ColorPalette::TertiaryMid]];}

.sparkline {background:[[ColorPalette::PrimaryPale]]; border:0;}
.sparktick {background:[[ColorPalette::PrimaryDark]];}

.error, .errorButton {color:[[ColorPalette::Foreground]]; background:[[ColorPalette::Error]];}
.warning {color:[[ColorPalette::Foreground]]; background:[[ColorPalette::SecondaryPale]];}
.lowlight {background:[[ColorPalette::TertiaryLight]];}

.zoomer {background:none; color:[[ColorPalette::TertiaryMid]]; border:3px solid [[ColorPalette::TertiaryMid]];}

.imageLink, #displayArea .imageLink {background:transparent;}

.annotation {background:[[ColorPalette::SecondaryLight]]; color:[[ColorPalette::Foreground]]; border:2px solid [[ColorPalette::SecondaryMid]];}

.viewer .listTitle {list-style-type:none; margin-left:-2em;}
.viewer .button {border:1px solid [[ColorPalette::SecondaryMid]];}
.viewer blockquote {border-left:3px solid [[ColorPalette::TertiaryDark]];}

.viewer table, table.twtable {border:2px solid [[ColorPalette::TertiaryDark]];}
.viewer th, .viewer thead td, .twtable th, .twtable thead td {background:[[ColorPalette::SecondaryMid]]; border:1px solid [[ColorPalette::TertiaryDark]]; color:[[ColorPalette::Background]];}
.viewer td, .viewer tr, .twtable td, .twtable tr {border:1px solid [[ColorPalette::TertiaryDark]];}

.viewer pre {border:1px solid [[ColorPalette::SecondaryLight]]; background:[[ColorPalette::SecondaryPale]];}
.viewer code {color:[[ColorPalette::SecondaryDark]];}
.viewer hr {border:0; border-top:dashed 1px [[ColorPalette::TertiaryDark]]; color:[[ColorPalette::TertiaryDark]];}

.highlight, .marked {background:[[ColorPalette::SecondaryLight]];}

.editor input {border:1px solid [[ColorPalette::PrimaryMid]];}
.editor textarea {border:1px solid [[ColorPalette::PrimaryMid]]; width:100%;}
.editorFooter {color:[[ColorPalette::TertiaryMid]];}

#backstageArea {background:[[ColorPalette::Foreground]]; color:[[ColorPalette::TertiaryMid]];}
#backstageArea a {background:[[ColorPalette::Foreground]]; color:[[ColorPalette::Background]]; border:none;}
#backstageArea a:hover {background:[[ColorPalette::SecondaryLight]]; color:[[ColorPalette::Foreground]]; }
#backstageArea a.backstageSelTab {background:[[ColorPalette::Background]]; color:[[ColorPalette::Foreground]];}
#backstageButton a {background:none; color:[[ColorPalette::Background]]; border:none;}
#backstageButton a:hover {background:[[ColorPalette::Foreground]]; color:[[ColorPalette::Background]]; border:none;}
#backstagePanel {background:[[ColorPalette::Background]]; border-color: [[ColorPalette::Background]] [[ColorPalette::TertiaryDark]] [[ColorPalette::TertiaryDark]] [[ColorPalette::TertiaryDark]];}
.backstagePanelFooter .button {border:none; color:[[ColorPalette::Background]];}
.backstagePanelFooter .button:hover {color:[[ColorPalette::Foreground]];}
#backstageCloak {background:[[ColorPalette::Foreground]]; opacity:0.6; filter:'alpha(opacity:60)';}
/*}}}*/
/*{{{*/
* html .tiddler {height:1%;}

body {font-size:.75em; font-family:arial,helvetica; margin:0; padding:0;}

h1,h2,h3,h4,h5,h6 {font-weight:bold; text-decoration:none;}
h1,h2,h3 {padding-bottom:1px; margin-top:1.2em;margin-bottom:0.3em;}
h4,h5,h6 {margin-top:1em;}
h1 {font-size:1.35em;}
h2 {font-size:1.25em;}
h3 {font-size:1.1em;}
h4 {font-size:1em;}
h5 {font-size:.9em;}

hr {height:1px;}

a {text-decoration:none;}

dt {font-weight:bold;}

ol {list-style-type:decimal;}
ol ol {list-style-type:lower-alpha;}
ol ol ol {list-style-type:lower-roman;}
ol ol ol ol {list-style-type:decimal;}
ol ol ol ol ol {list-style-type:lower-alpha;}
ol ol ol ol ol ol {list-style-type:lower-roman;}
ol ol ol ol ol ol ol {list-style-type:decimal;}

.txtOptionInput {width:11em;}

#contentWrapper .chkOptionInput {border:0;}

.externalLink {text-decoration:underline;}

.indent {margin-left:3em;}
.outdent {margin-left:3em; text-indent:-3em;}
code.escaped {white-space:nowrap;}

.tiddlyLinkExisting {font-weight:bold;}
.tiddlyLinkNonExisting {font-style:italic;}

/* the 'a' is required for IE, otherwise it renders the whole tiddler in bold */
a.tiddlyLinkNonExisting.shadow {font-weight:bold;}

#mainMenu .tiddlyLinkExisting,
	#mainMenu .tiddlyLinkNonExisting,
	#sidebarTabs .tiddlyLinkNonExisting {font-weight:normal; font-style:normal;}
#sidebarTabs .tiddlyLinkExisting {font-weight:bold; font-style:normal;}

.header {position:relative;}
.header a:hover {background:transparent;}
.headerShadow {position:relative; padding:4.5em 0em 1em 1em; left:-1px; top:-1px;}
.headerForeground {position:absolute; padding:4.5em 0em 1em 1em; left:0px; top:0px;}

.siteTitle {font-size:3em;}
.siteSubtitle {font-size:1.2em;}

#mainMenu {position:absolute; left:0; width:10em; text-align:right; line-height:1.6em; padding:1.5em 0.5em 0.5em 0.5em; font-size:1.1em;}

#sidebar {position:absolute; right:3px; width:16em; font-size:.9em;}
#sidebarOptions {padding-top:0.3em;}
#sidebarOptions a {margin:0em 0.2em; padding:0.2em 0.3em; display:block;}
#sidebarOptions input {margin:0.4em 0.5em;}
#sidebarOptions .sliderPanel {margin-left:1em; padding:0.5em; font-size:.85em;}
#sidebarOptions .sliderPanel a {font-weight:bold; display:inline; padding:0;}
#sidebarOptions .sliderPanel input {margin:0 0 .3em 0;}
#sidebarTabs .tabContents {width:15em; overflow:hidden;}

.wizard {padding:0.1em 1em 0em 2em;}
.wizard h1 {font-size:2em; font-weight:bold; background:none; padding:0em 0em 0em 0em; margin:0.4em 0em 0.2em 0em;}
.wizard h2 {font-size:1.2em; font-weight:bold; background:none; padding:0em 0em 0em 0em; margin:0.4em 0em 0.2em 0em;}
.wizardStep {padding:1em 1em 1em 1em;}
.wizard .button {margin:0.5em 0em 0em 0em; font-size:1.2em;}
.wizardFooter {padding:0.8em 0.4em 0.8em 0em;}
.wizardFooter .status {padding:0em 0.4em 0em 0.4em; margin-left:1em;}
.wizard .button {padding:0.1em 0.2em 0.1em 0.2em;}

#messageArea {position:fixed; top:2em; right:0em; margin:0.5em; padding:0.5em; z-index:2000; _position:absolute;}
.messageToolbar {display:block; text-align:right; padding:0.2em 0.2em 0.2em 0.2em;}
#messageArea a {text-decoration:underline;}

.tiddlerPopupButton {padding:0.2em 0.2em 0.2em 0.2em;}
.popupTiddler {position: absolute; z-index:300; padding:1em 1em 1em 1em; margin:0;}

.popup {position:absolute; z-index:300; font-size:.9em; padding:0; list-style:none; margin:0;}
.popup .popupMessage {padding:0.4em;}
.popup hr {display:block; height:1px; width:auto; padding:0; margin:0.2em 0em;}
.popup li.disabled {padding:0.4em;}
.popup li a {display:block; padding:0.4em; font-weight:normal; cursor:pointer;}
.listBreak {font-size:1px; line-height:1px;}
.listBreak div {margin:2px 0;}

.tabset {padding:1em 0em 0em 0.5em;}
.tab {margin:0em 0em 0em 0.25em; padding:2px;}
.tabContents {padding:0.5em;}
.tabContents ul, .tabContents ol {margin:0; padding:0;}
.txtMainTab .tabContents li {list-style:none;}
.tabContents li.listLink { margin-left:.75em;}

#contentWrapper {display:block;}
#splashScreen {display:none;}

#displayArea {margin:1em 17em 0em 14em;}

.toolbar {text-align:right; font-size:.9em;}

.tiddler {padding:1em 1em 0em 1em;}

.missing .viewer,.missing .title {font-style:italic;}

.title {font-size:1.6em; font-weight:bold;}

.missing .subtitle {display:none;}
.subtitle {font-size:1.1em;}

.tiddler .button {padding:0.2em 0.4em;}

.tagging {margin:0.5em 0.5em 0.5em 0; float:left; display:none;}
.isTag .tagging {display:block;}
.tagged {margin:0.5em; float:right;}
.tagging, .tagged {font-size:0.9em; padding:0.25em;}
.tagging ul, .tagged ul {list-style:none; margin:0.25em; padding:0;}
.tagClear {clear:both;}

.footer {font-size:.9em;}
.footer li {display:inline;}

.annotation {padding:0.5em; margin:0.5em;}

* html .viewer pre {width:99%; padding:0 0 1em 0;}
.viewer {line-height:1.4em; padding-top:0.5em;}
.viewer .button {margin:0em 0.25em; padding:0em 0.25em;}
.viewer blockquote {line-height:1.5em; padding-left:0.8em;margin-left:2.5em;}
.viewer ul, .viewer ol {margin-left:0.5em; padding-left:1.5em;}

.viewer table, table.twtable {border-collapse:collapse; margin:0.8em 1.0em;}
.viewer th, .viewer td, .viewer tr,.viewer caption,.twtable th, .twtable td, .twtable tr,.twtable caption {padding:3px;}
table.listView {font-size:0.85em; margin:0.8em 1.0em;}
table.listView th, table.listView td, table.listView tr {padding:0px 3px 0px 3px;}

.viewer pre {padding:0.5em; margin-left:0.5em; font-size:1.2em; line-height:1.4em; overflow:auto;}
.viewer code {font-size:1.2em; line-height:1.4em;}

.editor {font-size:1.1em;}
.editor input, .editor textarea {display:block; width:100%; font:inherit;}
.editorFooter {padding:0.25em 0em; font-size:.9em;}
.editorFooter .button {padding-top:0px; padding-bottom:0px;}

.fieldsetFix {border:0; padding:0; margin:1px 0px 1px 0px;}

.sparkline {line-height:1em;}
.sparktick {outline:0;}

.zoomer {font-size:1.1em; position:absolute; overflow:hidden;}
.zoomer div {padding:1em;}

* html #backstage {width:99%;}
* html #backstageArea {width:99%;}
#backstageArea {display:none; position:relative; overflow: hidden; z-index:150; padding:0.3em 0.5em 0.3em 0.5em;}
#backstageToolbar {position:relative;}
#backstageArea a {font-weight:bold; margin-left:0.5em; padding:0.3em 0.5em 0.3em 0.5em;}
#backstageButton {display:none; position:absolute; z-index:175; top:0em; right:0em;}
#backstageButton a {padding:0.1em 0.4em 0.1em 0.4em; margin:0.1em 0.1em 0.1em 0.1em;}
#backstage {position:relative; width:100%; z-index:50;}
#backstagePanel {display:none; z-index:100; position:absolute; margin:0em 3em 0em 3em; padding:1em 1em 1em 1em;}
.backstagePanelFooter {padding-top:0.2em; float:right;}
.backstagePanelFooter a {padding:0.2em 0.4em 0.2em 0.4em;}
#backstageCloak {display:none; z-index:20; position:absolute; width:100%; height:100px;}

.whenBackstage {display:none;}
.backstageVisible .whenBackstage {display:block;}
/*}}}*/
/***
StyleSheet for use when a translation requires any css style changes.
This StyleSheet can be used directly by languages such as Chinese, Japanese and Korean which use a logographic writing system and need larger font sizes.
***/

/*{{{*/
body {font-size:0.8em;}

#sidebarOptions {font-size:1.05em;}
#sidebarOptions a {font-style:normal;}
#sidebarOptions .sliderPanel {font-size:0.95em;}

.subtitle {font-size:0.8em;}

.viewer table.listView {font-size:0.95em;}

.htmlarea .toolbarHA table {border:1px solid ButtonFace; margin:0em 0em;}
/*}}}*/
/*{{{*/
@media print {
#mainMenu, #sidebar, #messageArea, .toolbar, #backstageButton {display: none ! important;}
#displayArea {margin: 1em 1em 0em 1em;}
/* Fixes a feature in Firefox 1.5.0.2 where print preview displays the noscript content */
noscript {display:none;}
}
/*}}}*/
<!--{{{-->
<div class='header' macro='gradient vert [[ColorPalette::PrimaryLight]] [[ColorPalette::PrimaryMid]]'>
<div class='headerShadow'>
<span class='siteTitle' refresh='content' tiddler='SiteTitle'></span>&nbsp;
<span class='siteSubtitle' refresh='content' tiddler='SiteSubtitle'></span>
</div>
<div class='headerForeground'>
<span class='siteTitle' refresh='content' tiddler='SiteTitle'></span>&nbsp;
<span class='siteSubtitle' refresh='content' tiddler='SiteSubtitle'></span>
</div>
</div>
<div id='mainMenu' refresh='content' tiddler='MainMenu'></div>
<div id='sidebar'>
<div id='sidebarOptions' refresh='content' tiddler='SideBarOptions'></div>
<div id='sidebarTabs' refresh='content' force='true' tiddler='SideBarTabs'></div>
</div>
<div id='displayArea'>
<div id='messageArea'></div>
<div id='tiddlerDisplay'></div>
</div>
<!--}}}-->
<!--{{{-->
<div class='toolbar' macro='toolbar closeTiddler closeOthers +editTiddler > fields syncing permalink references jump'></div>
<div class='title' macro='view title'></div>
<div class='subtitle'><span macro='view modifier link'></span>, <span macro='view modified date'></span> (<span macro='message views.wikified.createdPrompt'></span> <span macro='view created date'></span>)</div>
<div class='tagging' macro='tagging'></div>
<div class='tagged' macro='tags'></div>
<div class='viewer' macro='view text wikified'></div>
<div class='tagClear'></div>
<!--}}}-->
<!--{{{-->
<div class='toolbar' macro='toolbar +saveTiddler -cancelTiddler deleteTiddler'></div>
<div class='title' macro='view title'></div>
<div class='editor' macro='edit title'></div>
<div macro='annotations'></div>
<div class='editor' macro='edit text'></div>
<div class='editor' macro='edit tags'></div><div class='editorFooter'><span macro='message views.editor.tagPrompt'></span><span macro='tagChooser'></span></div>
<!--}}}-->
To get started with this blank TiddlyWiki, you'll need to modify the following tiddlers:
* SiteTitle & SiteSubtitle: The title and subtitle of the site, as shown above (after saving, they will also appear in the browser title bar)
* MainMenu: The menu (usually on the left)
* DefaultTiddlers: Contains the names of the tiddlers that you want to appear when the TiddlyWiki is opened
You'll also need to enter your username for signing your edits: <<option txtUserName>>
These InterfaceOptions for customising TiddlyWiki are saved in your browser

Your username for signing your edits. Write it as a WikiWord (eg JoeBloggs)

<<option txtUserName>>
<<option chkSaveBackups>> SaveBackups
<<option chkAutoSave>> AutoSave
<<option chkRegExpSearch>> RegExpSearch
<<option chkCaseSensitiveSearch>> CaseSensitiveSearch
<<option chkAnimate>> EnableAnimations

----
Also see AdvancedOptions
PageTemplate
|>|SiteTitle - SiteSubtitle|
|>|MainMenu|
|DefaultTiddlers<<br>><<br>><<br>>ViewTemplate<<br>><<br>>EditTemplate|SideBarOptions|
|~|OptionsPanel|
|~|SideBarTabs|
|~|AdvancedOptions|
|~|<<tiddler Configuration.SideBarTabs>>|

''StyleSheet:'' StyleSheetColors - StyleSheetLayout - StyleSheetPrint

ColorPalette

SiteUrl
Asset management is a subsystem on its own. Assets are "things" that can be loaded into a session, like Media, Clips, Effects, Transitions. It is the "bookkeeping view", while the EDL is the "manipulation and process view". Some Assets can be //loaded// and a collection of Assets is saved with each Session. Besides, there is a collection of basic Assets always available by default.

The Assets are important reference points holding the information needed to access external resources. For example, an Clip asset can reference a Media asset, which in turn holds the external filename from which to get the media stream. For Effects, the situation is similar. Assets thus serve two quite distinct purposes. One is to load, list, group search and browse them, and to provide an entry point to create new or get at existing MObjects in the EDL, while the other purpose is to provide attribute and property informations to the inner parts of the engine, while at the same time isolating and decoupling them from environmental details. 

We can distinguish several different Kinds of Assets, each one with specific properties. While all these Kinds of Assets implement the basic Asset interface, they in turn are the __key abstractions__ of the asset management view. Mostly, their interfaces will be used directly, because they are quite different in behaviour. Thus it is common to see asset related operations being templated on the Asset Kind. 
&rarr; see also [[Creating and registering Assets|AssetCreation]]
[img[Asset Classess|uml/fig130309.png]]

!Media Asset
Some piece of Media Data accessible at some external Location and able to be processed by Cinelerra. A Media File on Harddisk can be considered as the most basic form of Media Asset, with some important derived flavours, like a Placeholder for a currently unavailable Source, or Media available in different Resolutions or Formats.
* __outward interface operations__ include querying properties, creating an Clip MObject, controlling processing policy (low res proxy placeholders, interlacing and other generic pre- and postprocessing)
* __inward interface operations__ include querying filename, codec, offset and any other informations necessary for creating a source render node, getting additional processing policy decisions (handling of interlacing, aspect ratio).
&rarr; MediaAsset

!Processing Asset
Some software component able to work on media data in the Cinelerra Render engine Framework. This includes all sorts of loadable effects, as well as some of the standard, internal facilities (Mask, Projector). Note that Processing Assets typically provide some attachment Point or means of communication with GUI facilities.
* __outward interface operations__ include...
* __inward interface operations__ include...
&rarr; ProcAsset {{red{to be defined}}}

!Structural Asset
Some of the building blocks providing the framework for the objects placed into the current Session. Notable examples are [[processing pipes|Pipe]] within the high-level-model, Viewer attachment points, Tracks, etc.
* __outward interface operations__ include...
* __inward interface operations__ include...
&rarr; StructAsset {{red{to be defined}}}

!Meta Asset
Some additional, virtual facilities created in the course of the editing process. Examples are Automation data sets, Labels and reference points, Meta Clips (nested sub-~EDLs)
* __outward interface operations__ include...
* __inward interface operations__ include...
&rarr; MetaAsset {{red{to be defined}}}

!!!!still to be worked out..
is how to implement the relationship between [[MObject]]s and Assets. Do we use direct pointers, or do we prefer an ID + central registry approach? And how to handle the removal of an Asset.
&rarr; see also [[analysis of mem management|ManagementAssetRelation]]
&rarr; see also [[Creating Objects|ObjectCreation]], especially [[Assets|AssetCreation]]

  //9/07: currently implementing it as follows: use a refcounting-ptr from Clip-~MObject to asset::Media while maintaining a dependency network between Asset objects. We'll see if this approach is viable//

Assets are created by a Factories returning smart pointers; the Asset creation is bound to specific use cases and //only available// for these specific situations. There is no generic Asset Factory.

For every Asset we generate a __Ident tuple__ and a long ID (hash) derived from this Ident tuple. The constructor of the abstract base class {{{Asset}}} takes care of this step and automatically registeres the new Asset object with the AssetManager. Typically, the factory methods for concrete Asset classes provide some shortcuts providing sensible default values for some of the Ident tuple data fields. They may take additional parameters &mdash; for example the factory method for creating {{{asset::Media}}} takes a filename (and may at some point in the future aply "magic" based on examination of the file)
The Asset Manager provides an Interface to some internal Database holding all Assets in the current Session and System state. It may be a real Database at some point (and for the moment it's a Hashtable). Each [[Asset]] is registered automatically with the Asset Manager; it can be queried either by it's //identification tuple// or by it's unique ID.
Placing an MObject relatively to another object such that it should be handled as //attached // to the latter results in several implementation problems. The typical use case is that of an effect attached to a clip or processing pipe.
* this attachment is not a globally fixed relation, rather, it typically exists only for some limited time span (e.g. the duration of the basic clip the effect is attached to)
* the order of attachment is important and the attached placement may create a fork in the signal flow, so we need a way for specifying reproducibly how the resulting wiring should be
* when building, we access the information in reversed direction: we have the target object and need to query for all attachements

The first step towards an solution is to isolate the problem; obviously we //need the information about attached objects // only for two isolated tasks, namely when building and for creating a GUI representation. So using a query (function call) interface, the rest of the problem is turned into an implementation detail.
Automation is treated as a function over time. It is always tied to a specific Parameter (which can thus be variable over the course of the timeline). All details //how// this function is defined are completely abstracted away. The Parameter uses a ParamProvider to get the value for a given Time (point). Typically, this will use linear or bezier interpolation over a set of keyframes internally. Parameters can be configured to have different value ranges and distribution types (on-off, stepped, continuous, bounded)

[img[how to implement Automation|uml/fig129669.png]]
Starting out from the concepts of Objects, Placement to Tracks, render Pipes and connection properties (&rarr; see [[here|TrackPipeEDL]]) within the EDL, we can identify the elementary operations occuring within the Builder. Overall, the Builder is organized as application of //visiting tools// to a collection of objects, so finally we have to consider some object kind appearing in the working function of the given builder tool, which holds at this moment some //context//. The job now is to organize this context such as to create a predictable build process from this //event driven// approach.

!Builder working Situations
# any ''Clip'' (which at this point has been reduced already to a part of a simple elementary media stream &rarr; see [[Fixture]])
## yields a source reading node
## which needs to be augmented by the underlying media's [[processing pattern|ProcPatt]]
##* thus inserting codec(s) and source transformations
##* effectively this is an application of effects
## at this point we have to process (and maybe generate on-the-fly) the [[source port of this clip|ClipSourcePort]]
##* the output of the source reading and preprocessing defined thus far is delivered as input to this port, which is done by a ~WiringRequest (see below)
##* as every port, it is the entry point to a [[processing pipe|Pipe], thus the source port has a processing pattern, typically inserting the camera (transformation effect) at this point
## followed by the application of effects
##* separately for every effect chain rooted (placed) directly onto the clip
##* and regarding the chaining order
## next we have to assess the [[pipes|Pipe]] to which the clip has been placed
## producing a [[wiring request|WiringRequest]] for every pair {{{(chainEndpoint, pipe)}}}
# [>img[draw/Proc.builder1.png]]   attaching an ''Effect'' is actually always an //insertion operation// which is done by //prepending// to the previously built nodes. Effects may be placed as attached to clips and pipes, which causes them to be included in the processing chain at the given location. Effects may as well be placed at an absolute time, which means they are to be applied to every clip that happens to be at this time &mdash; but this usecase will be reolved when creating the Fixture, causing the effect to be attached to the clips in question. The same holds true for Effects put on tracks.
# treating an ''wiring request'' means
## detecting possible and impossible connections
## deriving additional possible "placement dimensions" generated by executing such an connection (e.g. connecting a mono source to a spatial sound system bus creates panning possibilities)
##* deriving parameter sources for this additional degrees of freedom
##* fire off insertion of the necessary effects to satisfy this connection request and implement the additional "placement dimensions" (pan, layer order, overlay mode, MIDI channel selection...)
# processing the effects and further placements ''attached to a Pipe'' is handled identical to the processing done with all attachments to individual clips.
# ''Transitions'' are to be handled differently according to their placement (&rarr; more on [[Transitions|TransitionsHandling]])
#* when placed normally to two (or N) clips, they are inserted at the exit node of the clip's complete effect chain.
#* otherwise, when placed to the source port(s) or when placed to some other pipes they are inserted at the exit side of those pipe's effect chains. (Note: this puts additional requirements on the transition processor, so not every transition can be placed this way)
After consuming all input objects and satisfying all wiring requests, the result is a set of [[exit nodes|ExitNode]] ready for pulling data. We call the network reachable from such an exit node a [[Processor]], together all processors of all segments and output data types comprise the render engine.

!!!dependencies
Pipes need to be there first, as everything else will be plugged (placed) to a pipe at some point. The same holds true for tracks. But, on the other hand, both are optional. We can have ~EDLs with ~MObjects without configuring pipes (but won't be able to build any render processor of course). And we could have an EDL without any track, if we place every ~MObject within this EDL directly to some pipe.

Effects can be attached only to already existing pipelines, starting out at some pipes entry port or the source port of some clip. Besides that, all further parts can be built in any order and independent of each other. This is made possible by using [[wiring requests|WiringRequest]], which can be resolved later on. So, as long as we start out with the tracks (to resolve any pipe they are placed to), and further, if we manage to get any effect placed to some clip-MO //after// setting up and treating the clip, we are fine and can do the building quasi event driven.

!!!building and resolving
Building the network for the individual objects thus creates a queue of wiring requests. Some of them may be immediately resolvable, but detecting this correctly can be nontrivial, and so it seems better to group all wiring requests based on the pipe and treat them groupwise. Because &mdash; in the most general case &mdash; connecting includes the use of transforming and joining nodes, which can create additional wiring requests (e.g. for automation parameter data connections). Finally, if the network is complete, we could perform [[optimisations|RenderNetworkOptimisation]]
/***
|Name|BetterTimelineMacro|
|Created by|SaqImtiaz|
|Location|http://tw.lewcid.org/#BetterTimelineMacro|
|Version|0.5 beta|
|Requires|~TW2.x|
!!!Description:
A replacement for the core timeline macro that offers more features:
*list tiddlers with only specfic tag
*exclude tiddlers with a particular tag
*limit entries to any number of days, for example one week
*specify a start date for the timeline, only tiddlers after that date will be listed.

!!!Installation:
Copy the contents of this tiddler to your TW, tag with systemConfig, save and reload your TW.
Edit the ViewTemplate to add the fullscreen command to the toolbar.

!!!Syntax:
{{{<<timeline better:true>>}}}
''the param better:true enables the advanced features, without it you will get the old timeline behaviour.''

additonal params:
(use only the ones you want)
{{{<<timeline better:true  onlyTag:Tag1 excludeTag:Tag2 sortBy:modified/created firstDay:YYYYMMDD maxDays:7 maxEntries:30>>}}}

''explanation of syntax:''
onlyTag: only tiddlers with this tag will be listed. Default is to list all tiddlers.
excludeTag: tiddlers with this tag will not be listed.
sortBy: sort tiddlers by date modified or date created. Possible values are modified or created.
firstDay: useful for starting timeline from a specific date. Example: 20060701 for 1st of July, 2006
maxDays: limits timeline to include only tiddlers from the specified number of days. If you use a value of 7 for example, only tiddlers from the last 7 days will be listed.
maxEntries: limit the total number of entries in the timeline.


!!!History:
*28-07-06: ver 0.5 beta, first release

!!!Code
***/
//{{{
// Return the tiddlers as a sorted array
TiddlyWiki.prototype.getTiddlers = function(field,excludeTag,includeTag)
{
          var results = [];
          this.forEachTiddler(function(title,tiddler)
          {
          if(excludeTag == undefined || tiddler.tags.find(excludeTag) == null)
                        if(includeTag == undefined || tiddler.tags.find(includeTag)!=null)
                                      results.push(tiddler);
          });
          if(field)
                   results.sort(function (a,b) {if(a[field] == b[field]) return(0); else return (a[field] < b[field]) ? -1 : +1; });
          return results;
}



//this function by Udo
function getParam(params, name, defaultValue)
{
          if (!params)
          return defaultValue;
          var p = params[0][name];
          return p ? p[0] : defaultValue;
}

window.old_timeline_handler= config.macros.timeline.handler;
config.macros.timeline.handler = function(place,macroName,params,wikifier,paramString,tiddler)
{
          var args = paramString.parseParams("list",null,true);
          var betterMode = getParam(args, "better", "false");
          if (betterMode == 'true')
          {
          var sortBy = getParam(args,"sortBy","modified");
          var excludeTag = getParam(args,"excludeTag",undefined);
          var includeTag = getParam(args,"onlyTag",undefined);
          var tiddlers = store.getTiddlers(sortBy,excludeTag,includeTag);
          var firstDayParam = getParam(args,"firstDay",undefined);
          var firstDay = (firstDayParam!=undefined)? firstDayParam: "00010101";
          var lastDay = "";
          var field= sortBy;
          var maxDaysParam = getParam(args,"maxDays",undefined);
          var maxDays = (maxDaysParam!=undefined)? maxDaysParam*24*60*60*1000: (new Date()).getTime() ;
          var maxEntries = getParam(args,"maxEntries",undefined);
          var last = (maxEntries!=undefined) ? tiddlers.length-Math.min(tiddlers.length,parseInt(maxEntries)) : 0;
          for(var t=tiddlers.length-1; t>=last; t--)
                  {
                  var tiddler = tiddlers[t];
                  var theDay = tiddler[field].convertToLocalYYYYMMDDHHMM().substr(0,8);
                  if ((theDay>=firstDay)&& (tiddler[field].getTime()> (new Date()).getTime() - maxDays))
                     {
                     if(theDay != lastDay)
                               {
                               var theDateList = document.createElement("ul");
                               place.appendChild(theDateList);
                               createTiddlyElement(theDateList,"li",null,"listTitle",tiddler[field].formatString(this.dateFormat));
                               lastDay = theDay;
                               }
                  var theDateListItem = createTiddlyElement(theDateList,"li",null,"listLink",null);
                  theDateListItem.appendChild(createTiddlyLink(place,tiddler.title,true));
                  }
                  }
          }

          else
              {
              window.old_timeline_handler.apply(this,arguments);
              }
}
//}}}
All decisions on //how // the RenderProcess has to be carried out are concentrated in this rather complicated Builder Subsystem. The benefit of this approach is, besides decoupling of subsystems, to keep the actual performance-intensive video processing code as simple and transparent as possible. The price, in terms of increased complexity &mdash; to pay in the Builder &mdash; can be handled by making the Build Process generic to a large degree. Using a Design By Contract approach we can decompose the various decisions into small decision modules without having to trace the actual workings of the Build Process as a whole.

[>img[Outline of the Build Process|uml/fig129413.png]]
The building itself will be broken down into several small tool application steps. Each of these steps has to be mapped to the MObjects found on the [[Timeline]]. Remember: the idea is that the so called "[[Fixture]]" contains only [[ExplicitPlacement]]s which in turn link to MObjects like Clips, Effects and Automation. So it is sufficient to traverse this list and map the build tools to the elements. Each of these build tools has its own state, which serves to build up the resulting Render Engine. So far I see two steps to be necessary:
* find the "Segments", i.e. the locations where the overall configuration changes
* for each segment: generate a ProcNode for each found MObject and wire them accordingly
Note, //we still have to work out how exactly building, rendering and playback work// together with the backend-design. The build process as such doesn't overly depend on these decisions. It is easy to reconfigure this process. For example, it would be possible as well to build for each frame separately (as Cinelerra2 does), or to build one segment covering the whole timeline (and handle everything via [[Automation]]

&rarr;see also: BasicBuildingOperations
&rarr;see also: BuilderStructures
&rarr;see also: PlanningBuildFixture
&rarr;see also: PlanningSegementationTool
&rarr;see also: PlanningNodeCreatorTool

[img[Colaborations in the Build Process|uml/fig128517.png]]
The Builder takes some MObject/[[Placement]] information (called Timeline) and generates out of this a Render Engine configuration able to render this Objects. It does all decisions and retrieves the current configuration of all objects and plugins, so the Render Engine can just process them stright forward.

The Builder is the central part of the [[Builder Pattern|http://en.wikipedia.org/wiki/Builder_pattern]]
<br/>
As the builder has to create a render node network implementing most of the features and wiring possible with the various MObject kinds and placement types, it is a rather complicated piece of software. In order to keep it manageable, it is broken down into several specialized sub components:
* clients access builder functionality via the BuilderFacade
* the [[Proc-Layer-Controller|Controller]] initiates the BuildProcess and does the overall coordination of scheduling edit operations, rebuilding the fixture and triggering the Builder
* to carry out the building, we use several tools (SegmentationTool, NodeCreaterTool,...), which are supplied by the [[tool factory|BuilderToolFactory]]
* the actual building (i.e. the application of those tools to the timeline) is done by the [[Assembler|BuilderAssembler]], which is basically a collection of functions (but has a small amount of global configuration state)
* any non-trivial wiring of render nodes, tracks, pipes and automation is done by the services of the [[connection manager|ConManager]]
* the MObjects implement //Buildable//
* each Buildable can "receive" a Tool object and apply it
* the different Tool objects are iterated/mapped onto the list of MObjects in the [[Timeline]]
* __Rationale__
** the MObject class hierarchy is rather fixed (it is unlikely the we will be adding much new MObject subclasses)
** so this design makes it easy to add new Tool subclasses, and within each Tool subclass, all operations on the different MObject classes are grouped together, so it is easy to see what is going on.
** a given Tool instance can carry state while being iterated, so we don't need any global (or object-global) variables to hold the result of the build process

This programming technique is often referred to as [["double dispatch" or "visitor"|VisitorUse]]. We use a specialized library implementation of this pattern &mdash; heavily inspired by the [[Loki library|http://loki-lib.sourceforge.net/]]. We use this approach not only for the builder, but also for carrying out operations on the objects in the EDL in a typesafe manner. 
For the actual building operations see BasicBuildingOperations {{red{TODO:flesh out the actual Operations}}}
    

[img[Entities cooperating in the Builder|uml/fig129285.png]]
Background: #fefefd
Foreground: #000
PrimaryPale: #8fb
PrimaryLight: #50d2ae
PrimaryMid: #1b9989
PrimaryDark: #0f3f56
SecondaryPale: #ffc
SecondaryLight: #fe8
SecondaryMid: #db4
SecondaryDark: #841
TertiaryPale: #eef
TertiaryLight: #ccd
TertiaryMid: #99a
TertiaryDark: #667
Error: #f88
Configuration Queries are requests to the system to "create or retrieve an object with //this and that // capabilities". They are resolved by a rule based system ({{red{planned feature}}}) and the user can extend the used rules for each Session. Syntactically, they are stated in ''prolog'' syntax as a conjunction (=logical and) of ''predicates'', for example {{{stream(mpeg), pipe(myPipe)}}}. Queries are typed to the kind of expected result object: {{{Query<Pipe> ("stream(mpeg)")}}} requests a pipe excepting/delivering mpeg stream data &mdash; and it depends on the current configuration what "mpeg" means. If there is any stream data producing component in the system, which advertises to deliver {{{stream(mpeg)}}}, and a pipe can be configured or connected with this component, then the [[defaults manager|DefaultsManagement]] will create/deliver a [[Pipe|PipeHandling]] object configured accordingly.
&rarr; [[Configuration Rules system|ConfigRules]]
Many features can be implemented by specifically configuring and wiring some unspecific components. Rather than tie the client code in need of some given feature to these configuration internals, in Cinelerra-3 the client can //query // for some kind of object providing the //needed capabilities. // Right from start (summer 2007), Ichthyo had the intention to implement such a feature using sort of a ''declarative database'', e.g. by embedding a Prolog system. By adding rules to the basic session configuration, users should be able to customize the semi-automatic part of Cinelerra's behaviour to great extent.

[[Configuration Queries|ConfigQuery]] are used at various places, when creating and adding new objects, as well when building or optimizing the render engine node network.
* Creating a [[pipe|PipeHandling]] queries for a default pipe or a pipe with a certain stream type
* Adding a new [[track|TrackHandling]] queries for some default placement configuration, e.g. the pipe it will be plugged to.
* when processing a [[wiring request|WiringRequest]], connection possibilities have to be evaluated.
* actually building such a connection may create additional degrees of freedom, like panning for sound or layering for video.

!anatomy of a Configuration Query
The query is given as a number of logic predicates, which are required to be true. Syntactically, it is a string in prolog syntax, e.g. {{{stream(mpeg)}}}, where "stream" is the //predicate, // meaning here "the stream type is...?" and "mpeg" is a //term // denoting an actual property, object, thing, number etc &mdash; the actual kind of stream in the given example. Multible comma separated predicates are combined with logical "and". Terms may be //variable // at start, which is denoted syntactically by starting them with a uppercase letter. But any variable term need to be //bound //  to some known value while computing the solution to the query, otherwise the query fails. A failed query is treated as a local failure, which may cause some operation being aborted or just some other possibility being chosen.
Queries are represented by instantiations of the {{{Query<TYPE>}}} template, because their actual meaning is "retrieve or create an object of TYPE, configured such that...!". At the C++ side, this ensures type safety and fosters programming against interfaces, while being implemented rule-wise by silently prepending the query with the predicate "{{{object(tYPE)}}}"

!executing a Configuration Query
Actually posing such an configuration query, for example to the [[Defaults Manager in the Sessison|DefaultsManagement]], may trigger several actions: First it is checked against internal object registries (depending on the target object type), which may cause the delivery of an already existing object (as reference, clone, or smart pointer). Otherwise, the system tries to figure out an viable configuration for a newly created object instance, possibly by issuing recursive queries. In the most general case this may silently impose additional decisions onto the //execution context // of the query &mdash; by default the session.

!Implementation
At start and for debugging/testing, there is an ''dummy'' implementation using a map with predefined queries and answers. But for the real system, the idea is to embed a ''YAP Prolog'' engine to run the queries. This includes the task of defining and loading a set of custom predicates, so the rule system can interact with the object oriented execution environment, for example by transforming some capability predicate into virtual calls to a corresponding object interface. We need a way for objects to declare some capability predicates, together with a functor that can be executed on an object instance (and further parameters) in the cause of the evaluation of some configuration query. Type safety and diagnostics play an important role here, because effectively the rule base is a pool of code open for arbitray additions from the user session.
&rarr; [[considerations for a Prolog based implementation|QueryImplProlog]]
&rarr; see {{{src/common/query/mockconfigrules.cpp}}} for the table with the hard wired (mock) answers

Here, in the context of the Render Engine, the Controller component is responsible for triggering and coordinating the build process and for activating the backend and the Render Engine configuration created by the Builder to carry out the actual rendering. There is another Controller in the backend, the ~PlaybackController, which is in charge of the playback/rendering/display state of the application, and consequently will call this (Proc-Layer) Controller to get the necessary Render Engine.

!Facade
This is an very important external Interface, because it links together all three Layers of our current architecture. It can be used by the backend to initiate [[Render Processes (=StateProxy)|StateProxy]] and it will probably be used by the Dispatcher for GUI actions as well...

The question is where to put all the state-like information [[associated with the current session|SessionOverview]]. Because this is certainly "global", but may depend on the session or need to be configured differently when loading another session. At the moment (9/07) Ichthyo considers the following solution:
* represent all configuration as [[Asset]]s
* find a way {{red{TODO}}} how to reload the contents of the [[AssetManager]].
* completely hide the Session object behind a ''~PImpl'' smart pointer, so the session object can be switched when reloading.
* the [[Fixture]] acts as isolation layer, and all objects refered from the Fixture are refcounting smart pointers. So, even when the session gets switched, the old objects remain valid as long as needed.
[[ProcLayer and Engine]]
For several components and properties there is an implicit default value or configuration; it is stored alongside with the session. The intention is that defaults never create an error, instead, they are to be extended silently on demand. Objects configured according to this defaults can be retrieved at the [[Session]] interface by a set of overloaded functions {{{Session::current->default(Query<TYPE> ("query string"))}}}, where the //query string // defines a capability query similar to what is employed for pipes, stream types, codecs etc. The Queries are implemented by [[configuration rules|ConfigRules]]
Along the way of working out various [[implementation details|ImplementationDetails]], decisions need to be made on how to understand the different facilities and entities and how to tackle some of the problems. This page is mainly a collection of keywords, summaries and links to further the discussion. And the various decisions should allways be read as proposals to solve some problem at hand...

''Everything is an object'' &mdash; of course, that's a //no-brainer // todays. Rather, important is what is not "an object", meaning it can't be arranged arbitrarily
* we have one and only one global [[Session]] which directly contains a collection of multiple [[EDLs|EDL]] and is associated with a globally managed collection of [[assets|Asset]] (no, we don't have scoped variables here; if e.g. a media has been "opened", it is just plain globally known as asset.)
* we have some global [[pipes|Pipe]], which are treated in a unique manner and don't behave like other objects (e.g. effects)
* we have a [[Fixture]] which acts as isolation layer towards the render engine and is (re)built automatically.

We ''separate'' processing (rendering) and configuration (building). We have a [[Builder]] which creates a network of [[render nodes|ProcNode]], to be processed by //pulling data // from some [[Pipe]]

''Objects are [[placed|Placement]] rather'' than assembled, connected, wired, attached. This is more of a rule-based approach and gives us one central metaphor and abstraction, allowing us to treat everything in an uniform manner. You can place it as you like, and the builder tries to make sense out of it, silently disabling what doesn't make sense.
An [[EDL]] is just a collection of configured and placed objects (and has no additional, fixed structure). [[Tracks|Track]] form a mere organisational grid, they are grouping devices not first-class entities (a track doesn't "have" a pipe or "is" a video track and the like; it can be configured to behave in such manner by using placements though). [[Pipes|Pipe]] are hooks for making connections and are the only facility to build processing chains. We have global pipes, and each clip is built around a lokal [[source port|ClipSourcePort]] &mdash; and that's all. No special "media viewer" and "arranger", no special role for media sources, no commitment to some fixed media stream types (video and audio). All of this is sort of pushed down to be configuration, represented as asset of some kind. For example, we have [[processing pattern|ProcPatt]] assets to represent the way of building the source network for reading from some media file (including codecs treated like effect plugin nodes)

''State'' is rigorously ''externalized'' and operations are to be ''scheduled'', to simplify locking and error handling. State is either treated similar to media stream data (as addressable and cacheable data frame), or is represented as "parameter" to be served by some [[parameter provider|ParamProvider]]. Automation is just another kind of parameter, i.e. a function, and how this function is calculated is an encapsulated implementation detail (we don't have "bezier automation", and then maybe a "linear automation", a "mask automation" and yet another way to handle transitions)
This __proc-Layer__ and ~Render-Engine implementation started out as a design-draft by [[Ichthyo|mailto:Ichthyostega@web.de]] in summer 2007. The key idea of this design-draft is to use the [[Builder Pattern|http://en.wikipedia.org/wiki/Builder_pattern]] for the Render Engine, thus separating completely the //building// of the Render Pipeline from //running,// i.e. doing the actual Render. The Nodes in this Pipeline should process Video/Audio and do nothing else. No more decisions, tests and conditional operations when running the Pipeline. Move all of this out into the configuration of the pipeline, which is done by the Builder.

!Why doesn't the current Cinelerra-2 Design succeed?
The design of Cinelerra-2 basically follows a similar design, but __fails because of two reasons__
# too much differentiation is put into the class hierarchy instead of configuring Instances differently.<br>This causes overly heavy use of virtual functions and -- in order to ameliorate this -- falling back to hard wired branching
# far too much coupling and back-coupling to the internals of the EDL, forcing a overly rigid structure on the latter

!Try to learn from the Problems of the current Cinelerra-2 codebase
* build up an [[Node Abstraction|ProcNode]] powerful enough to express //all necessary Operations// without the need to recure on the actual object type
* need to redesign the internals of the EDL in a far more open manner. Everything is an [[M-Object|MObjects]] which is [[placed|Placement]] in some manner
* strive at a StrongSeparation between EDL and Render Engine, encapsulate and allways implement against interfaces


!Design Goals
As always, the main goal is //to cut down complexity// by the usual approach to separate into small manageable chunks.

To achieve this, here we try to separate ''Configuration'' from ''Processing''. Further, in Configuration we try to separate the ''high level view'' (users view when editing) from the ''low level view'' (the actual configuration effective for the calculations). Finally, we try to factor out and encapsulate ''State'' in order to make State explicit.

The main tool used to implement this separation is the [[Builder Pattern|http://en.wikipedia.org/wiki/Builder_pattern]]. Here especially we move all decisions and parametrization into the BuildProcess. The Nodes in the render pipeline should process Video/Audio and do nothing else. No more decisions, tests and conditional operations when running the Pipeline. Move all of this out into the configuration of the pipeline, which is done by the Builder. Make the actual processing nodes Template classes, parametrized by the color model and number of components. Make all Nodes of equal footing with each other, able to be connected freely within the limitations of the necessary input and output. Make the OpenGL rendering into alternate implementation of some operations together with an alternate signal flow (usable only if the whole Pipeline can be built up to support this changed signal flow), thus factoring out all the complexities of managing the data flow between core and hardware accelerated rendering out of the implementation of the actual processing. Introduce separate control data connections for the automation data, separating the case of true multi-channel-effects from the case where one node just gets remote controlled by another node (or two nodes using the same automation data).

Another pertinent theme is to make the basic building blocks simpler, while on the other hand gaining much more flexibility for combining these building blocks. For example we try to unfold any "internal-multi" effects into separate instances (e.g. the possibility of having an arbitrary number of single masks at any point of the pipeline instead of having one special masking facility encompassing multiple sub-masks. Similarly, we treat the Objects in the EDL in a more uniform manner and gain the possibility to [[place|Placement]] them in various ways.
''EDL'' is a short-hand for __E__dit __D__ecision __L__ist. The use of this term can be confusing; for the usual meaning see the definition in [[Wikipedia|http://en.wikipedia.org/wiki/Edit_decision_list]]

Cinelerra uses this term in a related manner but with a somewhat shifted focus (and we just stick to this usage here): In Cinelerra the EDL is comprised of the whole set of clips and other media objects parametrized and placed onto the tracks by the user. It is the result of the user's //editing efforts.//

In this usage, the EDL in most cases will be almost synonymous to the [[Session|SessionOverview]], just the latter emphasizes more the state aspect, as it can be thought as the current EDL contents contained in a file or data structure together with additional Option values and settings for the GUI. The Session is what you save and load, while the EDL rather denotes a structured collection of Objects placed in time.

The EDL within the Session is just a //logical grouping//, allowing for lots of flexibility. Actually, we can have several ~EDLs within one Session, and these ~EDLs can be linked together or not, they may be in sequence or may constitue a logical grouping of clips used simultanously in compositional work etc. Multiple ~EDLs can use the same or different tracks, and tracks as well are only an organisational (grouping) device. But at any time, we have exactly one [[Fixture]], derived automatically from all ~EDLs and containing the content actually to be rendered.

&rarr; see considerations about [[the role of Tracks and Pipes in conjunction with the EDL|TrackPipeEDL]]
These are the tools provided to any client of the Proc layer for handling and manipulating the entities in the EDL. When defining such operations, //the goal should be to arrive at some uniformity in the way things are done.// Ideally, when writing client code, one should be able to guess how to achieve some desired result.

!guiding principle
The approach taken to define any operation is based primarily on the ''~OO-way of doing things'': entities operate themselfs. You don't advise some manager, session or other &raquo;god class&laquo; to manipulate them. And, secondly, the scope of each operation will be as large as possible, but not larger. This often means performing quite some elementary operations &mdash; sometimes a convenience shortcut provided by the higher levels of the application may come in handy &mdash; and basically this gives rise to several different paths of doing the same thing, all of which need to be equivalent.

!main tasks
* you ''create a clip'' either from a source media or from another clip (copy, maybe clone?). The new clip always reflects the full size (and other properties) of the source used for creating.
* you can request a clip to ''resize'', which always relates to its current dimensions.
* you can ''place or attach'' the clip to some point or other entity by creating a [[Placement]] from the clip. (&rarr; [[handling of Placements|PlacementHandling]])
* you can ''adjust'' a placement relative to some other placement, meta object (i.e. selection), label or media, and this may cause the placement to resize or even delete the clip as necessary
* you can perform ''adjustments'' on the whole EDL.
All these operations propagate to directly dependant objects and may schedule global reconfigurations.

!state, locking, policies
While performing any manipulative task, the state of the object is considered inconsistent, but it is guaranteed to be consistent after any such operation, irrespective of the result. There is no automatic atomicity and, consequently each propagation is considered a separate operation.

!!parallelism
At the level of fine grained operations on individual entities, there is ''no support for parallelism''. Individual entities don't lock themselves. Tasks perform locking and are to be scheduled. Thus, we need an isolation layer towards all inherently multithreaded parts of the system, like the GUI or the renderengine.

This has some obvious and some subtle consequences. Of course, manipulating //tasks// will be queued and scheduled somewhere. But as we rely on object identity and reference semantics for the entities in the EDL, some value changes are visible to  operations going on in parallel threads (e.g. rendering) and each operation on the EDL entities //has to be aware of this.//
Consequently, sometimes there needs to be done sort of a ''read-copy-update'', i.e. self-replacement by copy followed by manipulation of the new copy, while ongoing processes use the unaltered original object until they receive some sort of reset.

!!undo
Basically, each elementary operation has to record the informations necessary to be undone. It does so by registering a Memento with some central UndoManager facility. This Memento object contains a functor pre-bound with the needed parameter values. (Besides, the UndoManager is free to implement a second level of security by taking independent state snapshots). 
{{red{to be defined in more detail later...}}}
The &raquo;Timeline&laquo; is a sequence of ~MObjects -- here clips -- together with an ExplicitPlacement, locating each clip at a given time and track. (Note: I simplified the time format and wrote frame numbers to make it more clear)
[img[Example1: Objects in the EDL/Fixture|uml/fig128773.png]]

----
After beeing processed by the Builder, we get the following Render Engine configuration
[img[Example1: generated Render Engine|uml/fig129029.png]]
This Example showes the //high level// EDL as well. This needs to be transformed into a Fixture by some facility still to be designed. Basically, each [[Placement]] needs to be queried for this to get the corresponding ExplicitPlacement. The difficult part is to handle possible Placement constraints, e.g. one clip can't be placed at a timespan covered by another clip on the same track. In the current Cinelerra2, all of this is done directly by the GUI actions.

The &raquo;Timeline&laquo; is a sequence of ~MObjects -- note: using the same Object instances -- but now with the calculated ExplicitPlacement, locating the clip at a given time and track. The effect is located absolutely in time as well, but because it is the same Instance, it has the pointer to the ~RelativePlacement, wich basically attaches the effect to the clip. This structure may look complicated, but is easy to process if we go "backward" and just rely on the information contained in the ExplicitPlacement.
[img[Example2: Clip with Effect and generated Fixture for this EDL|uml/fig128901.png]]

----
After beeing processed by the Builder, we get a Render Engine configuration.<br>
It has to be segmented at least at every point with changes in the configuration, but some variations are possible, e.g. we could create a Render Engine for every Frame (as Cinelerra2 does) or we could optimize out some configurations (for example the effect extended beyond the end of the clip)
[img[Example2: generated Render Engine|uml/fig129157.png]]
!MObject assembly
To make the intended use of the classes more clear, consider the following two example Object graphs:
* a video clip and a audio clip placed (explicitly) on two tracks &rarr;[[Example1]]
* a video clip placed relatively, with an attached HUE effect &rarr;[[Example2]]
a special ProcNode which is used to pull the finished output of one Render Pipeline (Tree or Graph). This term is already used in the Cinelerra2 codebase. I am unsure at the moment if it is a distinct subclass or rahter a specially configured ProcNode (a general design rule tells us to err in favour of the latter if in doubt).
A special kind (subclass) of [[Placement]]. As such it is always linked to a //Subject//, i.e. a MObject. In addition to the properties of a (unspecific) Placement, the ExplicitPlacement specifies a absolute time and track position for locating the Subject
We use Factories
* for centralizing [[memory management|MemoryManagement]]
* to support polymorphism (of course...)

!Requirements
* request the actual placement/allocation from the backend
* allways hand out a smart-pointer
* encapsulate / make configurable the smart-pointer type
* install a callback into the smart-pointer for destroying the resource.
* redirect the destroying request to the backend

!Implementation Questions
* how much genericity? (Ichthyo is rather inclined not to overdo this one. Often it is preferable to have repeated implementations follow a well known pattern, if this leads to short and simple implementations, while the complete general solution will be much more contrived).
* how to specify the actual type needed?
* how to implement the cases where a subtype needs to be selected (abstract factory pattern). Embody this into the Factory, pass it in as a Strategy or treat the Factory just as a simple service taking an explicit type-ID and providing the new object?

!!chosen design
My main goal is to have an easy-to-use interface for the implementer of individual classes using this factory mechanism. The intended use should mimic the standard use of operator new, and at the same time there should be a possibility to configure »real« Factory behaviour in.

For this reason I make Factory a Functor, and for handling the concrete memory allocation, it inherits from an Allocator class. The users of this factory template typically either parametrize it with existing smart-pointer types and some Allocator instantiation, or they may chose to create a specialized Factory derived from this Factory template. After typically hiding this configuration behind a typedef, the user adds a static field to the class intended to use the Factory and initializes this field with the concrete Factory (this may pass internal ~IDs to the constructor of the Factory and from there on to the underlying Allocator).
{{{
#include "common/factory.hpp"

  class Blubb
    {
      int uii ;

    public:
      typedef cinelerra::factory::RefcountPtr<Blubb> Factory;
      static Factory create;
      
      Blubb() : uii(42) {} ;
    };
  
  /** a static Factory instance 
   *  for creating refcounting Ptrs to Blubb objects 
   */
  Blubb::Factory Blubb::create;  // <----note this is a constructor call
}}}
Now, the clients of {{{class Blubb}}} can create ref-counting pointers to Blubb-objects by doing a fully qualified {{{create()}}} functor call:
{{{
  std::tr1::shared_ptr<Blubb> huii = Blubb::create ();  // <----will invoke the default Blubb() ctor 
  std::tr1::shared_ptr<Blubb> pfuii = huii;
}}}
Some further details
* Functor inherits (protected) from Allocator, besides that there are no additional requirements.
* typically, Allocator provides a overloaded {{{operator new(size_t)}}} etc.
* thus, when Functor or any derived class issues a new XX(), our custom Allocator gains control
* the Functor-behaviour relies on a custom {{{operator()}}} which can be overridden in derived classes to take various parameter lists.
* then, such a Factory class derived from Functor can do specific magic and e.g. create some subclass
* and, as the created smart-pointer is a template parameter, such a custom Functor can create all sorts of Proxies, wrappers and the like
a specially configured EDL
 * all MObjects have their position, length and configuration set up ready for rendering.
 * compound objects (e.g. multichannel clips) have been resolved to single non-compound basic objects.
 * every MObject is associated with an ExplicitPlacement, which declares a fixed position (Time, Track)
 * this ~ExplicitPlacements are contained in a ordered List called the Timeline

As the builder and thus render engine //only consults the fixture,// while all editing operations finally propagate to the fixture as well, we get an isolation layer between the high level part of the Proc layer (editing, object manipulation) and the render engine. Creating the Fixture can be seen as a preprocessing step to simplify the build process. For this reason, the process of [[(re)building the fixture|PlanningBuildFixture]] has been designed together with the [[Builder]]
This term has //two meanings, //so care has to be taken for not confusing them.
# in general use, a Frame means one full image of a video clip, i.e an array of rows of pixels. For interlaced footage, one Frame contains two halfimages, commonly called Fields. (Cinelerra2 confuses this terms)
# here in this design, we use Frame as an abstraction for a buffer of raw media data to be processed. If in doubt, we should label this "Dataframe".
#* one video Dataframe contains a single video frame
#* one audio Dataframe contains a block of raw audio samples
#* one OpenGL Dataframe could contain raw texture data (but I am lacking expertise for this topic)
/***
|Name|FullScreenPlugin|
|Created by|SaqImtiaz|
|Location|http://tw.lewcid.org/#FullScreenPlugin|
|Version|1.1|
|Requires|~TW2.x|
!Description:
Toggle between viewing tiddlers fullscreen and normally. Very handy for when you need more viewing space.

!Demo:
Click the ↕ button in the toolbar for this tiddler. Click it again to turn off fullscreen.

!Installation:
Copy the contents of this tiddler to your TW, tag with systemConfig, save and reload your TW.
Edit the ViewTemplate to add the fullscreen command to the toolbar.

!History:
*25-07-06: ver 1.1
*20-07-06: ver 1.0

!Code
***/
//{{{
var lewcidFullScreen = false;

config.commands.fullscreen =
{
            text:" ↕ ",
            tooltip:"Fullscreen mode"
};

config.commands.fullscreen.handler = function (event,src,title)
{
            if (lewcidFullScreen == false)
               {
                lewcidFullScreen = true;
                setStylesheet('#sidebar, .header, #mainMenu{display:none;} #displayArea{margin:0em 0 0 0 !important;}',"lewcidFullScreenStyle");
               }
            else
               {
                lewcidFullScreen = false;
                setStylesheet(' ',"lewcidFullScreenStyle");
               }
}

config.macros.fullscreen={};
config.macros.fullscreen.handler =  function(place,macroName,params,wikifier,paramString,tiddler)
{
        var label = params[0]||" ↕ ";
        var tooltip = params[1]||"Fullscreen mode";
        createTiddlyButton(place,label,tooltip,config.commands.fullscreen.handler);
}

var lewcid_fullscreen_closeTiddler = Story.prototype.closeTiddler;
Story.prototype.closeTiddler =function(title,animate,slowly)
{
           lewcid_fullscreen_closeTiddler.apply(this,arguments);
           if (story.isEmpty() && lewcidFullScreen == true)
              config.commands.fullscreen.handler();
}


Slider.prototype.lewcidStop = Slider.prototype.stop;
Slider.prototype.stop = function()
{
           this.lewcidStop();
           if (story.isEmpty() && lewcidFullScreen == true)
              config.commands.fullscreen.handler();
}
//}}}
__G__roup __of__ __P__ictures: several compressed video formats don't encode single frames. Normally, such formats are considered mere //delivery formates// but it was one of the key strenghts of Cinelrra from start to be able to do real non linear editing on such formats (like the ~MPEG2-ts unsed in HDV video). The problem of course is that the data backend needs to decode the whole GOP to be serve  single raw video frames.

For this Cinelerra3 design, we could consider making GOP just another raw media data frame type and integrate this decoding into the render pipeline, similar to an effect based on several source frames for every calculated output frame.

&rarr;see in [[Wikipedia|http://en.wikipedia.org/wiki/Group_of_pictures]]
This wiki page is the entry point to detail notes covering some technical decisions, details and problems encountered in the course of the implementation of the Cinelerra Renderengine, the Builder and the related parts.

* [[Packages, Interfaces and Namespaces|InterfaceNamespaces]]
* [[Memory Management Issues|MemoryManagement]]
* [[Creating and registering Assets|AssetCreation]]
* [[Creating new Objects|ObjectCreation]]
* [[Multichannel Media|MultichannelMedia]]
* [[Editing Operations|EditingOperations]]
* [[Handling of the current Session|CurrentSession]]
* [[collecting Ideas for Implementation Guidelines|ImplementationGuidelines]]
* [[using the Visitor pattern?|VisitorUse]] &mdash; resulting in [[»Visiting-Tool« library implementation|VisitingToolImpl]]
* [[Handling of Tracks and render Pipes in the EDL|TrackPipeEDL]]. [[Handling of Tracks|TrackHandling]] and [[Pipes|PipeHandling]]
* [[getting default configured|DefaultsManagement]] Objects relying on [[rule-based Configuration Queries|ConfigRules]]
* [[identifying the basic Builder operations|BasicBuildingOperations]] and [[planning the Implementation|PlanningNodeCreatorTool]]
* [[how to handle »attached placement«|AttachedPlacementProblem]]
!Observations, Ideas, Proposals
''this page is a scrapbook for collecting ideas'' &mdash; please don't take anything noted here too literal. While writing code, I observe that I (ichthyo) follow certain informal guidelines, some of which I'd like to note down because they could evolve into general style guidelines for the proc layer code.
* avoid doing anything non-local during the startup phase or shutdown phase of the application. consequently, allways prefer using an explicit cinelerra::Singleton<T> over using an static instance directly, thus yielding better control when the ctor and dtor will be invoked.
* write error handling code only if the error situation can be actually //handled// at this place. Otherwise, be prepared for exceptions just passing by and thus handle any resources by "resource acquisition is initialisation". Remember: error handling defeats decoupling and encapsulation
* (almost) never {{{delete}}} an object directly, use {{{new}}} only when some smart pointer is at hand.
* when user/client code is inteded to create objects, make the ctor protected and provide a factory member called {{{create}}} instead, returning a smart pointer
* avoid asuming anything that can't be enforced by types, interfaces or signatures; this means: be prepared for open possibilities
* prefer {{{const}}} and initialisation code over assignment and active changes (inspired by functional programming)
/***
''InlineJavascriptPlugin for ~TiddlyWiki version 1.2.x and 2.0''
^^author: Eric Shulman - ELS Design Studios
source: http://www.TiddlyTools.com/#InlineJavascriptPlugin
license: [[Creative Commons Attribution-ShareAlike 2.5 License|http://creativecommons.org/licenses/by-sa/2.5/]]^^

Insert Javascript executable code directly into your tiddler content. Lets you ''call directly into TW core utility routines, define new functions, calculate values, add dynamically-generated TiddlyWiki-formatted output'' into tiddler content, or perform any other programmatic actions each time the tiddler is rendered.
!!!!!Usage
<<<
When installed, this plugin adds new wiki syntax for surrounding tiddler content with {{{<script>}}} and {{{</script>}}} markers, so that it can be treated as embedded javascript and executed each time the tiddler is rendered.

''Deferred execution from an 'onClick' link''
By including a label="..." parameter in the initial {{{<script>}}} marker, the plugin will create a link to an 'onclick' script that will only be executed when that specific link is clicked, rather than running the script each time the tiddler is rendered.

''External script source files:''
You can also load javascript from an external source URL, by including a src="..." parameter in the initial {{{<script>}}} marker (e.g., {{{<script src="demo.js"></script>}}}). This is particularly useful when incorporating third-party javascript libraries for use in custom extensions and plugins. The 'foreign' javascript code remains isolated in a separate file that can be easily replaced whenever an updated library file becomes available.

''Defining javascript functions and libraries:''
Although the external javascript file is loaded while the tiddler content is being rendered, any functions it defines will not be available for use until //after// the rendering has been completed. Thus, you cannot load a library and //immediately// use it's functions within the same tiddler. However, once that tiddler has been loaded, the library functions can be freely used in any tiddler (even the one in which it was initially loaded).

To ensure that your javascript functions are always available when needed, you should load the libraries from a tiddler that will be rendered as soon as your TiddlyWiki document is opened. For example, you could put your {{{<script src="..."></script>}}} syntax into a tiddler called LoadScripts, and then add {{{<<tiddler LoadScripts>>}}} in your MainMenu tiddler.

Since the MainMenu is always rendered immediately upon opening your document, the library will always be loaded before any other tiddlers that rely upon the functions it defines. Loading an external javascript library does not produce any direct output in the tiddler, so these definitions should have no impact on the appearance of your MainMenu.

''Creating dynamic tiddler content''
An important difference between this implementation of embedded scripting and conventional embedded javascript techniques for web pages is the method used to produce output that is dynamically inserted into the document:
* In a typical web document, you use the document.write() function to output text sequences (often containing HTML tags) that are then rendered when the entire document is first loaded into the browser window.
* However, in a ~TiddlyWiki document, tiddlers (and other DOM elements) are created, deleted, and rendered "on-the-fly", so writing directly to the global 'document' object does not produce the results you want (i.e., replacing the embedded script within the tiddler content), and completely replaces the entire ~TiddlyWiki document in your browser window.
* To allow these scripts to work unmodified, the plugin automatically converts all occurences of document.write() so that the output is inserted into the tiddler content instead of replacing the entire ~TiddlyWiki document.

If your script does not use document.write() to create dynamically embedded content within a tiddler, your javascript can, as an alternative, explicitly return a text value that the plugin can then pass through the wikify() rendering engine to insert into the tiddler display. For example, using {{{return "thistext"}}} will produce the same output as {{{document.write("thistext")}}}.

//Note: your script code is automatically 'wrapped' inside a function, {{{_out()}}}, so that any return value you provide can be correctly handled by the plugin and inserted into the tiddler. To avoid unpredictable results (and possibly fatal execution errors), this function should never be redefined or called from ''within'' your script code.//

''Accessing the ~TiddlyWiki DOM''
The plugin provides one pre-defined variable, 'place', that is passed in to your javascript code so that it can have direct access to the containing DOM element into which the tiddler output is currently being rendered.

Access to this DOM element allows you to create scripts that can:
* vary their actions based upon the specific location in which they are embedded
* access 'tiddler-relative' information (use findContainingTiddler(place))
* perform direct DOM manipulations (when returning wikified text is not enough)
<<<
!!!!!Examples
<<<
an "alert" message box:
{{{
<script>alert('InlineJavascriptPlugin: this is a demonstration message');</script>
}}}
<script>alert('InlineJavascriptPlugin: this is a demonstration message');</script>

dynamic output:
{{{
<script>return (new Date()).toString();</script>
}}}
<script>return (new Date()).toString();</script>

wikified dynamic output:
{{{
<script>return "link to current user: [["+config.options.txtUserName+"]]";</script>
}}}
<script>return "link to current user: [["+config.options.txtUserName+"]]";</script>

dynamic output using 'place' to get size information for current tiddler
{{{
<script>
 if (!window.story) window.story=window;
 var title=story.findContainingTiddler(place).id.substr(7);
 return title+" is using "+store.getTiddlerText(title).length+" bytes";
</script>
}}}
<script>
 if (!window.story) window.story=window;
 var title=story.findContainingTiddler(place).id.substr(7);
 return title+" is using "+store.getTiddlerText(title).length+" bytes";
</script>

creating an 'onclick' button/link that runs a script
{{{
<script label="click here">
 if (!window.story) window.story=window;
 alert("Hello World!\nlinktext='"+place.firstChild.data+"'\ntiddler='"+story.findContainingTiddler(place).id.substr(7)+"'");
</script>
}}}
<script label="click here">
 if (!window.story) window.story=window;
 alert("Hello World!\nlinktext='"+place.firstChild.data+"'\ntiddler='"+story.findContainingTiddler(place).id.substr(7)+"'");
</script>

loading a script from a source url
{{{
<script src="demo.js">return "loading demo.js..."</script>
<script label="click to execute demo() function">demo()</script>
}}}
where http://www.TiddlyTools.com/demo.js contains:
>function demo() { alert('this output is from demo(), defined in demo.js') }
>alert('InlineJavascriptPlugin: demo.js has been loaded');
<script src="demo.js">return "loading demo.js..."</script>
<script label="click to execute demo() function">demo()</script>
<<<
!!!!!Installation
<<<
import (or copy/paste) the following tiddlers into your document:
''InlineJavascriptPlugin'' (tagged with <<tag systemConfig>>)
<<<
!!!!!Revision History
<<<
''2006.01.05 [1.4.0]''
added support 'onclick' scripts. When label="..." param is present, a button/link is created using the indicated label text, and the script is only executed when the button/link is clicked. 'place' value is set to match the clicked button/link element.
''2005.12.13 [1.3.1]''
when catching eval error in IE, e.description contains the error text, instead of e.toString(). Fixed error reporting so IE shows the correct response text. Based on a suggestion by UdoBorkowski
''2005.11.09 [1.3.0]''
for 'inline' scripts (i.e., not scripts loaded with src="..."), automatically replace calls to 'document.write()' with 'place.innerHTML+=' so script output is directed into tiddler content
Based on a suggestion by BradleyMeck
''2005.11.08 [1.2.0]''
handle loading of javascript from an external URL via src="..." syntax
''2005.11.08 [1.1.0]''
pass 'place' param into scripts to provide direct DOM access 
''2005.11.08 [1.0.0]''
initial release
<<<
!!!!!Credits
<<<
This feature was developed by EricShulman from [[ELS Design Studios|http:/www.elsdesign.com]]
<<<
!!!!!Code
***/
//{{{
version.extensions.inlineJavascript= {major: 1, minor: 4, revision: 0, date: new Date(2006,1,5)};

config.formatters.push( {
 name: "inlineJavascript",
 match: "\\<script",
 lookahead: "\\<script(?: src=\\\"((?:.|\\n)*?)\\\")?(?: label=\\\"((?:.|\\n)*?)\\\")?\\>((?:.|\\n)*?)\\</script\\>",

 handler: function(w) {
 var lookaheadRegExp = new RegExp(this.lookahead,"mg");
 lookaheadRegExp.lastIndex = w.matchStart;
 var lookaheadMatch = lookaheadRegExp.exec(w.source)
 if(lookaheadMatch && lookaheadMatch.index == w.matchStart) {
 if (lookaheadMatch[1]) { // load a script library
 // make script tag, set src, add to body to execute, then remove for cleanup
 var script = document.createElement("script"); script.src = lookaheadMatch[1];
 document.body.appendChild(script); document.body.removeChild(script);
 }
 if (lookaheadMatch[2] && lookaheadMatch[3]) { // create a link to an 'onclick' script
 // add a link, define click handler, save code in link (pass 'place'), set link attributes
 var link=createTiddlyElement(w.output,"a",null,"tiddlyLinkExisting",lookaheadMatch[2]);
 link.onclick=function(){try{return(eval(this.code))}catch(e){alert(e.description?e.description:e.toString())}}
 link.code="function _out(place){"+lookaheadMatch[3]+"};_out(this);"
 link.setAttribute("href","javascript:;"); link.setAttribute("title",""); link.style.cursor="pointer";
 }
 else if (lookaheadMatch[3]) { // run inline script code
 var code="function _out(place){"+lookaheadMatch[3]+"};_out(w.output);"
 code=code.replace(/document.write\(/gi,'place.innerHTML+=(');
 try { var out = eval(code); } catch(e) { out = e.description?e.description:e.toString(); }
 if (out && out.length) wikify(out,w.output);
 }
 w.nextMatch = lookaheadMatch.index + lookaheadMatch[0].length;
 }
 }
} )
//}}}
/***
|''Name:''|InlineJavascriptPlugin|
|''Source:''|http://www.TiddlyTools.com/#InlineJavascriptPlugin|
|''Author:''|Eric Shulman - ELS Design Studios|
|''License:''|[[Creative Commons Attribution-ShareAlike 2.5 License|http://creativecommons.org/licenses/by-sa/2.5/]]|
|''~CoreVersion:''|2.0.10|

Insert Javascript executable code directly into your tiddler content. Lets you ''call directly into TW core utility routines, define new functions, calculate values, add dynamically-generated TiddlyWiki-formatted output'' into tiddler content, or perform any other programmatic actions each time the tiddler is rendered.
!!!!!Usage
<<<
When installed, this plugin adds new wiki syntax for surrounding tiddler content with {{{<script>}}} and {{{</script>}}} markers, so that it can be treated as embedded javascript and executed each time the tiddler is rendered.

''Deferred execution from an 'onClick' link''
By including a label="..." parameter in the initial {{{<script>}}} marker, the plugin will create a link to an 'onclick' script that will only be executed when that specific link is clicked, rather than running the script each time the tiddler is rendered.

''External script source files:''
You can also load javascript from an external source URL, by including a src="..." parameter in the initial {{{<script>}}} marker (e.g., {{{<script src="demo.js"></script>}}}). This is particularly useful when incorporating third-party javascript libraries for use in custom extensions and plugins. The 'foreign' javascript code remains isolated in a separate file that can be easily replaced whenever an updated library file becomes available.

''Display script source in tiddler output''
By including the keyword parameter "show", in the initial {{{<script>}}} marker, the plugin will include the script source code in the output that it displays in the tiddler.

''Defining javascript functions and libraries:''
Although the external javascript file is loaded while the tiddler content is being rendered, any functions it defines will not be available for use until //after// the rendering has been completed. Thus, you cannot load a library and //immediately// use it's functions within the same tiddler. However, once that tiddler has been loaded, the library functions can be freely used in any tiddler (even the one in which it was initially loaded).

To ensure that your javascript functions are always available when needed, you should load the libraries from a tiddler that will be rendered as soon as your TiddlyWiki document is opened. For example, you could put your {{{<script src="..."></script>}}} syntax into a tiddler called LoadScripts, and then add {{{<<tiddler LoadScripts>>}}} in your MainMenu tiddler.

Since the MainMenu is always rendered immediately upon opening your document, the library will always be loaded before any other tiddlers that rely upon the functions it defines. Loading an external javascript library does not produce any direct output in the tiddler, so these definitions should have no impact on the appearance of your MainMenu.

''Creating dynamic tiddler content''
An important difference between this implementation of embedded scripting and conventional embedded javascript techniques for web pages is the method used to produce output that is dynamically inserted into the document:
* In a typical web document, you use the document.write() function to output text sequences (often containing HTML tags) that are then rendered when the entire document is first loaded into the browser window.
* However, in a ~TiddlyWiki document, tiddlers (and other DOM elements) are created, deleted, and rendered "on-the-fly", so writing directly to the global 'document' object does not produce the results you want (i.e., replacing the embedded script within the tiddler content), and completely replaces the entire ~TiddlyWiki document in your browser window.
* To allow these scripts to work unmodified, the plugin automatically converts all occurences of document.write() so that the output is inserted into the tiddler content instead of replacing the entire ~TiddlyWiki document.

If your script does not use document.write() to create dynamically embedded content within a tiddler, your javascript can, as an alternative, explicitly return a text value that the plugin can then pass through the wikify() rendering engine to insert into the tiddler display. For example, using {{{return "thistext"}}} will produce the same output as {{{document.write("thistext")}}}.

//Note: your script code is automatically 'wrapped' inside a function, {{{_out()}}}, so that any return value you provide can be correctly handled by the plugin and inserted into the tiddler. To avoid unpredictable results (and possibly fatal execution errors), this function should never be redefined or called from ''within'' your script code.//

''Accessing the ~TiddlyWiki DOM''
The plugin provides one pre-defined variable, 'place', that is passed in to your javascript code so that it can have direct access to the containing DOM element into which the tiddler output is currently being rendered.

Access to this DOM element allows you to create scripts that can:
* vary their actions based upon the specific location in which they are embedded
* access 'tiddler-relative' information (use findContainingTiddler(place))
* perform direct DOM manipulations (when returning wikified text is not enough)
<<<
!!!!!Examples
<<<
an "alert" message box:
><script show>
 alert('InlineJavascriptPlugin: this is a demonstration message');
</script>
dynamic output:
><script show>
 return (new Date()).toString();
</script>
wikified dynamic output:
><script show>
 return "link to current user: [["+config.options.txtUserName+"]]";
</script>
dynamic output using 'place' to get size information for current tiddler:
><script show>
 if (!window.story) window.story=window;
 var title=story.findContainingTiddler(place).id.substr(7);
 return title+" is using "+store.getTiddlerText(title).length+" bytes";
</script>
creating an 'onclick' button/link that runs a script:
><script label="click here" show>
 if (!window.story) window.story=window;
 alert("Hello World!\nlinktext='"+place.firstChild.data+"'\ntiddler='"+story.findContainingTiddler(place).id.substr(7)+"'");
</script>
loading a script from a source url:
>http://www.TiddlyTools.com/demo.js contains:
>>{{{function demo() { alert('this output is from demo(), defined in demo.js') } }}}
>>{{{alert('InlineJavascriptPlugin: demo.js has been loaded'); }}}
><script src="demo.js" show>
 return "loading demo.js..."
</script>
><script label="click to execute demo() function" show>
 demo()
</script>
<<<
!!!!!Installation
<<<
import (or copy/paste) the following tiddlers into your document:
''InlineJavascriptPlugin'' (tagged with <<tag systemConfig>>)
<<<
!!!!!Revision History
<<<
''2006.06.01 [1.5.1]'' when calling wikify() on script return value, pass hightlightRegExp and tiddler params so macros that rely on these values can render properly
''2006.04.19 [1.5.0]'' added 'show' parameter to force display of javascript source code in tiddler output
''2006.01.05 [1.4.0]'' added support 'onclick' scripts. When label="..." param is present, a button/link is created using the indicated label text, and the script is only executed when the button/link is clicked. 'place' value is set to match the clicked button/link element.
''2005.12.13 [1.3.1]'' when catching eval error in IE, e.description contains the error text, instead of e.toString(). Fixed error reporting so IE shows the correct response text. Based on a suggestion by UdoBorkowski
''2005.11.09 [1.3.0]'' for 'inline' scripts (i.e., not scripts loaded with src="..."), automatically replace calls to 'document.write()' with 'place.innerHTML+=' so script output is directed into tiddler content. Based on a suggestion by BradleyMeck
''2005.11.08 [1.2.0]'' handle loading of javascript from an external URL via src="..." syntax
''2005.11.08 [1.1.0]'' pass 'place' param into scripts to provide direct DOM access 
''2005.11.08 [1.0.0]'' initial release
<<<
!!!!!Credits
<<<
This feature was developed by EricShulman from [[ELS Design Studios|http:/www.elsdesign.com]]
<<<
!!!!!Code
***/
//{{{
version.extensions.inlineJavascript= {major: 1, minor: 5, revision: 1, date: new Date(2006,6,1)};

config.formatters.push( {
 name: "inlineJavascript",
 match: "\\<script",
 lookahead: "\\<script(?: src=\\\"((?:.|\\n)*?)\\\")?(?: label=\\\"((?:.|\\n)*?)\\\")?( show)?\\>((?:.|\\n)*?)\\</script\\>",

 handler: function(w) {
 var lookaheadRegExp = new RegExp(this.lookahead,"mg");
 lookaheadRegExp.lastIndex = w.matchStart;
 var lookaheadMatch = lookaheadRegExp.exec(w.source)
 if(lookaheadMatch && lookaheadMatch.index == w.matchStart) {
 if (lookaheadMatch[1]) { // load a script library
 // make script tag, set src, add to body to execute, then remove for cleanup
 var script = document.createElement("script"); script.src = lookaheadMatch[1];
 document.body.appendChild(script); document.body.removeChild(script);
 }
 if (lookaheadMatch[4]) { // there is script code
 if (lookaheadMatch[3]) // show inline script code in tiddler output
 wikify("{{{\n"+lookaheadMatch[0]+"\n}}}\n",w.output);
 if (lookaheadMatch[2]) { // create a link to an 'onclick' script
 // add a link, define click handler, save code in link (pass 'place'), set link attributes
 var link=createTiddlyElement(w.output,"a",null,"tiddlyLinkExisting",lookaheadMatch[2]);
 link.onclick=function(){try{return(eval(this.code))}catch(e){alert(e.description?e.description:e.toString())}}
 link.code="function _out(place){"+lookaheadMatch[4]+"};_out(this);"
 link.setAttribute("href","javascript:;"); link.setAttribute("title",""); link.style.cursor="pointer";
 }
 else { // run inline script code
 var code="function _out(place){"+lookaheadMatch[4]+"};_out(w.output);"
 code=code.replace(/document.write\(/gi,'place.innerHTML+=(');
 try { var out = eval(code); } catch(e) { out = e.description?e.description:e.toString(); }
 if (out && out.length) wikify(out,w.output,w.highlightRegExp,w.tiddler);
 }
 }
 w.nextMatch = lookaheadMatch.index + lookaheadMatch[0].length;
 }
 }
} )
//}}}
Because we rely on strong decoupling and separation into self contained components, there is not much need for a common quasi-global namespace. Operations needing the cooperation of another subsystem will be delegated or even dispatched, consequently implementation code needs only the service acces points from "direct cooperation partner" subsystems. Hierarchical scopes besides classes are needed only when multiple subsystems share a set of common abstractions. Interface and Implementation use separate namespaces.

!common definitions
# surely there will be the need to use some macros (albeit code written in C++ can successfully avoid macros to some extent)
# there will be one global ''Application State'' representation (and some application services)
# we have some lib facilities, especially a common [[Time]] abstraction
For these we have one special (bilingual) header file __cinelerra.h__, which places in its C++ part some declarations into __namespace cinelerra__. These declarations should be pulled into the specific namespaces or (still better) into the implementation //on demand//. There is no nesting (we deliberately don't want an symbol appearing //automatically// in every part of the system).

!subsystem interface and facade
These large scale interfaces reside in special namespaces "~XXX_interface" (where XXX is the subsystem). The accompanning //definitions// depend on the implementation namespace and are placed in the top-level source folder of the corresponding subsystem.

 &rarr; Example: [[Interfaces/Namespaces of the Session Subsystem(s)|InterfacesSession]]

!contract checks and test code
From experiences with other middle scale projects, I prefer having the test code in a separate tree (because test code easily doubles the number of source files). But of course it should be placed into the same namespace as the code being checked, or (better?) into a nested namespace "test". It is esp. desirable to have good coverage on the contracts of the subsystem interfaces and mayor components (while it is not always feasible or advisable to cover every implementation detail).

&rarr; see also [[testsuite documentation in the main wiki|index.html#TestSuite]]

* Subdir src/proc contains Interface within namespace proc_interface
* Subdir src/proc/mobject contains commonly used entities (namespace mobject)
** nested namespace controller
** nested namespace builder
** nested namespace session
* Subdir src/proc/engine (namespace engine) uses directly the (local) interface components StateProxy and ParamProvider; triggering of the render process is initiated by the controller and can be requested via the controller facade. Normally, the playback/render controller located in the backend will just use this interface and won't be aware of the build process at all.

[img[Example: Interfaces/Namespaces of the ~Session-Subsystems|uml/fig130053.png]]
Opening and accessing media files on disk poses several problems, most of which belong to the domain of cinelerra's data backend. Here, we focus on the questions related to making media data available to the EDL and the render engine. Each media will be represented by an MediaAsset object, which indeed could be a compound object (in case of MultichannelMedia). Building this asset object thus includes getting informations from the real file on disk. For delegating this to the backend, we use the following query interface:
* {{{queryFile(char* name)}}} requests accessing the file and yields some (opaque) handle when successful.
* {{{queryChannel(fHandle, int)}}} will then be issued in sequence with ascending index numbers, until it returns {{{NULL}}}.
* the returned struct (pointer) will provide the following information:
** some identifier which can be used to create a name for the corresponding media (channel) asset
** some identifier characterizing the access method (codec) needed to get at the media data. This should be rather a high level description of the media stream type, e.g. "H264"
** some (opaque) handle usable for accessing this specific stream. When the render engine later on pulls data for this channel, it will pass this handle down to the backend.

{{red{to be defined in more detail later...}}}

{{red{how to create a test stub for this interface...?}}}
Used to actually implement the various kinds of [[Placement]] of ~MObjects. ~LocatingPin is the root of a hierarchy of different kinds of placing, constraining and locating a Media Object. Basically, this is an instance of the ''state pattern'': The user sees one Placement object with value semantics, but when the properties of the Placement are changed, actually a ~LocatingPin object (or rather a chain of ~LocatingPins) is changed within the Placement. Subclasses of ~LocatingPin implement different placing/constraining behaviour:
* {{{FixedLocation}}} places a MObject to a fixed temporal position and track
* {{{RelativeLocation}}} is used to atach the MObject to some other anchor MObject
* //additional constraints, placement objectives, range restrictions, pattern rules will follow...//
All sorts of "things" to be placed and manipulated by the user in the EDL. This interface abstracts the details and just supposes
* the media object has a duration
* it is allways //placed// in some manner, i.e. it is allways accessed via a [[Placement]]
* {{red{and what else?}}}
The ~MObjects Subsystem contains everything related to the [[EDL]] and the various Media Objects placed within. It is complemented by the Asset Management (see &rarr; [[Asset]]). Examples for [[MObjects|MObject]] being:
* audio/video clips
* effects and plugins
* special facilities like mask and projector
* [[Automation]] sets
* labels and other (maybe functional) markup

This Design strives to achieve a StrongSeparation between the low-level Structures used to carry out the actual rendering and the high level Entities living in the EDL and being manipulated by the user. In this high level view, the Objects are grouped and located by [[Placements|Placement]], providing a flexible and open way to express different groupings, locations and ordering constraints between the Media Objects.
&rarr; EditingOperations
&rarr; PlacementHandling
&rarr; SessionOverview


[img[Classess related to the EDL|uml/fig128133.png]]
''[[Cinelerra3|index.html]]''
[[Proc-Layer|ProcLayer and Engine]]
[[MObjects]]
[[Implementation|ImplementationDetails]]
[[Admin]]
<<fullscreen>>
Problem is: when removing an Asset, all corresponding MObjects need to disappear. This means, besides the obvious ~Ref-Link (MObject referring to an asset) we need backlinks or a sort of registry. And still worse: we need to remove the affected MObject from the object network in the EDL and rebuild the Fixture...

&rarr; for a general design discussion see [[Relation of Clip and Asset|RelationClipAsset]]

//Currently// Ichthyo considers the following approach:
* all references between MObjects and Assets are implemented as __refcounting__ boost::shared_ptr
* the opposite direction is also a __strong reference__, effectively keeping the clip-MO alive even if it is no longer in use in the session (note this is a cyclic dependency that needs to be actively broken on deletion). This design decision is based on  logical considerations (&rarr; see "deletions, Model-2" [[here|RelationClipAsset]]). This back-link is implemented by a Placement which is stored internally within the asset::Clip, it is needed for clean deletion of Assets, for GUI search functions and for adding the Clip to the EDL (again after been removed, or multiple times as if cloned).
* MObjects and Assets implement an {{{unlink()}}} function releasing any internal links causing circular dependencies. It is always implemented such as to drop //optional// associations while retaining those associations mandatory for fulfilling the objects contract.
* Instead of a delete, we call this unlink() function and let the shared_ptr handle the actual deletion. Thus, even if the object is already unlinked, it is still valid and usable as long as some other entity holds a smart-ptr. An ongoing render process for example can still use a clip asset and the corresponding media asset linked as parent, but this media asset's link to the dependant clip has already been cleared (and the media is no longer registered with the AssetManager of course).
* so the back-link from dependant asset up to the parent asset is mandatory for the child asset to be functional, but preferably it should be {{{const}}} (only used for information retrieval)
* the whole hierarchy has to be crafted accordingly, but this isn't much of a limitation
* we don't use a registry, rather we model the real dependencies by individual dependency links. So a MediaAsset gets links to all Clips created from this Asset and by traversing this tree, we can handle the deletion
* after the deletion, the Fixture needs to be rebuilt.
* but any render processes still can have pointers to the Asset to be removed, and the shared_ptr will ensure, that the referred objects stay alive as long as needed.

{{red{let's see if this approach works...}}}
<!--{{{-->
<link rel='alternate' type='application/rss+xml' title='RSS' href='index.xml'/>
<!--}}}-->

<style type="text/css">#contentWrapper {display:none;}</style><div id="SplashScreen" style="border: 3px solid #ccc; display: block; text-align: center; width: 320px; margin: 100px auto; padding: 50px; color:#000; font-size: 28px; font-family:Tahoma; background-color:#eee;">loading <b>Proc-Layer</b> devel doku<blink> ...</blink><br><br><span style="font-size: 14px; color:red;">Requires Javascript.</span></div>
The Interface asset::Media is a //key abstraction// It ties together several concepts and enables to deal with them on the interfaces in a uniform manner. Besides, as every Asset kind it belongs rather to the bookkeeping view: an asset::Media holds the specific properties and parametrisation of the media source it stands for. Regarding the __inward interface__ &mdash; as used from within the [[EDL]] or the [[Render Nodes|ProcNode]], it is irrelevant if any given asset::Media object stands for a complete media source, just a clip taken from this source or if a placeholder version of the real media source is used instead.
[img[Asset Classess|uml/fig130437.png]]
Of course: Cinelerra currently leaks memory and crashes regularilly. For the newly written code, besides retaining the same performance level, a main goal is to use methods and techniques known to support the writing of quality code. So, besides the MultithreadConsiderations, a solid strategy for managing the ownership of allocated memory blocks is necessary right from start.

!Problems
# Memory management needs to work correct in a //fault tolerant environment//. That means that we need to be prepared to //handle on a non-local scale// some sorts of error conditions (without aborting the application). To be more precise: some error condition arises locally, which leads to a local abort and just the disabling/failing of some subsystem without affecting the application as a whole. This can happen on a regular base (e.g. rendering fails) and thus is __no excuse for leaking memory__
# Some (not all) parts of the core application are non-deterministic. That means, we can't tie the memory management to any assumptions on behalf of the execution path

!C++ solution
First of all -- this doesn't concern //every// allocation. It rather means there are certain //dangerous areas// which need to be identified. Anyhow, instead of carrying inherent complexities of the problem into the solution, we should rather look for  common solution pattern(s) which help factoring out complexity.

For the case here in question this seems to be the ''resource allocation is construction'' pattern. Which boils down to basically never using bare pointers when concerned with ownership. Instead, ownership should be handled by smart-pointers.

!!usage scenarios
# __existence is being used__: Objects just live for being referred to in a object network. In this case, use refcounting smart-pointers for every ref. (note: problem with cyclic refs)
# __entity bound ownership__: Objects can be tied to some long living entity in the program, which holds the smart-pointer
#* if the existence of these ref-holding entity can be //guaranteed// (as if by contract), then the other users can build a object network with conventional pointers
#* otherwise, when the ref-holding entity //can disappear// in a regular program state, we need weak-refs and checking (because by our postulate the controlled resource needs to be destructed immediately, otherwise we would have the first case, existence == being used)

!!!dangerous uses
* the render nodes &rarr; [[detail analysis|ManagementRenderNodes]] {{red{TODO}}}
* the MObjects in the EDL &rarr; [[detail analysis|ManagementMObjects]] {{red{TODO}}}
* Asset - MObject relationship. &rarr; [[detail analysis|ManagementAssetRelation]] {{red{TODO}}}

!!!rather harmless
* Frames (buffers), because they belong to a given [[RenderProcess (=StateProxy)|StateProxy]] and are just passed in into the individual [[ProcNode]]s. This can be handled consistently with conventional methods.
* each StateProxy belongs to one top-level call to the [[Controller-Facade|Controller]]
* same for the builder tools
* the EDL and the defined [[Asset]]s belong together to one Session. If the Session is closed, this means a internal shutdown of the whole ProcLayer, i.e. closing of all GUI representations and terminating all render processes. If these calles are implemented as blocking operations, we can assert that as long as any GUI representation or any render process is running, there is a valid Session and EDL.

!using Factories
And, last but not least, doing all actual allocations is the job of the backend. Exceptions being long-lived objects, like the Session or the EDL, which are created once and don't bear the danger of causing memory pressure. Besides, the ProcLayer code shouldn't issue "new" and "delete" when it comes in hand, rather it should use some centralized [[Factories]] for all allocation and freeing, so we can redirect these calls down to the backend, which may use pooling or special placement allocators or the like. The rationale is, for modern hardware/architectures, care has to be taken with heap allocations, esp. with many small objects and irregular usage patterns.
Based on practical experiences, Ichthyo tends to consider Multichannel Media as the base case, while counting media files providing just one single media stream as exotic corner cases. This may seem counter intuitive at first sight; you should think of  it as an attempt to avoid right from start some of the common shortcomings found in many video editors, especially
* having to deal with keeping a "link" between audio and video clips
* silly limitations on the supported audio setups (e.g. "sound is mono, stereo or Dolby-5.1")
* unnecessary complexity when dealing with more realistic setups, esp. when working on dialogue scenes
* inability to edit stereoscopic (3D) video in a natural fashion

!Compound Media
[>img[Outline of the Build Process|uml/fig131333.png]]
Basically, each [[media asset|MediaAsset]] is considered to be a compound of several elementary media (tracks), possibly of various different media kinds. Adding support for placeholders (''proxy clips'') at some point in future will add still more complexity (because then there will be even dependencies between some of these elementary media). To handle, edit and render compound media, we need to impose some structural limitations. But anyhow, we try to configure as much as possible already at the "asset level" and make the rest of the proc layer behave just according to the configuration given with each asset.

So, when creating a clip out of such a compound media asset, the clip has to be a compound of elementary clips mirroring the given media asset's structure. Besides, it should be possible to //detach// and //attach// elementary clips from a compound clip. On the other hand, the [[Fixture]] created from the current state of the [[EDL]] is explicit to a great extent. So, in the Fixture we deal only with elementary clips placed to absolute positions, and thus the builder will see only simple non-compound clips and translate them into the corresponding source reading nodes.

!Handling
* from a Media asset, we can get a [[Processing Pattern (ProcPatt)|ProcPatt]] describing how to build a render pipeline for this media
* we can create a Clip (MObject) from each Media, which will be linked back to the media asset internally.
* moreover, creating a Clip will create and register a Clip asset as well, and this Clip asset will be tied to the original Clip and will show up in some special Category
* media can be compound and the created Clips will mirror this compound structure
* we distinguish elementay (non-compound) Clips from compound clips by concrete subtype. The builder can only handle elementary clips, because he needs to build a separate pipeline for every output channel. So the work of splitting common effect stacks for clips with several channels needs to be done when calculating the Fixture for the current EDL. The Builder expects to be able to build the render nodes corresponding to each entity found in the Fixture one by one.
* the Builder gets at the ProcPatt (descriptor) of the underlying media for each clip and uses this description as a template to build the render pipeline. That is, the ProcPatt specifies the codec asset and maybe some additional effect assets (deinterlace, scale) necessary for feeding media data corresponding to this clip/media into the render nodes network.
NodeCreaterTool is a [[visiting tool|VisitorUse]] used as second step in the [[Builder]]. Starting out from a [[Fixture]], the builder first [[divides the Timeline into segments|SegmentationTool]] and then processes each segment with the NodeCreaterTool to build a render nodes network (Render Engine) for this part of the timeline. While visiting individual Objects and Placements, the NodeCreaterTool creates and wires the necessary [[nodes|ProcNode]]
We have to consider carefully how to handle the Creation of new class instances. Because, when done naively, it can defeat all efforts of separating subsystems, or &mdash; the other extreme &mdash; lead to a //switch-on-typeID//  programming style. We strive at a solution somewhere in the middle by utilizing __Abstract Factories__ on Interface or key abstraction classes, but providing specialized overloads for the different use cases. So in each use case we have to decide if we want to create a instance of some general concept (Interface), or if we have a direct collaboration and thus need the Factory to provide a more specific sub-Interface or even a concrete type.

!Object creation use cases
!![[Assets|Asset]]
|!Action|>|!creates |
|loading a media file|asset::Media, asset::Codec| |
|viewing media|asset::Clip, session::Clip and Placement (on hold)| for the whole Media, if not already existent|
|mark selection as clip|asset::Clip, session::Clip, Placement with unspec. LocatingPin| doesn't add to EDL|
|loading Plugin|asset::Effect| usually at program startup|
|create Session|asset::Track, asset::Pipe| |
&rarr; [[Creating and registering Assets|AssetCreation]]

!![[MObjects|MObject]]
|add media to EDL|asset::Clip, session::Clip, Placement with unspecified LocatingPin| creating whole-media clip on-the-fly |
|add Clip to EDL|copy of Placement| creates intependent Placement of existing ~Clip-MO|
|attach Effect|session::Effect, Placement with RelativeLocation| |
|start using Automation|session::Auto, asset::Dataset, RelativeLocation Placement| |

!Invariants
when creating Objects, certain invariants have to be maintained. Because creating an Object can be considered an atomic operation and must not leave any related objects in an inconsistent state. Each of our interfaces implies some invariants:
* every Placement has a Subject it places
* MObjects are always created to be placed in some way or the other
* [[Assets|Asset]] manage a dependency graph. Creating a derived Object (e.g. a Clip from a Media) implies a new dependency. (&rarr; [[memory management|ManagementAssetRelation]] relies on this)
Cinelerra2 introduced OpenGL support for rendering previews. I must admit, I am very unhappy with this, because
* it just supports some hardware
* it makes building difficult
* it can't handle all color models Cinelerra is capable of
* it introduces a separate codepath including some complicated copying of video data into the textures (and back?)
* it can't be used for rendering

So my judgement would be: in contrary to a realtime/gaming application, for quality video editing it is not worth the effort implementing OpenGL support in all details and with all its complexity. I would accept ~OpenGL as an option, if it could be pushed down into a Library, so it can be handled and maintained transparently and doesnt bind our limited developer manpower.

But because I know the opinions on this topc are varying (users tend to be delighted if they hear "~OpenGL", because it carries notion of "fast" and "power" todays) &mdash; I try to integrate ~OpenGL as apossibility into this design of the Render Engine. Obviousely, I have the hard requirement that it //must not jeopardize the code structure.//

My proposed aproach is to treat OpenGL as a separate video raw data type, requiring separete and specialized [[Processing Nodes|ProcNode]] for all calculations. Thus the Builder could connect OpenGL nodes if it is possible to cover the whole render path for preview and fall back to the normal ~ProcNodes for all relevant renders
The Cinelerra-3 Processing Layer is comprised of various subsystems and can be separated into a low-level and a high-level part. At the low-level end is the [[Render Engine|OverviewRenderEngine]] which basically is a network of render nodes cooperating closely with the Backend Layer in order to carry out the actual playback and media transforming calculations. Whereas on the high-level side we find several different [[Media Objects|MObjects]] that can be placed into the [[EDL]], edited and manipulated. This is complemented by the [[Asset Management|Asset]], which is the "bookkeeping view" of all the different "things" within each [[Session|SessionOverview]].
[img[Block Diagram|uml/fig128005.png]]
Render Engine, [[Builder]] and [[Controller]] are closely related Subsystems. Actually, the [[Builder]] //creates// a newly configured Render Engine //for every// RenderProcess. Before doing so, it queries from the Session (or, to be more precise, from the [[Fixture]] within the current Session) all necessary Media Object Placement information. The [[Builder]] then derives from this information the actual assembly of [[Processing Nodes|ProcNode]] comprising the Render Engine. Thus:
 * the source of the build process is a sequence of absolute (explicit) [[Placements|Placement]] called the [[Playlist]]
 * the [[build process|BuildProcess]] is driven, configured and controlled by the [[Controller]] subsystem component. It encompasses the actual playback configuration and State of the System.
 * the resulting Render Engine is a list of [[Processors]], each configured to calculate a segment of the timeline with uniform properties. Each of these Processors in turn is a graph of interconnected ProcNode.s.

see also: RenderEntities, [[two Examples (Object diagrams)|Examples]] 

[img[Overview: Components of the Renderengine|uml/fig128261.png]]
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		<span class='siteTitle' refresh='content' tiddler='SiteTitle'></span>&nbsp;
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A ParamProvider is the counterpart for (one or many) Parameter instances. It implements the value access function made available by the Parameter object to its clients.

To give a concrete example: 
* a Fade Plugin needs the actual fade value for Frame t=xxx
* the Plugin has a Parameter Object (from which we could query the information of this parameter being a continuous float function)
* this Parameter Object provides a getValue() function, which is internally linked (i.e. by configuration) to a //Parameter Provider//
* the actual object implementing the ParamProvider Interface could be a Automation MObject located somewhere in the EDL and would do bezier interpolation on a given keyframe set.
* while building the Render Engine configuration actually at work, the Builder would have to setup this link between the Plugin Parameter Object and the ParamProvider; he can do so, because he sees the link between the Automation MObject and the corresponding Effect MObject

&rarr; see the class diagram for [[Automation]]
Parameters are all probably variable control values used within the Render Engine. Contrast this with configuration values, which are considered to be fixed and need an internal reset of the application state to take effect.

A ''Parameter Object'' provides a descriptor of the kind of parameter, together with a function used to pull the //actual value// of this parameter. Here, //actual// has a two-fold meaning:
* if called without a time specification, it is either a global (but variable) system or session parameter or a default value for automated Parameters. (the intention is to treat this cases uniformly)
* if called with a time specification, it is the query for an &mdash; probably interpolated &mdash; [[Automation]] value at this absolute time. The corresponding ParamProvider should fall back transparently to a default or session value if no time varying data is available

{{red{TODO: define how Automation works}}}
/***
|<html><a name="Top"/></html>''Name:''|PartTiddlerPlugin|
|''Version:''|1.0.6 (2006-11-07)|
|''Source:''|http://tiddlywiki.abego-software.de/#PartTiddlerPlugin|
|''Author:''|UdoBorkowski (ub [at] abego-software [dot] de)|
|''Licence:''|[[BSD open source license]]|
|''TiddlyWiki:''|2.0|
|''Browser:''|Firefox 1.0.4+; InternetExplorer 6.0|
!Table of Content<html><a name="TOC"/></html>
* <html><a href="javascript:;" onclick="window.scrollAnchorVisible('Description',null, event)">Description, Syntax</a></html>
* <html><a href="javascript:;" onclick="window.scrollAnchorVisible('Applications',null, event)">Applications</a></html>
** <html><a href="javascript:;" onclick="window.scrollAnchorVisible('LongTiddler',null, event)">Refering to Paragraphs of a Longer Tiddler</a></html>
** <html><a href="javascript:;" onclick="window.scrollAnchorVisible('Citation',null, event)">Citation Index</a></html>
** <html><a href="javascript:;" onclick="window.scrollAnchorVisible('TableCells',null, event)">Creating "multi-line" Table Cells</a></html>
** <html><a href="javascript:;" onclick="window.scrollAnchorVisible('Tabs',null, event)">Creating Tabs</a></html>
** <html><a href="javascript:;" onclick="window.scrollAnchorVisible('Sliders',null, event)">Using Sliders</a></html>
* <html><a href="javascript:;" onclick="window.scrollAnchorVisible('Revisions',null, event)">Revision History</a></html>
* <html><a href="javascript:;" onclick="window.scrollAnchorVisible('Code',null, event)">Code</a></html>
!Description<html><a name="Description"/></html>
With the {{{<part aPartName> ... </part>}}} feature you can structure your tiddler text into separate (named) parts. 
Each part can be referenced as a "normal" tiddler, using the "//tiddlerName//''/''//partName//" syntax (e.g. "About/Features"). E.g. you may create links to the parts, use it in {{{<<tiddler...>>}}} or {{{<<tabs...>>}}} macros etc.

''Syntax:'' 
|>|''<part'' //partName// [''hidden''] ''>'' //any tiddler content// ''</part>''|
|//partName//|The name of the part. You may reference a part tiddler with the combined tiddler name "//nameOfContainerTidder//''/''//partName//.|
|''hidden''|When defined the content of the part is not displayed in the container tiddler. But when the part is explicitly referenced (e.g. in a {{{<<tiddler...>>}}} macro or in a link) the part's content is displayed.|
|<html><i>any&nbsp;tiddler&nbsp;content</i></html>|<html>The content of the part.<br>A part can have any content that a "normal" tiddler may have, e.g. you may use all the formattings and macros defined.</html>|
|>|~~Syntax formatting: Keywords in ''bold'', optional parts in [...]. 'or' means that exactly one of the two alternatives must exist.~~|
<html><sub><a href="javascript:;" onclick="window.scrollAnchorVisible('Top',null, event)">[Top]</sub></a></html>

!Applications<html><a name="Applications"/></html>
!!Refering to Paragraphs of a Longer Tiddler<html><a name="LongTiddler"/></html>
Assume you have written a long description in a tiddler and now you want to refer to the content of a certain paragraph in that tiddler (e.g. some definition.) Just wrap the text with a ''part'' block, give it a nice name, create a "pretty link" (like {{{[[Discussion Groups|Introduction/DiscussionGroups]]}}}) and you are done.

Notice this complements the approach to first writing a lot of small tiddlers and combine these tiddlers to one larger tiddler in a second step (e.g. using the {{{<<tiddler...>>}}} macro). Using the ''part'' feature you can first write a "classic" (longer) text that can be read "from top to bottom" and later "reuse" parts of this text for some more "non-linear" reading.

<html><sub><a href="javascript:;" onclick="window.scrollAnchorVisible('Top',null, event)">[Top]</sub></a></html>

!!Citation Index<html><a name="Citation"/></html>
Create a tiddler "Citations" that contains your "citations". 
Wrap every citation with a part and a proper name. 

''Example''
{{{
<part BAX98>Baxter, Ira D. et al: //Clone Detection Using Abstract Syntax Trees.// 
in //Proc. ICSM//, 1998.</part>

<part BEL02>Bellon, Stefan: //Vergleich von Techniken zur Erkennung duplizierten Quellcodes.// 
Thesis, Uni Stuttgart, 2002.</part>

<part DUC99>Ducasse, Stéfane et al: //A Language Independent Approach for Detecting Duplicated Code.// 
in //Proc. ICSM//, 1999.</part>
}}}

You may now "cite" them just by using a pretty link like {{{[[Citations/BAX98]]}}} or even more pretty, like this {{{[[BAX98|Citations/BAX98]]}}}.

<html><sub><a href="javascript:;" onclick="window.scrollAnchorVisible('Top',null, event)">[Top]</sub></a></html>

!!Creating "multi-line" Table Cells<html><a name="TableCells"/></html>
You may have noticed that it is hard to create table cells with "multi-line" content. E.g. if you want to create a bullet list inside a table cell you cannot just write the bullet list
{{{
* Item 1
* Item 2
* Item 3
}}}
into a table cell (i.e. between the | ... | bars) because every bullet item must start in a new line but all cells of a table row must be in one line.

Using the ''part'' feature this problem can be solved. Just create a hidden part that contains the cells content and use a {{{<<tiddler >>}}} macro to include its content in the table's cell.

''Example''
{{{
|!Subject|!Items|
|subject1|<<tiddler ./Cell1>>|
|subject2|<<tiddler ./Cell2>>|

<part Cell1 hidden>
* Item 1
* Item 2
* Item 3
</part>
...
}}}

Notice that inside the {{{<<tiddler ...>>}}} macro you may refer to the "current tiddler" using the ".".

BTW: The same approach can be used to create bullet lists with items that contain more than one line.

<html><sub><a href="javascript:;" onclick="window.scrollAnchorVisible('Top',null, event)">[Top]</sub></a></html>

!!Creating Tabs<html><a name="Tabs"/></html>
The build-in {{{<<tabs ...>>}}} macro requires that you defined an additional tiddler for every tab it displays. When you want to have "nested" tabs you need to define a tiddler for the "main tab" and one for every tab it contains. I.e. the definition of a set of tabs that is visually displayed at one place is distributed across multiple tiddlers.

With the ''part'' feature you can put the complete definition in one tiddler, making it easier to keep an overview and maintain the tab sets.

''Example''
The standard tabs at the sidebar are defined by the following eight tiddlers:
* SideBarTabs
* TabAll
* TabMore
* TabMoreMissing
* TabMoreOrphans
* TabMoreShadowed
* TabTags
* TabTimeline

Instead of these eight tiddlers one could define the following SideBarTabs tiddler that uses the ''part'' feature:
{{{
<<tabs txtMainTab 
 Timeline Timeline SideBarTabs/Timeline 
 All 'All tiddlers' SideBarTabs/All 
 Tags 'All tags' SideBarTabs/Tags 
 More 'More lists' SideBarTabs/More>>
<part Timeline hidden><<timeline>></part>
<part All hidden><<list all>></part>
<part Tags hidden><<allTags>></part>
<part More hidden><<tabs txtMoreTab 
 Missing 'Missing tiddlers' SideBarTabs/Missing 
 Orphans 'Orphaned tiddlers' SideBarTabs/Orphans 
 Shadowed 'Shadowed tiddlers' SideBarTabs/Shadowed>></part>
<part Missing hidden><<list missing>></part>
<part Orphans hidden><<list orphans>></part>
<part Shadowed hidden><<list shadowed>></part>
}}}

Notice that you can easily "overwrite" individual parts in separate tiddlers that have the full name of the part.

E.g. if you don't like the classic timeline tab but only want to see the 100 most recent tiddlers you could create a tiddler "~SideBarTabs/Timeline" with the following content:
{{{
<<forEachTiddler 
 sortBy 'tiddler.modified' descending 
 write '(index < 100) ? "* [["+tiddler.title+"]]\n":""'>>
}}}
<html><sub><a href="javascript:;" onclick="window.scrollAnchorVisible('Top',null, event)">[Top]</sub></a></html>

!!Using Sliders<html><a name="Sliders"/></html>
Very similar to the build-in {{{<<tabs ...>>}}} macro (see above) the {{{<<slider ...>>}}} macro requires that you defined an additional tiddler that holds the content "to be slid". You can avoid creating this extra tiddler by using the ''part'' feature

''Example''
In a tiddler "About" we may use the slider to show some details that are documented in the tiddler's "Details" part.
{{{
...
<<slider chkAboutDetails About/Details details "Click here to see more details">>
<part Details hidden>
To give you a better overview ...
</part>
...
}}}

Notice that putting the content of the slider into the slider's tiddler also has an extra benefit: When you decide you need to edit the content of the slider you can just doubleclick the content, the tiddler opens for editing and you can directly start editing the content (in the part section). In the "old" approach you would doubleclick the tiddler, see that the slider is using tiddler X, have to look for the tiddler X and can finally open it for editing. So using the ''part'' approach results in a much short workflow.

<html><sub><a href="javascript:;" onclick="window.scrollAnchorVisible('Top',null, event)">[Top]</sub></a></html>

!Revision history<html><a name="Revisions"/></html>
* v1.0.6 (2006-11-07)
** Bugfix: cannot edit tiddler when UploadPlugin by Bidix is installed. Thanks to José Luis González Castro for reporting the bug.
* v1.0.5 (2006-03-02)
** Bugfix: Example with multi-line table cells does not work in IE6. Thanks to Paulo Soares for reporting the bug.
* v1.0.4 (2006-02-28)
** Bugfix: Shadow tiddlers cannot be edited (in TW 2.0.6). Thanks to Torsten Vanek for reporting the bug.
* v1.0.3 (2006-02-26)
** Adapt code to newly introduced Tiddler.prototype.isReadOnly() function (in TW 2.0.6). Thanks to Paulo Soares for reporting the problem.
* v1.0.2 (2006-02-05)
** Also allow other macros than the "tiddler" macro use the "." in the part reference (to refer to "this" tiddler)
* v1.0.1 (2006-01-27)
** Added Table of Content for plugin documentation. Thanks to RichCarrillo for suggesting.
** Bugfix: newReminder plugin does not work when PartTiddler is installed. Thanks to PauloSoares for reporting.
* v1.0.0 (2006-01-25)
** initial version
<html><sub><a href="javascript:;" onclick="window.scrollAnchorVisible('Top',null, event)">[Top]</sub></a></html>

!Code<html><a name="Code"/></html>
<html><sub><a href="javascript:;" onclick="window.scrollAnchorVisible('Top',null, event)">[Top]</sub></a></html>
***/
//{{{
//============================================================================
// PartTiddlerPlugin

// Ensure that the PartTiddler Plugin is only installed once.
//
if (!version.extensions.PartTiddlerPlugin) {



version.extensions.PartTiddlerPlugin = {
 major: 1, minor: 0, revision: 6,
 date: new Date(2006, 10, 7), 
 type: 'plugin',
 source: "http://tiddlywiki.abego-software.de/#PartTiddlerPlugin"
};

if (!window.abego) window.abego = {};
if (version.major < 2) alertAndThrow("PartTiddlerPlugin requires TiddlyWiki 2.0 or newer.");

//============================================================================
// Common Helpers

// Looks for the next newline, starting at the index-th char of text. 
//
// If there are only whitespaces between index and the newline 
// the index behind the newline is returned, 
// otherwise (or when no newline is found) index is returned.
//
var skipEmptyEndOfLine = function(text, index) {
 var re = /(\n|[^\s])/g;
 re.lastIndex = index;
 var result = re.exec(text);
 return (result && text.charAt(result.index) == '\n') 
 ? result.index+1
 : index;
}


//============================================================================
// Constants

var partEndOrStartTagRE = /(<\/part>)|(<part(?:\s+)((?:[^>])+)>)/mg;
var partEndTagREString = "<\\/part>";
var partEndTagString = "</part>";

//============================================================================
// Plugin Specific Helpers

// Parse the parameters inside a <part ...> tag and return the result.
//
// @return [may be null] {partName: ..., isHidden: ...}
//
var parseStartTagParams = function(paramText) {
 var params = paramText.readMacroParams();
 if (params.length == 0 || params[0].length == 0) return null;
 
 var name = params[0];
 var paramsIndex = 1;
 var hidden = false;
 if (paramsIndex < params.length) {
 hidden = params[paramsIndex] == "hidden";
 paramsIndex++;
 }
 
 return {
 partName: name, 
 isHidden: hidden
 };
}

// Returns the match to the next (end or start) part tag in the text, 
// starting the search at startIndex.
// 
// When no such tag is found null is returned, otherwise a "Match" is returned:
// [0]: full match
// [1]: matched "end" tag (or null when no end tag match)
// [2]: matched "start" tag (or null when no start tag match)
// [3]: content of start tag (or null if no start tag match)
//
var findNextPartEndOrStartTagMatch = function(text, startIndex) {
 var re = new RegExp(partEndOrStartTagRE);
 re.lastIndex = startIndex;
 var match = re.exec(text);
 return match;
}

//============================================================================
// Formatter

// Process the <part ...> ... </part> starting at (w.source, w.matchStart) for formatting.
//
// @return true if a complete part section (including the end tag) could be processed, false otherwise.
//
var handlePartSection = function(w) {
 var tagMatch = findNextPartEndOrStartTagMatch(w.source, w.matchStart);
 if (!tagMatch) return false;
 if (tagMatch.index != w.matchStart || !tagMatch[2]) return false;

 // Parse the start tag parameters
 var arguments = parseStartTagParams(tagMatch[3]);
 if (!arguments) return false;
 
 // Continue processing
 var startTagEndIndex = skipEmptyEndOfLine(w.source, tagMatch.index + tagMatch[0].length);
 var endMatch = findNextPartEndOrStartTagMatch(w.source, startTagEndIndex);
 if (endMatch && endMatch[1]) {
 if (!arguments.isHidden) {
 w.nextMatch = startTagEndIndex;
 w.subWikify(w.output,partEndTagREString);
 }
 w.nextMatch = skipEmptyEndOfLine(w.source, endMatch.index + endMatch[0].length);
 
 return true;
 }
 return false;
}

config.formatters.push( {
 name: "part",
 match: "<part\\s+[^>]+>",
 
 handler: function(w) {
 if (!handlePartSection(w)) {
 w.outputText(w.output,w.matchStart,w.matchStart+w.matchLength);
 }
 }
} )

//============================================================================
// Extend "fetchTiddler" functionality to also recognize "part"s of tiddlers 
// as tiddlers.

var currentParent = null; // used for the "." parent (e.g. in the "tiddler" macro)

// Return the match to the first <part ...> tag of the text that has the
// requrest partName.
//
// @return [may be null]
//
var findPartStartTagByName = function(text, partName) {
 var i = 0;
 
 while (true) {
 var tagMatch = findNextPartEndOrStartTagMatch(text, i);
 if (!tagMatch) return null;

 if (tagMatch[2]) {
 // Is start tag
 
 // Check the name
 var arguments = parseStartTagParams(tagMatch[3]);
 if (arguments && arguments.partName == partName) {
 return tagMatch;
 }
 }
 i += tagMatch[0].length;
 }
}

// Return the part "partName" of the given parentTiddler as a "readOnly" Tiddler 
// object, using fullName as the Tiddler's title. 
//
// All remaining properties of the new Tiddler (tags etc.) are inherited from 
// the parentTiddler.
// 
// @return [may be null]
//
var getPart = function(parentTiddler, partName, fullName) {
 var text = parentTiddler.text;
 var startTag = findPartStartTagByName(text, partName);
 if (!startTag) return null;
 
 var endIndexOfStartTag = skipEmptyEndOfLine(text, startTag.index+startTag[0].length);
 var indexOfEndTag = text.indexOf(partEndTagString, endIndexOfStartTag);

 if (indexOfEndTag >= 0) {
 var partTiddlerText = text.substring(endIndexOfStartTag,indexOfEndTag);
 var partTiddler = new Tiddler();
 partTiddler.set(
 fullName,
 partTiddlerText,
 parentTiddler.modifier,
 parentTiddler.modified,
 parentTiddler.tags,
 parentTiddler.created);
 partTiddler.abegoIsPartTiddler = true;
 return partTiddler;
 }
 
 return null;
}

// Hijack the store.fetchTiddler to recognize the "part" addresses.
//

var oldFetchTiddler = store.fetchTiddler ;
store.fetchTiddler = function(title) {
 var result = oldFetchTiddler.apply(this, arguments);
 if (!result && title) {
 var i = title.lastIndexOf('/');
 if (i > 0) {
 var parentName = title.substring(0, i);
 var partName = title.substring(i+1);
 var parent = (parentName == ".") 
 ? currentParent 
 : oldFetchTiddler.apply(this, [parentName]);
 if (parent) {
 return getPart(parent, partName, parent.title+"/"+partName);
 }
 }
 }
 return result; 
};


// The user must not edit a readOnly/partTiddler
//

config.commands.editTiddler.oldIsReadOnlyFunction = Tiddler.prototype.isReadOnly;

Tiddler.prototype.isReadOnly = function() {
 // Tiddler.isReadOnly was introduced with TW 2.0.6.
 // For older version we explicitly check the global readOnly flag
 if (config.commands.editTiddler.oldIsReadOnlyFunction) {
 if (config.commands.editTiddler.oldIsReadOnlyFunction.apply(this, arguments)) return true;
 } else {
 if (readOnly) return true;
 }

 return this.abegoIsPartTiddler;
}

config.commands.editTiddler.handler = function(event,src,title)
{
 var t = store.getTiddler(title);
 // Edit the tiddler if it either is not a tiddler (but a shadowTiddler)
 // or the tiddler is not readOnly
 if(!t || !t.abegoIsPartTiddler)
 {
 clearMessage();
 story.displayTiddler(null,title,DEFAULT_EDIT_TEMPLATE);
 story.focusTiddler(title,"text");
 return false;
 }
}

// To allow the "./partName" syntax in macros we need to hijack 
// the invokeMacro to define the "currentParent" while it is running.
// 
var oldInvokeMacro = window.invokeMacro;
function myInvokeMacro(place,macro,params,wikifier,tiddler) {
 var oldCurrentParent = currentParent;
 if (tiddler) currentParent = tiddler;
 try {
 oldInvokeMacro.apply(this, arguments);
 } finally {
 currentParent = oldCurrentParent;
 }
}
window.invokeMacro = myInvokeMacro;

// Scroll the anchor anchorName in the viewer of the given tiddler visible.
// When no tiddler is defined use the tiddler of the target given event is used.
window.scrollAnchorVisible = function(anchorName, tiddler, evt) {
 var tiddlerElem = null;
 if (tiddler) {
 tiddlerElem = document.getElementById(story.idPrefix + tiddler);
 }
 if (!tiddlerElem && evt) {
 var target = resolveTarget(evt);
 tiddlerElem = story.findContainingTiddler(target);
 }
 if (!tiddlerElem) return;

 var children = tiddlerElem.getElementsByTagName("a");
 for (var i = 0; i < children.length; i++) {
 var child = children[i];
 var name = child.getAttribute("name");
 if (name == anchorName) {
 var y = findPosY(child);
 window.scrollTo(0,y);
 return;
 }
 }
}

} // of "install only once"
//}}}

/***
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!Licence and Copyright
Copyright (c) abego Software ~GmbH, 2006 ([[www.abego-software.de|http://www.abego-software.de]])

Redistribution and use in source and binary forms, with or without modification,
are permitted provided that the following conditions are met:

Redistributions of source code must retain the above copyright notice, this
list of conditions and the following disclaimer.

Redistributions in binary form must reproduce the above copyright notice, this
list of conditions and the following disclaimer in the documentation and/or other
materials provided with the distribution.

Neither the name of abego Software nor the names of its contributors may be
used to endorse or promote products derived from this software without specific
prior written permission.

THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH
DAMAGE.

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***/
A Placement represents a //relation:// it is always linked to a //Subject// (this being a [[Media Object|MObject]]) and has the meaning to //place// this Subject in some manner, either relatively to other Media Objects, or by some Constraint or simply absolute at (time,track). The latter case is especially important and represented by a special [[Sub-Interface|ExplicitPlacement]]

The fact of being placed in the [[Session|SessionOverview]]/[[EDL]]is constitutive for all sorts of [[MObject]]s, without Placement they make no sense. Thus &mdash; technically &mdash; Placements act as ''smart pointers''. Of course, there are several kinds of Placements and they are templated on the type of MObject they are refering to. Placements can be //aggregated// to increasingly constrain the resulting "location" of the refered ~MObject. See &rarr; [[handling of Placements|PlacementHandling]] for more details
[[Placement]]s are at the very core of all [[editing operations|EditingOperations]], because they act as handles (smart pointers) to access the [[media objects|MObject]] to be manipulated. Moreover, Placements are the actual content of the EDL(s) and Fixture and thus are small objects with //value semantics//. Many editing tasks include finding some Placement in the EDL or directly take a ref to some Placement. By acting on the Placement object, we can in some cases change parameters of the way the media object is placed (e.g. adjust an offset), while by dereferencing the Placement object, we access the "real" media object (e.g. for trimming its length). Placements are ''templated'' on the type of the actual ~MObject they refer to, thus defining the interface/methods usable on this object.

Actually, the way each Placement locates its subject is implemented by one or several small LocatingPin objects, where subclasses of LocatingPin implement the various differend methods of placing and resolving the final location. Notably, we can give a ~FixedLocation or we can atach to another ~MObject to get a ~RelativeLocation, etc.

Placements have //value semantics,// i.e. we don't stress the identity of a placement object (~MObjects on the other hand //do have// a distinguishable identity): initially, you create a Placement parametrized to some specific kind (fixed, relative,...), but later on, you treat the placement polymorphically and don't care about its kind. The sole purpose of the placement's kind is to select some virtual function implementing the desired behaviour. There is no limitation to one single Placement per ~MObject, indeed we have several different Placements of the same MObject (from a users point of view, this behaves like having clones). Besides, we can ''aggregate'' additional [[LocatingPin]]a to one Placements, resulting in their properties and constraints being combined to yield the actual position of the referred ~MObject.

!design decisions
* the actual way of placing is implemented similar to the ''State Pattern'' by small embedded LocatingPin objects.
* these LocatingPin objects form a ''decorator'' like chain
* resolving into an ExplicitPlacement traverses this chain
* //overconstraining// a placement is not an error, we just stop traversing the chain (ignoring the remaining additional Placements) at the moment the position is completely defined. 
* we provide subclasses to be able to form collections of e.g. {{{Placement<Effect>}}}, but we don't stress polymorphism here. Instead we stick to value semantics and explicitly ''allow slicing'' (all subclasses have the same size and layout and differ only in their vtable contents). This is justified, because for the polymorphical treating of ~MObjects the visitor mechanism used by the builder and the EDL is sufficiant, and I don't want to add another layer of complexity by making Placement something like {{{boost::variant}}}.
* Why is the question how to access a ~MObject subinterface a Problem?
*# we want the EDL/Fixture to be a collection of Placements. This means, either we store pointers, or Placement needs to be //one// unique type!
*# but if Placement is //a single type//, then we can get only MObjects from a Placement.
*# then either we had to do everything by a visitor (which gets the concrete subtype dynamically), or we'd end up switching on type.

//This page is a scrapbook for working out the implementation of how to (re)build the [[Fixture]]//
Structurally, (re)building the Fixture rather belongs to [[Session]]/[[EDLs|EDL]], but it is implemented very similar to the render engine build process: by treating all ~MObjects found in the various ~EDLs with a common [[visiting tool|VisitorUse]], this tool collects a simplified view with everyting made explicit, which can be pulled of as Fixture, i.e. (special kind of) EDL
afterwards.
* there is a //gathering phase// and a //solving phase//, the gathering is done by visiting.
* during the gathering phase, there ''need to be a lock'' preventing any other edit operation.
* the solving is delegated to the individual ~Placements. It is effectively a {{{const}}} operation creating a ExplicitPlacement (copy)
* thus the Fixture contains these newly created ~ExplicitPlacements, refering to ~MObjects shared with the original Placements within the ~EDLs

!!!prerequisites
* Session and ~EDLs exist.
* Pipes exist and are configured

!!!postconditions
* the Fixture contains one sorted timeline of ExplicitPlacement instances
* Anything in this list is actually to be rendered
* {{red{TODO: how to store and group the effects?}}}
* any meta-clips or other funny things have been resolved to normal clips with placement
* any multichannel clips has been broken down to elementary clips {{red{TODO: what is "elementary". e.g. stereo sound streams?}}}
* any globally or otherwise strangely placed effects have been attached either to a clip or to some pipe
* we have one unified list of tracks

<<tasksum start>>
<<taskadder below>>
<<task >> work out how to get the processing of effects chained to some clip right
<<task >> work out how to handle multichannel audio (and stereo video)

!gathering phase
!!preparing
<<task>>what data collections to build?

!!treating a Track
<<task>>work out how to refer to pipes and do other config
<<task>>get some uniqe identifier and get relevant properties

!!treating a {{{Placement<Clip>}}}
<<task>>check the direct enablement status
<<task>>asses the compound status, maybe process recursively

!!treating an {{{Placement<Effect>}}}
<<task>>find out the application point {{red{really?}}}

!solving phase
<<task>>trigger solving on all placements
<<task>>sort the resulting ~ExplicitPlacements

<<tasksum end>>
//This page is a scrapbook for working out the implementation of the builder//

* NodeCreaterTool is a [[visiting tool|VisitorUse]]
* the render engine to be built is contained as state within this tool object while it is passed around
!!!prerequisites
* Session and ~EDLs exist.
* Pipes exist and are configured
* Fixture contains ExplicitPlacement for every MObject to be rendered, and nothing else

<<tasksum start>>
<<taskadder>>

!!preparing
We need a way of addressing existing [[pipes|Pipe]]. Besides, as the Pipes and Tracks are referred by the Placements we are processing, they are guaranteed to exist.

!!treating a Pipe
<<task>>get the [[processing pattern|ProcPatt]] of the pipe by accessing the underlying pipe asset.
<<task>>process this ProcPatt recursively

!!treating a processing pattern
<<task>>{{red{finally go ahead and define what a ProcPatt need to be...}}}

!!treating a {{{Placement<Clip>}}}
<<task>>get the ProcPatt of the underlying media (asset)
<<task>>process the ProcPatt recursively
<<task>>access the ClipSourcePort (which may be created on-the-fly)
<<task>>enqueue an WiringRequest for connecting the source pipeline to the source port
<<task>>process the clip's render pipe recursively (thus adding the camera etc.)
<<task>>enqueue an WiringRequest for any placement to some pipe for this clip.
* __note__: we suppose
** all wiring requests will be done after the processing of entities
** all effects placed to this clip will be processed after this clip (but before the wiring requests)

!!treating an {{{Placement<Effect>}}}
<<task>>{{red{how to assure that effecs are processed after clips/pipes??}}}
<<task>>find out the application point
<<task>>build a transforming node for the effect and insert it there

!!postprocessing
<<task>>sort and group the assembled list of [[wiring requests|WiringRequest]] by pipes

<<tasksum end>>
Playlist is a sequence of individual Render Engine Processors able to render a segment of the timeline. So, together these Processors are able to render the whole timeline (or part of the timeline if only a part has to be rendered).

//Note, we have yet to specify how exactly the building and rendering will work together with the backend. There are several possibilities how to structure the Playlist//
Pipes play an central role within the Proc Layer, because for everything placed and handled within the EDL, the final goal is to get it transformed into data which can be retrieved at some pipe's exit port. Pipes are special facilities, rather like inventory, separate and not treated like all the other objects.
We don't distinguish between "input" and "output" ports &mdash; rather, pipes are thought to be ''hooks for making connections to''. By following this line of thought, each pipe has an input side and an output side and is in itself something like a ''Bus'' or ''processing chain''. Other processing entities like effects and transitions can be placed (attached) at the pipe, resulting them to be appended to form this chain. Likewise, we can place [[wiring requests|WiringRequest]] to the pipe, meaning we want it connected so to send it's output to another destination pipe. The [[Builder]] may generate further wiring requests to fulfil the placement of other entities.
Thus //Pipes are the basic building blocks// of the whole render network. We distinguish ''global available'' Pipes, which are like the sum groups of a mixing console, and the ''lokal pipe'' or [[source port|ClipSourcePort]] of the individual clips, which exist only within the duration of the corresponding clip. The design //limits the possible kinds of pipes // to these two types &mdash; thus we can build local processing chains at clips and global processing chains at the global pipes of the session and that's all we can do. (because of the flexibility which comes with the concept of [[placements|Placement]], this is no real limitation)

The GUI can connect the viewer(s) to some pipe (and moreover can use [[probe points|ProbePoint]] placed like effects and connected to some pipe), and likewise, when starting a ''render'', we get the opportunity to specify the pipes to pull the data from. Pulling data from some pipe is the (only) way to activate the render nodes network reachable from this pipe.

&rarr; [[Handling of Tracks|TrackHandling]]
&rarr; [[Handling of Pipes|PipeHandling]]

!Identification
Pipes are distinct objects and can be identified by their asset ~IDs. Besides, as for all [[structural assets|StructAsset]] there are extended query capabilities, including a symbolic pipe-id and a media (stream) type id. Any pipe can accept and deliver exactly one media stream kind (which may be inherently structured though, e.g. spatial sound systems or stereoscopic video)

!creating pipes
Pipe assets are created automatically by being used and referred. The [[Session]] holds a collection of global pipes, and further pipes can be created by using an new pipe reference in some placement. Moreover, every clip has an (implicit) [[source port|ClipSourcePort]], which will appear as pipe asset when first used (referred) while [[building|BuildProcess]].

!removal
Deleting a Pipe is an advanced operation, because it includes finding and "detaching" all references, otherwise the pipe will leap back into existence immediately. Thus, global pipe entries in the Session and pipe references in [[locating pins|LocatingPin]] within any placement have to be removed, while clips using a given source port will be disabled. {{red{todo: implementation deferred}}}

!using Pipes
there is not much you can do directly with a pipe asset. It is an point of reference, after all. Any connection to some pipe is only temporarily done by a placement in some part of the timeline, so it isn't stored with the pipe. You can edit the (user visible) description an you can globally disable a pipe asset. The pipe's ID and media stream type of course are fixed, because any connection and referral (via the asset ID) is based on them. Later on, we should provide a {{{rewire(oldPipe, newPipe)}}} to search any ref to the {{{oldPipe}}} and try to rewrite it to use the {{{newPipe}}}, possibly with a new media stream type.
Pipes are integrated with the [[management of defaults|DefaultsManagement]]. For example, any pipe uses implicitly some [[processing pattern|ProcPatt]] &mdash; it may default to the empty pattern. This feature enables to apply some standard wiring to the pipes (e.g a fader for audio, similar to the classic mixing consoles). This //is // a global property of the pipe, but &mdash; contrary to the stream type &mdash; this pattern may be switched
Open issues, Things to be worked out, Problems still to be solved... 

!!Parameter Handling
The requirements are not quite clear; obviously Parameters are the foundation for getting automation right and for providing effect editing interfaces, so it seems to me we need some sort of introspection, i.e. Parameters need to be discovered, enumerated and described at runtime.

''Automation Type'': Directly connected is the problem of handling the //type// of parameters sensible, including the value type of automation data. My first (somewhat naive) approach was to "make everything a double". But this soon leads into quite some of the same problems haunting the automation solution implemented in the current Cinelerra codebase. What makes the issue difficult is the fact we both need static diversity as well as dynamic flexibility. Usually, when combining hierarchies and templates, one has to be very careful; so I just note the problem down at the moment and will revisit it later, when I have a more clear understanding of the demands put onto the [[ProcNode]]s

!!Treatment of Time (points) and Intervals
At the moment we have no clear picture what is needed and what problems we may face in that domain.
From experience, mainly with other applications, we can draw the following conclusions
* drift and rounding errors are dangerous, because time in our context usually is understood as a fixed grid (Frames, samples...)
* fine grained time values easily get very large
* Cinelerra currently uses the approach of simply counting natural values for each media type separately. In an environment mixing several different media types freely, this seems a bit too simplistic (because it actually brings in the danger of rounding errors, just think at drop frame TC)

!!Organizing of Output Channels
How to handle the simultaneous rendering of several output streams (video, audio channels). Shall we treat the EDL as one entity containing different output channels, or should it rather be seen as a composite of several sub-~EDLs, each for only one output channel? This decision will be reflected in the overall structure of the network of render nodes: We could have a list of channel-output generating pipelines in each processor (for every segment), or we could have independently segmented lists of Processors for every output channel/type. The problem is, //it is not clear what approach to prefer at the moment//  because we are just guessing.

!!Tracks, Channels, Layers
Closely related to this is the not-so-obvious problem how to understand the common global structures found in most audio and video editing applications. Mostly, they stem from imitating hardware recording and editing solutions, thus easing the transition for professionals grown up with analogue hardware based media. But as digital media are the de-facto standard nowadays, we could rethink some of this accidental complexity introduced by sticking to the hardware tool metaphor.
* is it really necessary to have fixed global tracks?
* is it really helpful to feed "source tracks" into global processing busses/channels?
Users accustomed with modern GUI applications typically expect that //everything is a object//  and can be pulled around and  manipulated individually. This seems natural at start, but raises the problem of providing a efficient workflow for handling larger projects and editing tasks. So, if we don't have a hard wired multitrack+bus architecture, we need some sort of templating to get the standard editing use case done efficiently.

!!Compound and Multiplicity
Simple relations can be hard wired. But, on the contrary, it would be as naive to define a Clip as having a Video track and two audio tracks, as it would be naive to overlook the problem of holding video and corresponding audio together. And, moreover, the default case has to be processed in a //straight forward// fashion, with as few tests and decisions as possible. So, basically each component participating in getting the core processing done has to mirror the structure pattern of the other parts, so that  processing can be done without testing and forking. But this leaves us with the problem where to put the initial knowledge about the structural pattern used for building up the compound structures and &mdash; especially &mdash; the problem how to treat different kinds of structural patterns, how to detect the pattern to be applied and how to treat multiple instances of the same structural pattern.

One example of this problem is the [[handling of multichannel media|MultichannelMedia]]. Following the above reasoning, we end with having a [["structural processing pattern"|ProcPatt]], typically one video stream with MPEG decoder and a pair of audio streams which need either to be routed to some "left" and "right" output pipes, or have to be passed through a panning filter accordingly. Now the problem is: //create a new instance of this structure for each new media, or detect which media to subsume under a existing pattern instance.//

!!Parallelism
We need to work out guidelines for dealing with operations going on simultaneously. Certainly, this will divide the application in several different regions. As always, the primary goal is to avoid multithread problems altogether. Typically, this can be achieved by making matters explicit: externalizing state, make the processing subsystems stateless, queue and schedule tasks, use isolation layers.
* the StateProxy is a key for the individual render processes state, which is managed in separate [[StateFrame]]s in the backend. The [[processing network|ProcNode]] is stateless.
* the [[Fixture]] provides an isolation layer between the renderengine and the Session/EDL
* all EditingOperations are not threadsafe intentionally, because they are [[scheduled|ProcLayerScheduler]]
The current Cinelerra-3 architecture separates functionality into three Layers: __GUI__, __Proc__ and __Backend__.

While the Backend is responsible for Data access and management and for carrying out the computation intensive media opteratons, the middle Layer or ~Proc-Layer contains [[assets|Asset]] and [[Session]], i.e. the user-visible data model and provides configuration and behaviour for these entities. Besides, he is responsible for [[building and configuring|Builder]] the [[render engine|RenderEngine]] based on the current Session state.
All Assets of kind asset::Proc represent //processing algorithms// in the bookkeeping view. They enable loading, browsing and maybe even parametrizing all the Effects, Plugins and Codecs available for use within the Cinelerra Session.

Besides, they provide an important __inward interface__ for the [[ProcNode]]s, which will use these asset entries to dispatch the actual processing call when rendering. 

{{red{todo: the naming scheme??}}}

[img[Asset Classess|uml/fig131077.png]]
The middle Layer of our current Architecture plan, i.e. the layer managing all processing and manipulation, while the actual data handling is done in the backend and the user interaction belongs to the GUI Layer.

&rarr; see the [[Overview]]

The Render Engine is the part of the application doing the actual video calculations. Its operations are guided by the Objects and Parameters edited by the user in [[the EDL|EDL]] and it retrieves the raw audio and video data from the [[Data backend|backend.html]]. Because the inner workings of the Render Engine are closely related to the structures used in the EDL, this design covers [[the aspect of objects placed into the EDL|MObjects]] as well.
<<<
''Status'': started out as design draft in summer '07, Ichthyo is now in the middle of a implementing the foundations and main structures in C++
* basic AssetManager working
* currently impmenenting the Builder (&rarr;[[more|PlanningNodeCreatorTool]])
<<<

!Summary
We have several kinds of "things" organized as [[assets|Asset]] in the AssetManager, like media, clips, effects, codecs, configuration templates. Within the context of the [[EDL]], we can use these as [["Media Objects"|MObjects]] &mdash; especially, we can [[place|Placement]] them in various kinds within the EDL and relative to one another. Basically, this is the [[editing work|EditingOperations]] done by the user.

Now, from any given configuration within the EDL, we create sort or a frozen- and tied-down snapshot, here called [["Fixture"|Fixture]], containing all currently active ~MObjects, broken down to elementary parts and made explicit if necessary. This Fixture acts as a isolation layer towards the Render Engine. We will hand it over to the  [[Builder]], which in turn will transform it into a network of connected [[render nodes|ProcNode]]. This network //is// the [[Render Engine|OverviewRenderEngine]].

The system is ''open'' inasmuch every part mirrors the structure of corresponding parts in adjacent subsystems, and the transformation of any given structure from one subsystem (e.g. Asset) to another (e.g. Render Engine) is done with minimal "magic". So the whole system should be able to handle completely new structures mostly by adding new configurations and components, without much need of rewriting basic workings.

!!see also
&rarr; [[Overview]] of Subsystems and Components, and DesignGoals
&rarr; [[An Introduction|WalkThrough]] discussing the key features
&rarr; [[Overview Render Engine|OverviewRenderEngine]]
&rarr; BuildProcess and RenderProcess
&rarr; [[Two Examples|Examples]] (Object diagrams) 
&rarr; how [[Automation]] works  {{red{to be defined in more detail}}}
&rarr; [[Problems|ProblemsTodo]] to be solved and notable [[design decisions|DesignDecisions]]
&rarr; [[Implementation Details|ImplementationDetails]] {{red{WIP}}}
A data processing node within the Render Engine. Its key feature is the possibility to pull from it one (freely addressable) [[Frame]] of calculated data. Further, each ~ProcNode has the ability to be wired with other nodes and [[Parameter Providers|ParamProvider]]
This special type of [[structural Asset|StructAsset]] represents information how to build some part of the render engine's processing nodes network. It can be thought of as a template or blueprint for construction. Most notably, it is used for creating nodes reading, decoding and delivering source media material to the render network. Each [[media Asset|MediaAsset]] has associated processing patterns describing the codecs and other transformations needed to get at the media data of this asset. (and because media assets are typically compound objects, the referred ~ProcPatt will be compound too). Obviously, the possibilities opened by using processing patterns go far beyond.

Technically, a processing pattern is a list of building instructions, which will be //executed// by the [[Builder]] on the render node network under construction. This implies the possibility to define further instruction kinds when needed in future; at the moment the relevant sorts of instructions are
* attach the given sequence of nodes to the specified point
* recursively execute a nested ~ProcPatt
More specifically, a sequence of nodes is given by a sequence of prototypical effect and codec assets (and from each of them we can create the corresponding render node). And the point to attach these nodes is given by an identifier &mdash; in most cases just "{{current}}", denoting the point the builder was just working at, when he treated some MObject which in turn yielded this processing pattern in question.

Like all [[structural assets|StructAsset]], ~ProcPatt employs a special naming scheme within the asset name field, which directly mirrors its purpose and allows to bind to existing processing pattern instances when needed. The idea is letting all assets in need of a similar processing pattern refer to one shared ~ProcPatt instance. For example, within a MPEG video media asset, at some point there will be a ~ProcPatt labeled "{{{stream(mpeg)}}}". In consequence, all MPEG video will use the same pattern of node wiring. And, of course, this pattern could be changed, either globally, or by binding a single clip to some other processing pattern (for making a punctual exception from the general rule)

//Note,// nothing has been said about how processing patterns are defined. One can expect for some //default patterns// beeing defined somewhere in the application, any session could overrule these defaults, and when there is no default, we can expect some mechanism deriving sensible fallback patterns //for every specific use case// of processing patterns. See the problem of [[Loading Media]] as an example.
a given Render Engine configuration is a list of Processors. Each Processor in turn contains a Graph of ProcNode.s to do the acutal data processing. In order to cary out any calculations, the Processor needs to be called with a StateProxy containing the state information for this RenderProcess
//obviously, getting this one to work requires quite a lot of technical details to be planned and implemented.// This said...
The intention is to get much more readable ("declarative") and changeable configuration as by programming it directly within the implementation of some object.

!Draft
As an example, specifying how a Track can be configured for connecting automatically to some "mpeg" bus (=pipe)
{{{
retrieve(O, Cap) :- find(O), capabilities(Cap).
retrieve(O, Cap) :- make(O), capabilities(Cap).
capabilities(Q) :- call(Q).

stream(T, mpeg) :- type(T, track), type(P, pipe), retrieve(P, stream(P,mpeg)), place_to(P, T).
}}}

Then, running the goal {{{:-retrieve(T, stream(T,mpeg)).}}} would search a Track object, try to retrieve a pipe object with stream-type=mpeg and associate the track with this pipe. This relies on a predicate "stream(P,mpeg)" implemented (natively) for the pipe object. So, "Cap" is the query issued from calling code &mdash; here {{{stream(T,mpeg)}}}, the type guard {{{type(T, track)}}} will probably be handled or inserted automatically, while the predicate implementations for find/1, make/1, stream/2, and place_to/2 are to be provided by the target types.
* __The supporting system__ had to combine several code snippets into one rule system to be used for running queries, with some global base rules, rules injected by each individual participating object kind and finally user provided rules added by the current session. The actual query is bound to "Cap" (and consequently run as a goal by {{{call(Q)}}}). The implementation needs to provide a symbol table associating variable terms (like "T" or "P") to C/C++ object types, enabling the participating object kinds to register their specific predicate implementations. This is crucial, because there can be no general scheme of object-provided predicates (for each object kind different predicates make sense, e.g. [[pipes|PipeHandling]] have other possibilities than [[wiring requests|WiringRequest]]). Basically, a query issues a Prolog goal, which in turn evaluates domain specific predicates provided by the participating objects and thus calls back into C/C++ code. The supporting system maintains the internal connection (via the "type" predicate) such that from Prolog viewpoint it looks as if we were binding Variables directly to object instances. (there are some nasty technical details because of the backtracking nature of Prolog evaluations which need to be hidden away)
* Any __participating object kind__ needs a way to declare domain specific predicates, thus triggering the registration of the necessary hooks within the supporting system. Moreover, it should be able to inject further prolog code (as shown in the example above with the {{{strem(T, mpeg)}}} predicate. For each of these new domain specific predicates, there needs to be a functor which can be invoked when the C implementation of the predicate is called from Prolog (in some cases even later, when the final solution is "executed", e.g. a new instance has been created and now some properties need to be set).

!!a note on Plugins
In the design of the Cinelerra-3 Proc Layer done thus far, we provide //no possibility to introduce a new object kind// into the system via plugin interface. The system uses a fixed collection of classes intended to cover all needs (Clip, Effect, Track, Pipe, Label, Automation, ~Macro-Clips). Thus, plugins will only be able to provide new parametrisations of existing classes. This should not be any real limitation, because the whole system is designed to achieve most of its functionality by freely combining rather basic object kinds. As a plus, it plays nicely with any plain-C based plugin interface. For example, we will have C++ adapter classes for the most common sorts of effect plugin (pull system and synchronous frame-by-frame push with buffering) with a thin C adaptation layer for the specific external plugin systems used. Everything beyond this point can be considered "condiguration data" (including the actual plugin implementation to be loaded)
/***
|''Name:''|RSSReaderPlugin|
|''Description:''|This plugin provides a RSSReader for TiddlyWiki|
|''Version:''|1.1.1|
|''Date:''|Apr 21, 2007|
|''Source:''|http://tiddlywiki.bidix.info/#RSSReaderPlugin|
|''Documentation:''|http://tiddlywiki.bidix.info/#RSSReaderPluginDoc|
|''Author:''|BidiX (BidiX (at) bidix (dot) info)|
|''Credit:''|BramChen for RssNewsMacro|
|''License:''|[[BSD open source license|http://tiddlywiki.bidix.info/#%5B%5BBSD%20open%20source%20license%5D%5D ]]|
|''~CoreVersion:''|2.2.0|
|''OptionalRequires:''|http://www.tiddlytools.com/#NestedSlidersPlugin|
***/
//{{{
version.extensions.RSSReaderPlugin = {
	major: 1, minor: 1, revision: 1,
	date: new Date("Apr 21, 2007"),
	source: "http://TiddlyWiki.bidix.info/#RSSReaderPlugin",
	author: "BidiX",
	coreVersion: '2.2.0'
};

config.macros.rssReader = {
	dateFormat: "DDD, DD MMM YYYY",
	itemStyle: "display: block;border: 1px solid black;padding: 5px;margin: 5px;", //useed  '@@'+itemStyle+itemText+'@@'
	msg:{
		permissionDenied: "Permission to read preferences was denied.",
		noRSSFeed: "No RSS Feed at this address %0",
		urlNotAccessible: " Access to %0 is not allowed"
	},
	cache: [], 	// url => XMLHttpRequest.responseXML
	desc: "noDesc",
	
	handler: function(place,macroName,params,wikifier,paramString,tiddler) {
		var desc = params[0];
		var feedURL = params[1];
		var toFilter = (params[2] ? true : false);
		var filterString = (toFilter?(params[2].substr(0,1) == ' '? tiddler.title:params[2]):'');
		var place = createTiddlyElement(place, "div", "RSSReader");
		wikify("^^<<rssFeedUpdate "+feedURL+" [[" + tiddler.title + "]]>>^^\n",place);
		if (this.cache[feedURL]) {
			this.displayRssFeed(this.cache[feedURL], feedURL, place, desc, toFilter, filterString);
		}
		else {
			var r = loadRemoteFile(feedURL,config.macros.rssReader.processResponse, [place, desc, toFilter, filterString]);
			if (typeof r == "string")
				displayMessage(r);
		}
		
	},

	// callback for loadRemoteFile 
	// params : [place, desc, toFilter, filterString]
	processResponse: function(status, params, responseText, url, xhr) { // feedURL, place, desc, toFilter, filterString) {	
		if (window.netscape){
			try {
				if (document.location.protocol.indexOf("http") == -1) {
					netscape.security.PrivilegeManager.enablePrivilege("UniversalBrowserRead");
				}
			}
			catch (e) { displayMessage(e.description?e.description:e.toString()); }
		}
		if (xhr.status == httpStatus.NotFound)
		 {
			displayMessage(config.macros.rssReader.noRSSFeed.format([url]));
			return;
		}
		if (!status)
		 {
			displayMessage(config.macros.rssReader.noRSSFeed.format([url]));
			return;
		}
		if (xhr.responseXML) {
			// response is interpreted as XML
			config.macros.rssReader.cache[url] = xhr.responseXML;
			config.macros.rssReader.displayRssFeed(xhr.responseXML, params[0], url, params[1], params[2], params[3]);
		}
		else {
			if (responseText.substr(0,5) == "<?xml") {
				// response exists but not return as XML -> try to parse it 
				var dom = (new DOMParser()).parseFromString(responseText, "text/xml"); 
				if (dom) {
					// parsing successful so use it
					config.macros.rssReader.cache[url] = dom;
					config.macros.rssReader.displayRssFeed(dom, params[0], url, params[1], params[2], params[3]);
					return;
				}
			}
			// no XML display as html 
			wikify("<html>" + responseText + "</html>", params[0]);
			displayMessage(config.macros.rssReader.msg.noRSSFeed.format([url]));
		}
	},

	// explore down the DOM tree
	displayRssFeed: function(xml, place, feedURL, desc, toFilter, filterString){
		// Channel
		var chanelNode = xml.getElementsByTagName('channel').item(0);
		var chanelTitleElement = (chanelNode ? chanelNode.getElementsByTagName('title').item(0) : null);
		var chanelTitle = "";
		if ((chanelTitleElement) && (chanelTitleElement.firstChild)) 
			chanelTitle = chanelTitleElement.firstChild.nodeValue;
		var chanelLinkElement = (chanelNode ? chanelNode.getElementsByTagName('link').item(0) : null);
		var chanelLink = "";
		if (chanelLinkElement) 
			chanelLink = chanelLinkElement.firstChild.nodeValue;
		var titleTxt = "!![["+chanelTitle+"|"+chanelLink+"]]\n";
		var title = createTiddlyElement(place,"div",null,"ChanelTitle",null);
		wikify(titleTxt,title);
		// ItemList
		var itemList = xml.getElementsByTagName('item');
		var article = createTiddlyElement(place,"ul",null,null,null);
		var lastDate;
		var re;
		if (toFilter) 
			re = new RegExp(filterString.escapeRegExp());
		for (var i=0; i<itemList.length; i++){
			var titleElm = itemList[i].getElementsByTagName('title').item(0);
			var titleText = (titleElm ? titleElm.firstChild.nodeValue : '');
			if (toFilter && ! titleText.match(re)) {
				continue;
			}
			var descText = '';
			descElem = itemList[i].getElementsByTagName('description').item(0);
			if (descElem){
				try{
					for (var ii=0; ii<descElem.childNodes.length; ii++) {
						descText += descElem.childNodes[ii].nodeValue;
					}
				}
				catch(e){}
				descText = descText.replace(/<br \/>/g,'\n');
				if (desc == "asHtml")
					descText = "<html>"+descText+"</html>";
			}
			var linkElm = itemList[i].getElementsByTagName("link").item(0);
			var linkURL = linkElm.firstChild.nodeValue;
			var pubElm = itemList[i].getElementsByTagName('pubDate').item(0);
			var pubDate;
			if (!pubElm) {
				pubElm = itemList[i].getElementsByTagName('date').item(0); // for del.icio.us
				if (pubElm) {
					pubDate = pubElm.firstChild.nodeValue;
					pubDate = this.formatDateString(this.dateFormat, pubDate);
					}
					else {
						pubDate = '0';
					}
				}
			else {
				pubDate = (pubElm ? pubElm.firstChild.nodeValue : 0);
				pubDate = this.formatDate(this.dateFormat, pubDate);
			}
			titleText = titleText.replace(/\[|\]/g,'');
			var rssText = '*'+'[[' + titleText + '|' + linkURL + ']]' + '' ;
			if ((desc != "noDesc") && descText){
				rssText = rssText.replace(/\n/g,' ');
				descText = '@@'+this.itemStyle+descText + '@@\n';				
				if (version.extensions.nestedSliders){
					descText = '+++[...]' + descText + '===';
				}
				rssText = rssText + descText;
			}
			var story;
			if ((lastDate != pubDate) && ( pubDate != '0')) {
				story = createTiddlyElement(article,"li",null,"RSSItem",pubDate);
				lastDate = pubDate;
			}
			else {
				lastDate = pubDate;
			}
			story = createTiddlyElement(article,"div",null,"RSSItem",null);
			wikify(rssText,story);
		}
	},
	
	formatDate: function(template, date){
		var dateString = new Date(date);
		// template = template.replace(/hh|mm|ss/g,'');
		return dateString.formatString(template);
	},
	
	formatDateString: function(template, date){
		var dateString = new Date(date.substr(0,4), date.substr(5,2) - 1, date.substr(8,2)
			);
		return dateString.formatString(template);
	}
	
};

config.macros.rssFeedUpdate = {
	label: "Update",
	prompt: "Clear the cache and redisplay this RssFeed",
	handler: function(place,macroName,params) {
		var feedURL = params[0];
		var tiddlerTitle = params[1];
		createTiddlyButton(place, this.label, this.prompt, 
			function () {
				if (config.macros.rssReader.cache[feedURL]) {
					config.macros.rssReader.cache[feedURL] = null; 
			}
			story.refreshTiddler(tiddlerTitle,null, true);
		return false;});
	}
};

//}}}
What is the Role of the asset::Clip and how exactly are Assets and (Clip)-MObjects related?

First of all: ~MObjects are the dynamic/editing/manipulation view, while Assets are the static/bookkeeping/searching/information view of the same entities. Thus, the asset::Clip contains the general configuration, the ref to the media and descriptive properties, while all parameters being "manipulated" belong to the session::Clip (MObject). Besides that, the practical purpose of asset::Clip is that you can save and remember some selection as a Clip (Asset), maybe even attach some informations or markup to it, and later be able to (re)create a editable representation in the Session (the GUI could implement this by allowing to drag from the asset::Clip GUI representation to the timeline window)

!!dependencies
The session::Clip (frequently called "clip-MO", i.e. the MObject) //depends on the Asset.// It can't exist without the Asset, because the Asset is needed for rendering. The other direction is different: the asset::Clip knows that there is a dependant clip-MO, there could be //at most one// such clip-MO depending on the Asset, but the Asset can exist without the clip-MO (it gives the possibility to re-create the clip-MO).

!!deletions
When the Asset or the corresponding asset::Media is deleted, the dependant clip-MO has to disappear. And the opposite direction?
* Model-1: asset::Clip has a weak ref to the clip-MO. Consequently, the clip-MO can go out of scope and disappear, so the asset::Clip has to maintain the information of the clip's dimensions (source position and length) somewhere. Because of MultichannelMedia, this is not so simple as it may look at first sight.
* Model-2: asset::Clip holds a smart ptr to the clip-MO, thus effectively keeping it alive. __obviously the better choice__
In either case, we have to solve the ''problem of clip asset proliferation''

!!multiplicity and const-ness
The link between ~MObject and Asset should be {{{const}}}, so the clip can't change the media parameters. Because of separation of concerns, it would be desirable that the Asset can't //edit// the clip either (meaning {{{const}}} in the opposite direction as well). But unfortunately the asset::Clip is in power to delete the clip-MO and, moreover, handles out a smart ptr ([[Placement]]) referring to the clip-MO, which can (and should) be used to place the clip-MO within the EDL and to manipulate it consequently...
[>img[Outline of the Build Process|uml/fig131333.png]]
At first sight the link between asset and clip-MO is a simple logical relation between entities, but it is not strictly 1:1 because typical media are [[multichannel|MultichannelMedia]]. Even if the media is compound, there is //only one asset::Clip//, because in the logical view we have only one "clip-thing". On the other hand, in the Session/EDL, we have a compound clip ~MObject comprised of several elementary clip objects, each of which will refer to its own sub-media (channel) within the compound media (and don't forget, this structure can be tree-like)
{{red{open question:}}} do the clip-MO's of the individual channels refer directly to asset::Media? does this mean the relation is different from the top level, where we have a relation to a asset::Clip??
Conceptually, the Render Engine is the core of the application. But &mdash; surprisingly &mdash; we don't even have a distinct »~RenderEngine« component in our design. Rather, the engine is formed by the cooperation of several components spread over two layers (Backend and Proc-Layer): The [[Builder]] creates a network of [[render nodes|ProcNode]], which is used by the Backend to pull individual Frames.
&rarr; OverviewRenderEngine
The Render Engine only carries out the low-level and performance critical tasks. All configuration and decision concerns are to be handled by [[Builder]] and [[Controller]]. While the actual connection of the Render Nodes can be highly complex, basically each Segment of the Timeline with uniform characteristics is handled by one Processor, which is a graph of [[Processing Nodes|ProcNode]] discharging into a ExitNode. The Render Engine Components as such are //stateless// themselves; for the actual calculations they are combined with a StateProxy object generated by and connected internally to the [[Controller]], while at the same time holding the Data Buffers (Frames) for the actual calculations.

[img[Entities comprising the Render Engine|uml/fig128389.png]]
{{red{TODO: describe the Render Process.}}}

 * see also the [[Entities involved in Rendering|RenderEntities]]
The Session contains all informations, state and objects to be edited by the User. From a users view, the Session is synonymous to the //current Project//. It can be saved and loaded. The individual Objects within the Session, i.e. Clips, Media, Effects, are contained in one (or several) collections within the Session, which we call [[EDL (Edit Decision List)|EDL]]. &rarr; [[Session design overview|SessionOverview]]

!Session structure
The Session object is a singleton &mdash; actually it is a »~PImpl«-Facade object (because the actual implementation object can be swapped for (re)loading Sessions).<br/>The Session is comprised of
* a collection of ''EDL'' objects
* a ''current EDL'', which can be switched and accessed {{red{TODO not sure if I keep this design...}}}
* a collection of ''global Pipes''
* the ''Fixture'' with a possibility to [[(re)build it|PlanningBuildFixture]]
The [[Session]] (sometimes also called //Project//) contains all informations and objects to be edited by the User. It can be saved and loaded. The individual Objects within the Session, i.e. Clips, Media, Effects, are contained in one (or several) collections within the Session, which we call [[EDL (Edit Decision List)|EDL]]. Moreover, the sesion contains references to all the Media files used, and it contains various default or user defined configuration, all being represented as [[Asset]]. At any given time, there is //only one current session// opened within the application.

!!!larger projects
For larger editing projects the simple structure of a session containing "the" timeline is not sufficient. Rather, we have several timelines, e.g. one for each scene. Or we could have several layered or nested timelines (compositional work, multimedia productions). To support these cases without making the default case more complicated, Cinelerra-3 introduces a //focus// for selecting the //current EDL,// which will receive all editing operations.

!!!the definitive state
With all the structural complexities possible within such a session, we need an isolation layer to provide __one__ definitive state where all configuration has been made explicit. Thus the session manages one special object list, the [[Fixture]], which can be seen as all currently active objects placed onto a single timeline.

!!!organisational devices
The possibility of having multiple ~EDLs helps organizing larger projects. Each [[EDL]] is just a logical grouping; because all effective properties of any MObject within this EDL are defined by the ~MObject itself and the [[Placement]], by which the object is anchored to some time point, some track, can be connected to some pipe, or linked to another object. In a similar manner, Tracks are just another organisational aid for grouping objects, disabling them and defining common output pipes.

!!!global pipes
Any session should contain a number of global [[(destination) pipes|Pipe]], typically video out and audio out. The goal is, to get any content producing or transforming object in some way connected to one of these outputs, either //by [[placing|Placement]] it directly// to some pipe, or by //placing it to a track// and having the track refer to some pipe. Besides the global destination pipes, we can use internal pipes to form busses or subgroups, either on a global (session) level, or by using the processing pipe within a [[virtual clip|VirtualClip]], which can be placed freely within the ~EDLs. Normally, pipes just gather and mix data, but of course any pipe can have an attached effect chain. (&rarr; see [[more on Tracks and Pipes within the EDL|TrackPipeEDL]])

!!!default configuration
[>img[draw/Proc.builder1.png]]While all these possibilities may seem daunting, there is a simple default configuration loaded into any pristine new session:
It will contain a global video and audio out pipe, just one EDL with one track; this track will have a internal video and audio pipe (bus) configured with one fading device sending to the global output ports. So, by adding some clip with a simple absolute placement to this track and some time position, the clip gets connected and rendered, after [[(re)building|PlanningBuildFixture]] the [[Fixture]] and passing the result to the [[Builder]] &mdash; and using the resulting render nodes network (Render Engine).
<<search>><<closeAll>><<permaview>><<newTiddler>><<saveChanges>><<slider chkSliderOptionsPanel OptionsPanel "options »" "Change TiddlyWiki advanced options">>
Building a Render Nodes Network from Objects in the EDL
Engine
{{red{killme}}}
/***

''Inspired by [[TiddlyPom|http://www.warwick.ac.uk/~tuspam/tiddlypom.html]]''

|Name|SplashScreenPlugin|
|Created by|SaqImtiaz|
|Location|http://tw.lewcid.org/#SplashScreenPlugin|
|Version|0.21 |
|Requires|~TW2.08+|
!Description:
Provides a simple splash screen that is visible while the TW is loading.

!Installation
Copy the source text of this tiddler to your TW in a new tiddler, tag it with systemConfig and save and reload. The SplashScreen will now be installed and will be visible the next time you reload your TW.

!Customizing
Once the SplashScreen has been installed and you have reloaded your TW, the splash screen html will be present in the MarkupPreHead tiddler. You can edit it and customize to your needs.

!History
* 20-07-06 : version 0.21, modified to hide contentWrapper while SplashScreen is displayed.
* 26-06-06 : version 0.2, first release

!Code
***/
//{{{
var old_lewcid_splash_restart=restart;

restart = function()
{   if (document.getElementById("SplashScreen"))
        document.getElementById("SplashScreen").style.display = "none";
      if (document.getElementById("contentWrapper"))
        document.getElementById("contentWrapper").style.display = "block";
    
    old_lewcid_splash_restart();
   
    if (splashScreenInstall)
       {if(config.options.chkAutoSave)
			{saveChanges();}
        displayMessage("TW SplashScreen has been installed, please save and refresh your TW.");
        }
}


var oldText = store.getTiddlerText("MarkupPreHead");
if (oldText.indexOf("SplashScreen")==-1)
   {var siteTitle = store.getTiddlerText("SiteTitle");
   var splasher='\n\n<style type="text/css">#contentWrapper {display:none;}</style><div id="SplashScreen" style="border: 3px solid #ccc; display: block; text-align: center; width: 320px; margin: 100px auto; padding: 50px; color:#000; font-size: 28px; font-family:Tahoma; background-color:#eee;"><b>'+siteTitle +'</b> is loading<blink> ...</blink><br><br><span style="font-size: 14px; color:red;">Requires Javascript.</span></div>';
   if (! store.tiddlerExists("MarkupPreHead"))
       {var myTiddler = store.createTiddler("MarkupPreHead");}
   else
      {var myTiddler = store.getTiddler("MarkupPreHead");}
      myTiddler.set(myTiddler.title,oldText+splasher,config.options.txtUserName,null,null);
      store.setDirty(true);
      var splashScreenInstall = true;
}
//}}}
An Object representing a //Render Process// and containing associated state information.
* it is created in the Controller subsystem while initiating the BuildProcess
* it is passed on to the generated Render Engine, which in turn passes it down to the individual Processors
* moreover, it contains methods to communicate with other state relevant parts of the system, thereby shielding the rendering code from any complexities of Thread communication if necessary. (thus the name Proxy)
This design lays great emphasis on separating all those components and subsystems, which are considered not to have a //natural link// of their underlying concepts. This often means putting some additional constraints on the implementation, so basically we need to rely on the actual implementation to live up to this goal. In many cases it may seem to be more natural to "just access the necessary information". But on the long run this coupling of not-directly related components makes the whole codebase monolithic and introduces lots of //accidental complexity.//

Instead, we should try to just connect the various subsystems via Interfaces and &mdash; instead of just using some information, rather use some service to be located on an Interface to query other components for this information. The best approach of course is always to avoid the dependency altogether.

!Examples
* There is a separation between the __high level [[EDL]] view__ and the [[Fixture]]: the latter only accesses the MObjects and the Placement Interfaces.
* same holds true for the Builder: it just uses the same Interfaces. The actual coupling is done rather //by type//, i.e. the Builder relies on several types of MObjects to exist and treats them via overloaded methods. He doesn't rely on a actual object structure layout in the EDL besides the requirement of having a [[Playlist]]
* the Builder itself is a separation layer. Neither do the Objects in the EDL access directly [[Render Nodes|ProcNode]], nor do the latter call back into the EDL. Both connections seem to be necessary at first sight, but both can be avoided by using the Builder Pattern
* another separation exists between the Render Engine and the individual Nodes: The Render Engine doesn't need to know the details of the data types processed by the Nodes. It relies on the Builder having done the correct connections and just pulls out the calculated results. If there needs to be additional control information to be passed, then I would prefer to do a direct wiring of separate control connections to specialized components, which in turn could instruct the controller to change the rendering process.
* to shield the rendering code of all complexities of thread communication and synchronization, we use the StateProxy
Structural Assets are intended mainly for internal use, but the user should be able to see and query them. They are not "loaded" or "created" direcly, rather they //leap into existance // by creating or extending some other structures in the EDL/Session, hence the name. Some of the structural Asset parametrisation can be modified to control of some aspects of the Proc Layer's (default) behaviour.
* [[Processing Patterns|ProcPatt]] encode information how to set up some parts of the render network to be created automatically: for example, when building a clip, we use the processing pattern how to decode and preprocess the actual media data.
* [[Tracks|Track]] are one of the dimensions used for organizing the EDL. They serve as an Anchor to attach parametrisation of output pipe, overlay mode etc. By [[placing|Placement]] to a track, some media object inherits placement properties from this track.
* [[Pipes|Pipe]] form &mdash; at least as visible to the user &mdash; the basic building block of the render network, because the latter appears to be a collection of interconnected processing pipelines. (this is the //outward view; // in fact the render network consists of [[nodes|ProcNode]] and is [[built|Builder]] from the Pipes, clips, effects...)
[>img[Asset Classess|uml/fig131205.png]]
!naming scheme
The Asset name field of structural Assets utilizes a special naming scheme, which allows to derive the name based on the capabilities of the structural asset. For example, by default all media clips with a given media stream type (e.g. H264) will use the same [[processing Pattern|ProcPatt]] for rendering. {{red{todo: work out the details of this naming scheme??}}}

!querying
Structural assets can be queried by specifying the specific type (Pipe, Track, ProcPatt) and a query goal, which means in the current implementation just querying for some predicate defined with the structural asset. For example, you can {{{Query<Pipe> ("stream(mpeg)")}}}, yieliding the first pipe found which declares to have stream type "mpeg"
/*{{{*/
/* a contrasting background so I can see where one tiddler ends and the other begins */
body {
	background: [[ColorPalette::TertiaryLight]];
}

/* sexy colours and font for the header */
.headerForeground {
	color: [[ColorPalette::PrimaryPale]];
}
.headerShadow, .headerShadow a {
	color: [[ColorPalette::PrimaryMid]];
}
.headerForeground, .headerShadow {
	padding: 1em 1em 0;
	font-family: 'Trebuchet MS' sans-serif;
	font-weight:bold;
}
.headerForeground .siteSubtitle {
	color: [[ColorPalette::PrimaryLight]];
}
.headerShadow .siteSubtitle {
	color: [[ColorPalette::PrimaryMid]];
}

/* make shadow go and down right instead of up and left */
.headerShadow {
	left: 2px;
	top: 3px;
}

/* prefer monospace for editing */
.editor textarea {
	font-family: 'Consolas' monospace;
}

/* sexy tiddler titles */
.title {
	font-size: 250%;
	color: [[ColorPalette::PrimaryLight]];
	font-family: 'Trebuchet MS' sans-serif;
}

/* more subtle tiddler subtitle */
.subtitle {
	padding:0px;
	margin:0px;
	padding-left:0.5em;
	font-size: 90%;
	color: [[ColorPalette::TertiaryMid]];
}
.subtitle .tiddlyLink {
	color: [[ColorPalette::TertiaryMid]];
}

/* a little bit of extra whitespace */
.viewer {
	padding-bottom:3px;
}

/* don't want any background color for headings */
h1,h2,h3,h4,h5,h6 {
	background: [[ColorPalette::Background]];
	color: [[ColorPalette::Foreground]];
}

/* give tiddlers 3d style border and explicit background */
.tiddler {
	background: [[ColorPalette::Background]];
	border-right: 2px [[ColorPalette::TertiaryMid]] solid;
	border-bottom: 2px [[ColorPalette::TertiaryMid]] solid;
	margin-bottom: 1em;
	padding-bottom: 2em;
}

/* make options slider look nicer */
#sidebarOptions .sliderPanel {
	border:solid 1px [[ColorPalette::PrimaryLight]];
}


/* the borders look wrong with the body background */
#sidebar .button {
	border-style: none;
}

/* displays the list of a tiddler's tags horizontally. used in ViewTemplate */
.tagglyTagged li.listTitle {
	display:none
}
.tagglyTagged li {
	display: inline; font-size:90%;
}
.tagglyTagged ul {
	margin:0px; padding:0px;
}

/* this means you can put line breaks in SidebarOptions for readability */
#sidebarOptions br {
	display:none;
}
/* undo the above in OptionsPanel */
#sidebarOptions .sliderPanel br {
	display:inline;
}

/* horizontal main menu stuff */
#displayArea {
	margin: 1em 15.7em 0em 1em; /* use the freed up space */
}
#topMenu br {
	display: none;
}
#topMenu {
	background: [[ColorPalette::PrimaryMid]];
	color:[[ColorPalette::PrimaryPale]];
}
#topMenu {
	padding:2px;
}
#topMenu .button, #topMenu .tiddlyLink, #topMenu a {
	margin-left: 0.5em;
	margin-right: 0.5em;
	padding-left: 3px;
	padding-right: 3px;
	color: [[ColorPalette::PrimaryPale]];
	font-size: 115%;
}
#topMenu .button:hover, #topMenu .tiddlyLink:hover {
	background: [[ColorPalette::PrimaryDark]];
}

/* make it print a little cleaner */
@media print {
	#topMenu {
		display: none ! important;
	}
	/* not sure if we need all the importants */
	.tiddler {
		border-style: none ! important;
		margin:0px ! important;
		padding:0px ! important;
		padding-bottom:2em ! important;
	}
	.tagglyTagging .button, .tagglyTagging .hidebutton {
		display: none ! important;
	}
	.headerShadow {
		visibility: hidden ! important;
	}
	.tagglyTagged .quickopentag, .tagged .quickopentag {
		border-style: none ! important;
	}
	.quickopentag a.button, .miniTag {
		display: none ! important;
	}
}

/* *** Additions by Ichthyostega *** */
.red {
	background: #ffcc99;
	color: #ff2210;
	padding: 0px 0.8ex;
}

.viewer th {
        background: #91a6af;
}
/*}}}*/
<<timeline better:true maxDays:55 maxEntries:30>>
/***
|Name|TaskMacroPlugin|
|Author|<<extension TaskMacroPlugin author>>|
|Location|<<extension TaskMacroPlugin source>>|
|License|<<extension TaskMacroPlugin license>>|
|Version|<<extension TaskMacroPlugin versionAndDate>>|
!Description
A set of macros to help you keep track of time estimates for tasks.

Macros defined:
* {{{task}}}: Displays a task description and makes it easy to estimate and track the time spent on the task.
* {{{taskadder}}}: Displays text entry field to simplify the adding of tasks.
* {{{tasksum}}}: Displays a summary of tasks sandwiched between two calls to this macro.
* {{{extension}}}: A simple little macro that displays information about a TiddlyWiki plugin, and that will hopefully someday migrate to the TW core in some form.
Core overrides:
* {{{wikify}}}: when wikifying a tiddler's complete text, adds refresh information so the tiddler will be refreshed when it changes
* {{{config.refreshers}}}: have the built-in refreshers return true; also, add a new refresher ("fullContent") that redisplays a full tiddler whenever it or any nested tiddlers it shows are changed
* {{{refreshElements}}}: now checks the return value from the refresher and only short-circuits the recursion if the refresher returns true
!Plugin Information
***/
//{{{
version.extensions.TaskMacroPlugin = {
	major: 1, minor: 1, revision: 0,
	date: new Date(2006,5-1,13),
	author: "LukeBlanshard",
	source: "http://labwiki.sourceforge.net/#TaskMacroPlugin",
	license: "http://labwiki.sourceforge.net/#CopyrightAndLicense"
}
//}}}
/***
A little macro for pulling out extension info.  Use like {{{<<extension PluginName datum>>}}}, where {{{PluginName}}} is the name you used for {{{version.extensions}}} and {{{datum}}} is either {{{versionAndDate}}} or a property of the extension description object, such as {{{source}}}.
***/
//{{{
config.macros.extension = {
	handler: function( place, macroName, params, wikifier, paramString, tiddler ) {
		var info  = version.extensions[params[0]]
		var datum = params[1]
		switch (params[1]) {
		case 'versionAndDate':
			createTiddlyElement( place, "span", null, null,
				info.major+'.'+info.minor+'.'+info.revision+', '+info.date.formatString('DD MMM YYYY') )
			break;
		default:
			wikify( info[datum], place )
			break;
		}
	}
}
//}}}
/***
!Core Overrides
***/
//{{{
window.wikify_orig_TaskMacroPlugin = window.wikify
window.wikify = function(source,output,highlightRegExp,tiddler)
{
	if ( tiddler && tiddler.text === source )
		addDisplayDependency( output, tiddler.title )
	wikify_orig_TaskMacroPlugin.apply( this, arguments )
}
config.refreshers_orig_TaskMacroPlugin = config.refreshers
config.refreshers = {
	link: function() {
		config.refreshers_orig_TaskMacroPlugin.link.apply( this, arguments )
		return true
	},
	content: function() {
		config.refreshers_orig_TaskMacroPlugin.content.apply( this, arguments )
		return true
	},
	fullContent: function( e, changeList ) {
		var tiddlers = e.refreshTiddlers
		if ( changeList == null || tiddlers == null )
			return false
		for ( var i=0; i < tiddlers.length; ++i )
			if ( changeList.find(tiddlers[i]) != null ) {
				var title = tiddlers[0]
				story.refreshTiddler( title, null, true )
				return true
			}
		return false
	}
}
function refreshElements(root,changeList)
{
	var nodes = root.childNodes;
	for(var c=0; c<nodes.length; c++)
		{
		var e = nodes[c],type;
		if(e.getAttribute)
			type = e.getAttribute("refresh");
		else
			type = null;
		var refresher = config.refreshers[type];
		if ( ! refresher || ! refresher(e, changeList) )
			{
			if(e.hasChildNodes())
				refreshElements(e,changeList);
			}
		}
}
//}}}
/***
!Global Functions
***/
//{{{
// Add the tiddler whose title is given to the list of tiddlers whose
// changing will cause a refresh of the tiddler containing the given element.
function addDisplayDependency( element, title ) {
	while ( element && element.getAttribute ) {
		var idAttr = element.getAttribute("id"), tiddlerAttr = element.getAttribute("tiddler")
		if ( idAttr && tiddlerAttr && idAttr == story.idPrefix+tiddlerAttr ) {
			var list = element.refreshTiddlers
			if ( list == null ) {
				list = [tiddlerAttr]
				element.refreshTiddlers = list
				element.setAttribute( "refresh", "fullContent" )
			}
			list.pushUnique( title )
			return
		}
		element = element.parentNode
	}
}

// Lifted from Story.prototype.focusTiddler: just return the field instead of focusing it.
Story.prototype.findEditField = function( title, field )
{
	var tiddler = document.getElementById(this.idPrefix + title);
	if(tiddler != null)
		{
		var children = tiddler.getElementsByTagName("*")
		var e = null;
		for (var t=0; t<children.length; t++)
			{
			var c = children[t];
			if(c.tagName.toLowerCase() == "input" || c.tagName.toLowerCase() == "textarea")
				{
				if(!e)
					e = c;
				if(c.getAttribute("edit") == field)
					e = c;
				}
			}
		return e
		}
}

// Wraps the given event function in another function that handles the
// event in a standard way.
function wrapEventHandler( otherHandler ) {
	return function(e) {
		if (!e) var e = window.event
		e.cancelBubble = true
		if (e.stopPropagation) e.stopPropagation()
		return otherHandler( e )
	}
}
//}}}
/***
!Task Macro
Usage:
> {{{<<task orig cur spent>>description}}}
All of orig, cur, and spent are optional numbers of hours.  The description goes through the end of the line, and is wikified.
***/
//{{{
config.macros.task = {
	NASCENT:	0, // Task not yet estimated
	LIVE:		1, // Estimated but with time remaining
	DONE:		2, // Completed: no time remaining
	bullets:	["\u25cb", // nascent (open circle)
			 "\u25ba", // live (right arrow)
			 "\u25a0"],// done (black square)
	styles:		["nascent", "live", "done"],

	// Translatable text:
	lingo: {
		spentTooBig:	"Spent time %0 can't exceed current estimate %1",
		noNegative:	"Times may not be negative numbers",
		statusTips:	["Not yet estimated", "To do", "Done"], // Array indexed by state (NASCENT/LIVE/DONE)
		descClickTip:	" -- Double-click to edit task description",
		statusClickTip:	" -- Double-click to mark task complete",
		statusDoneTip:	" -- Double-click to adjust the time spent, to revive the task",
		origTip:	"Original estimate in hours",
		curTip:		"Current estimate in hours",
		curTip2:	"Estimate in hours", // For when orig == cur
		clickTip:	" -- Click to adjust",
		spentTip:	"Hours spent on this task",
		remTip:		"Hours remaining",
		curPrompt:	"Estimate this task in hours, or adjust the current estimate by starting with + or -.\n\nYou may optionally also set or adjust the time spent by putting a second number after the first.",
		spentPrompt:	"Enter the number of hours you've spent on this task, or adjust the current number by starting with + or -.\n\nYou may optionally also set or adjust the time remaining by putting a second number after the first.",
		remPrompt:	"Enter the number of hours it will take to finish this task, or adjust the current estimate by starting with + or -.\n\nYou may optionally also set or adjust the time spent by putting a second number after the first.",
		numbersOnly:	"Enter numbers only, please",
		notCurrent:	"The tiddler has been modified since it was displayed, please redisplay it before doing this."
	},

	// The macro handler
	handler: function( place, macroName, params, wikifier, paramString, tiddler )
	{
		var start = wikifier.matchStart, end = wikifier.nextMatch

		var origStr	= params.length > 0? params.shift() : "?"
		var orig	= +origStr // as a number
		var cur		= params.length > 1? +params.shift() : orig
		var spent	= params.length > 0? +params.shift() : 0
		if ( spent > cur )
			throw Error( this.lingo.spentTooBig.format([spent, cur]) )
		if ( orig < 0 || cur < 0 || spent < 0 )
			throw Error( this.lingo.noNegative )
		var rem		= cur - spent
		var state	= isNaN(orig+rem)? this.NASCENT : rem > 0? this.LIVE : this.DONE
		var table	= createTiddlyElement( place, "table", null, "task "+this.styles[state] )
		var tbody	= createTiddlyElement( table, "tbody" )
		var row		= createTiddlyElement( tbody, "tr" )
		var statusCell	= createTiddlyElement( row,   "td", null, "status", this.bullets[state] )
		var descCell	= createTiddlyElement( row,   "td", null, "description" )

		var origCell	= state==this.NASCENT || orig==cur? null
				: createTiddlyElement( row, "td", null, "numeric original" )
		var curCell	= createTiddlyElement( row, "td", null, "numeric current" )
		var spentCell	= createTiddlyElement( row, "td", null, "numeric spent" )
		var remCell	= createTiddlyElement( row, "td", null, "numeric remaining" )

		var sums = config.macros.tasksum.tasksums
		if ( sums && sums.length ) {
			var summary = [(state == this.NASCENT? NaN : orig), cur, spent]
			summary.owner = tiddler
			sums[0].push( summary )
		}

		// The description goes to the end of the line
		wikifier.subWikify( descCell, "$\\n?" )
		var descEnd = wikifier.nextMatch

		statusCell.setAttribute( "title", this.lingo.statusTips[state] )
		descCell.setAttribute(   "title", this.lingo.statusTips[state]+this.lingo.descClickTip )
		if (origCell) {
			createTiddlyElement( origCell, "div", null, null, orig )
			origCell.setAttribute( "title", this.lingo.origTip )
			curCell.setAttribute( "title", this.lingo.curTip )
		}
		else {
			curCell.setAttribute( "title", this.lingo.curTip2 )
		}
		var curDivContents = (state==this.NASCENT)? "?" : cur
		var curDiv = createTiddlyElement( curCell, "div", null, null, curDivContents )
		spentCell.setAttribute( "title", this.lingo.spentTip )
		var spentDiv = createTiddlyElement( spentCell, "div", null, null, spent )
		remCell.setAttribute( "title", this.lingo.remTip )
		var remDiv = createTiddlyElement( remCell, "div", null, null, rem )

		// Handle double-click on the description by going
		// into edit mode and selecting the description
		descCell.ondblclick = this.editDescription( tiddler, end, descEnd )

		function appTitle( el, suffix ) {
			el.setAttribute( "title", el.getAttribute("title")+suffix )
		}

		// For incomplete tasks, handle double-click on the bullet by marking the task complete
		if ( state != this.DONE ) {
			appTitle( statusCell, this.lingo.statusClickTip )
			statusCell.ondblclick = this.markTaskComplete( tiddler, start, end, macroName, orig, cur, state )
		}
		// For complete ones, handle double-click on the bullet by letting you adjust the time spent
		else {
			appTitle( statusCell, this.lingo.statusDoneTip )
			statusCell.ondblclick = this.adjustTimeSpent( tiddler, start, end, macroName, orig, cur, spent )
		}

		// Add click handlers for the numeric cells.
		if ( state != this.DONE ) {
			appTitle( curCell, this.lingo.clickTip )
			curDiv.className = "adjustable"
			curDiv.onclick = this.adjustCurrentEstimate( tiddler, start, end, macroName,
				orig, cur, spent, curDivContents )
		}
		appTitle( spentCell, this.lingo.clickTip )
		spentDiv.className = "adjustable"
		spentDiv.onclick = this.adjustTimeSpent( tiddler, start, end, macroName, orig, cur, spent )
		if ( state == this.LIVE ) {
			appTitle( remCell, this.lingo.clickTip )
			remDiv.className = "adjustable"
			remDiv.onclick = this.adjustTimeRemaining( tiddler, start, end, macroName, orig, cur, spent )
		}
	},

	// Puts the tiddler into edit mode, and selects the range of characters
	// defined by start and end.  Separated for leak prevention in IE.
	editDescription: function( tiddler, start, end ) {
		return wrapEventHandler( function(e) {
			story.displayTiddler( null, tiddler.title, DEFAULT_EDIT_TEMPLATE )
			var tiddlerElement = document.getElementById( story.idPrefix + tiddler.title )
			window.scrollTo( 0, ensureVisible(tiddlerElement) )
			var element = story.findEditField( tiddler.title, "text" )
			if ( element && element.tagName.toLowerCase() == "textarea" ) {
				// Back up one char if the last char's a newline
				if ( tiddler.text[end-1] == '\n' )
					--end
				element.focus()
				if ( element.setSelectionRange != undefined ) { // Mozilla
					element.setSelectionRange( start, end )
					// Damn mozilla doesn't scroll to visible.  Approximate.
					var max = 0.0 + element.scrollHeight
					var len = element.textLength
					var top = max*start/len, bot = max*end/len
					element.scrollTop = Math.min( top, (bot+top-element.clientHeight)/2 )
				}
				else if ( element.createTextRange != undefined ) { // IE
					var range = element.createTextRange()
					range.collapse()
					range.moveEnd("character", end)
					range.moveStart("character", start)
					range.select()
				}
				else // Other? Too bad, just select the whole thing.
					element.select()
				return false
			}
			else
				return true
		} )
	},

	// Modifies a task macro call such that the task appears complete.
	markTaskComplete: function( tiddler, start, end, macroName, orig, cur, state ) {
		var macro = this, text = tiddler.text
		return wrapEventHandler( function(e) {
			if ( text !== tiddler.text ) {
				alert( macro.lingo.notCurrent )
				return false
			}
			if ( state == macro.NASCENT )
				orig = cur = 0
			// The second "cur" in the call below bumps up the time spent
			// to match the current estimate.
			macro.replaceMacroCall( tiddler, start, end, macroName, orig, cur, cur )
			return false
		} )
	},

	// Asks the user for an adjustment to the current estimate, modifies the macro call accordingly.
	adjustCurrentEstimate: function( tiddler, start, end, macroName, orig, cur, spent, curDivContents ) {
		var macro = this, text = tiddler.text
		return wrapEventHandler( function(e) {
			if ( text !== tiddler.text ) {
				alert( macro.lingo.notCurrent )
				return false
			}
			var txt = prompt( macro.lingo.curPrompt, curDivContents )
			if ( txt != null ) {
				var a = macro.breakInput( txt )
				cur = macro.offset( cur, a[0] )
				if ( a.length > 1 )
					spent = macro.offset( spent, a[1] )
				macro.replaceMacroCall( tiddler, start, end, macroName, orig, cur, spent )
			}
			return false
		} )
	},

	// Asks the user for an adjustment to the time spent, modifies the macro call accordingly.
	adjustTimeSpent: function( tiddler, start, end, macroName, orig, cur, spent ) {
		var macro = this, text = tiddler.text
		return wrapEventHandler( function(e) {
			if ( text !== tiddler.text ) {
				alert( macro.lingo.notCurrent )
				return false
			}
			var txt = prompt( macro.lingo.spentPrompt, spent )
			if ( txt != null ) {
				var a = macro.breakInput( txt )
				spent = macro.offset( spent, a[0] )
				var rem = cur - spent
				if ( a.length > 1 ) {
					rem = macro.offset( rem, a[1] )
					cur = spent + rem
				}
				macro.replaceMacroCall( tiddler, start, end, macroName, orig, cur, spent )
			}
			return false
		} )
	},

	// Asks the user for an adjustment to the time remaining, modifies the macro call accordingly.
	adjustTimeRemaining: function( tiddler, start, end, macroName, orig, cur, spent ) {
		var macro = this
		var text  = tiddler.text
		var rem   = cur - spent
		return wrapEventHandler( function(e) {
			if ( text !== tiddler.text ) {
				alert( macro.lingo.notCurrent )
				return false
			}
			var txt = prompt( macro.lingo.remPrompt, rem )
			if ( txt != null ) {
				var a = macro.breakInput( txt )
				var newRem = macro.offset( rem, a[0] )
				if ( newRem > rem || a.length > 1 )
					cur += (newRem - rem)
				else
					spent += (rem - newRem)
				if ( a.length > 1 )
					spent = macro.offset( spent, a[1] )
				macro.replaceMacroCall( tiddler, start, end, macroName, orig, cur, spent )
			}
			return false
		} )
	},

	// Breaks input at spaces & commas, returns array
	breakInput: function( txt ) {
		var a = txt.trim().split( /[\s,]+/ )
		if ( a.length == 0 )
			a = [NaN]
		return a
	},

	// Adds to, subtracts from, or replaces a numeric value
	offset: function( num, txt ) {
		if ( txt == "" || typeof(txt) != "string" )
			return NaN
		if ( txt.match(/^[+-]/) )
			return num + (+txt)
		return +txt
	},

	// Does some error checking, then replaces the indicated macro
	// call within the text of the given tiddler.
	replaceMacroCall: function( tiddler, start, end, macroName, orig, cur, spent )
	{
		if ( isNaN(cur+spent) ) {
			alert( this.lingo.numbersOnly )
			return
		}
		if ( spent < 0 || cur < 0 ) {
			alert( this.lingo.noNegative )
			return
		}
		if ( isNaN(orig) )
			orig = cur
		if ( spent > cur )
			cur = spent
		var text = tiddler.text.substring(0,start) + "<<" + macroName + " " +
			orig + " " + cur + " " + spent + ">>" + tiddler.text.substring(end)
		var title = tiddler.title
		store.saveTiddler( title, title, text, config.options.txtUserName, new Date(), undefined )
		//story.refreshTiddler( title, null, true )
		if ( config.options.chkAutoSave )
			saveChanges()
	}
}
//}}}
/***
!Tasksum Macro
Usage:
> {{{<<tasksum "start" ["here" [intro]]>>}}}
or:
> {{{<<tasksum "end" [intro]>>}}}
Put one of the {{{<<tasksum start>>}}} lines before the tasks you want to summarize, and an {{{end}}} line after them.  By default, the summary goes at the end; if you include {{{here}}} in the start line, the summary will go at the top.  The intro argument, if supplied, replaces the default text introducing the summary.
***/
//{{{
config.macros.tasksum = {

	// Translatable text:
	lingo: {
		unrecVerb:	"<<%0>> requires 'start' or 'end' as its first argument",
		mustMatch:	"<<%0 end>> must match a preceding <<%0 start>>",
		defIntro:	"Task summary:",
		nascentSum:	"''%0 not estimated''",
		doneSum:	"%0 complete (in %1 hours)",
		liveSum:	"%0 ongoing (%1 hours so far, ''%2 hours remaining'')",
		overSum:	"Total overestimate: %0%.",
		underSum:	"Total underestimate: %0%.",
		descPattern:	"%0 %1. %2",
                origTip:	"Total original estimates in hours",
		curTip:		"Total current estimates in hours",
		spentTip:	"Total hours spent on tasks",
		remTip:		"Total hours remaining"
	},

	// The macro handler
	handler: function( place, macroName, params, wikifier, paramString, tiddler )
	{
		var sums = this.tasksums
		if ( params[0] == "start" ) {
			sums.unshift([])
			if ( params[1] == "here" ) {
				sums[0].intro = params[2] || this.lingo.defIntro
				sums[0].place = place
				sums[0].placement = place.childNodes.length
			}
		}
		else if ( params[0] == "end" ) {
			if ( ! sums.length )
				throw Error( this.lingo.mustMatch.format([macroName]) )
			var list = sums.shift()
			var intro = list.intro || params[1] || this.lingo.defIntro
			var nNascent=0, nLive=0, nDone=0, nMine=0
			var totLiveSpent=0, totDoneSpent=0
			var totOrig=0, totCur=0, totSpent=0
			for ( var i=0; i < list.length; ++i ) {
				var a = list[i]
				if ( a.length > 3 ) {
					nNascent 	+= a[0]
					nLive 		+= a[1]
					nDone 		+= a[2]
					totLiveSpent 	+= a[3]
					totDoneSpent 	+= a[4]
					totOrig 	+= a[5]
					totCur 		+= a[6]
					totSpent 	+= a[7]
					if ( a.owner == tiddler )
						nMine	+= a[8]
				}
				else {
					if ( a.owner == tiddler )
						++nMine
					if ( isNaN(a[0]) ) {
						++nNascent
					}
					else {
						if ( a[1] > a[2] ) {
							++nLive
							totLiveSpent += a[2]
						}
						else {
							++nDone
							totDoneSpent += a[2]
						}
						totOrig  += a[0]
						totCur   += a[1]
						totSpent += a[2]
					}
				}
			}

			// If we're nested, push a summary outward
                        if ( sums.length ) {
				var summary = [nNascent, nLive, nDone, totLiveSpent, totDoneSpent,
						totOrig, totCur, totSpent, nMine]
				summary.owner = tiddler
				sums[0].push( summary )
			}

			var descs = [], styles = []
			if ( nNascent > 0 ) {
				descs.push( this.lingo.nascentSum.format([nNascent]) )
				styles.push( "nascent" )
			}
			if ( nDone > 0 )
				descs.push( this.lingo.doneSum.format([nDone, totDoneSpent]) )
			if ( nLive > 0 ) {
				descs.push( this.lingo.liveSum.format([nLive, totLiveSpent, totCur-totSpent]) )
				styles.push( "live" )
			}
			else
				styles.push( "done" )
			var off = ""
			if ( totOrig > totCur )
				off = this.lingo.overSum.format( [Math.round(100.0*(totOrig-totCur)/totCur)] )
			else if ( totCur > totOrig )
				off = this.lingo.underSum.format( [Math.round(100.0*(totCur-totOrig)/totOrig)] )

			var top		= (list.intro != undefined)
			var table	= createTiddlyElement( null, "table", null, "tasksum "+(top?"top":"bottom") )
			var tbody	= createTiddlyElement( table, "tbody" )
			var row		= createTiddlyElement( tbody, "tr", null, styles.join(" ") )
			var descCell	= createTiddlyElement( row,   "td", null, "description" )

			var description = this.lingo.descPattern.format( [intro, descs.join(", "), off] )
			wikify( description, descCell, null, tiddler )

			var origCell	= totOrig == totCur? null
					: createTiddlyElement( row, "td", null, "numeric original", totOrig )
			var curCell	= createTiddlyElement( row, "td", null, "numeric current", totCur )
			var spentCell	= createTiddlyElement( row, "td", null, "numeric spent", totSpent )
			var remCell	= createTiddlyElement( row, "td", null, "numeric remaining", totCur-totSpent )

			if ( origCell )
				origCell.setAttribute( "title", this.lingo.origTip )
			curCell  .setAttribute( "title", this.lingo.curTip )
			spentCell.setAttribute( "title", this.lingo.spentTip )
			remCell  .setAttribute( "title", this.lingo.remTip )

			// Discard the table if there are no tasks
			if ( list.length > 0 ) {
				var place = top? list.place : place
				var placement = top? list.placement : place.childNodes.length
				if ( placement >= place.childNodes.length )
					place.appendChild( table )
				else
					place.insertBefore( table, place.childNodes[placement] )
			}
		}
		else
			throw Error( this.lingo.unrecVerb.format([macroName]) )

		// If we're wikifying, and are followed by end-of-line, swallow the newline.
		if ( wikifier && wikifier.source.charAt(wikifier.nextMatch) == "\n" )
			++wikifier.nextMatch
	},

	// This is the stack of pending summaries
	tasksums: []
}
//}}}
/***
!Taskadder Macro
Usage:
> {{{<<taskadder ["above"|"below"|"focus"|"nofocus"]...>>}}}
Creates a line with text entry fields for a description and an estimate.  By default, puts focus in the description field and adds tasks above the entry fields.  Use {{{nofocus}}} to not put focus in the description field.  Use {{{below}}} to add tasks below the entry fields.
***/
//{{{
config.macros.taskadder = {

	// Translatable text:
	lingo: {
		unrecParam:	"<<%0>> doesn't recognize '%1' as a parameter",
		descTip:	"Describe a new task",
		curTip:		"Estimate how long in hours the task will take",
		buttonText:	"add task",
		buttonTip:	"Add a new task with the description and estimate as entered",
		notCurrent:	"The tiddler has been modified since it was displayed, please redisplay it before adding a task this way.",

		eol:		"eol"
	},

	// The macro handler
	handler: function( place, macroName, params, wikifier, paramString, tiddler )
	{
		var above = true
		var focus = false

		while ( params.length > 0 ) {
			var p = params.shift()
			switch (p) {
			case "above": 	above = true;  break
			case "below": 	above = false; break
			case "focus": 	focus = true;  break
			case "nofocus":	focus = false; break
			default:	throw Error( this.lingo.unrecParam.format([macroName, p]) )
			}
		}

		// If we're followed by end-of-line, swallow the newline.
		if ( wikifier.source.charAt(wikifier.nextMatch) == "\n" )
			++wikifier.nextMatch

		var where	= above? wikifier.matchStart : wikifier.nextMatch

		var table	= createTiddlyElement( place, "table", null, "task" )
		var tbody	= createTiddlyElement( table, "tbody" )
		var row		= createTiddlyElement( tbody, "tr" )
		var statusCell	= createTiddlyElement( row,   "td", null, "status" )
		var descCell	= createTiddlyElement( row,   "td", null, "description" )
		var curCell	= createTiddlyElement( row,   "td", null, "numeric" )
		var addCell	= createTiddlyElement( row,   "td", null, "addtask" )

		var descId	= this.generateId()
		var curId	= this.generateId()
		var descInput	= createTiddlyElement( descCell, "input", descId )
		var curInput	= createTiddlyElement( curCell,  "input", curId  )

		descInput.setAttribute( "type", "text" )
		curInput .setAttribute( "type", "text" )
		descInput.setAttribute( "size", "40")
		curInput .setAttribute( "size", "6" )
		descInput.setAttribute( "autocomplete", "off" );
		curInput .setAttribute( "autocomplete", "off" );
		descInput.setAttribute( "title", this.lingo.descTip );
		curInput .setAttribute( "title", this.lingo.curTip  );

		var addAction	= this.addTask( tiddler, where, descId, curId, above )
		var addButton	= createTiddlyButton( addCell, this.lingo.buttonText, this.lingo.buttonTip, addAction )

		descInput.onkeypress = this.handleEnter(addAction)
		curInput .onkeypress = descInput.onkeypress
		addButton.onkeypress = this.handleSpace(addAction)
		if ( focus || tiddler.taskadderLocation == where ) {
			descInput.focus()
			descInput.select()
		}
	},

	// Returns a function that inserts a new task macro into the tiddler.
	addTask: function( tiddler, where, descId, curId, above ) {
		var macro = this, oldText = tiddler.text
		return wrapEventHandler( function(e) {
			if ( oldText !== tiddler.text ) {
				alert( macro.lingo.notCurrent )
				return false
			}
			var desc	= document.getElementById(descId).value
			var cur		= document.getElementById(curId) .value
			var init	= tiddler.text.substring(0,where) + "<<task " + cur + ">> " + desc + "\n"
			var text	= init + tiddler.text.substring(where)
			var title	= tiddler.title
			tiddler.taskadderLocation = (above? init.length : where)
			try {
				store.saveTiddler( title, title, text, config.options.txtUserName, new Date(), undefined )
				//story.refreshTiddler( title, null, true )
			}
			finally {
				delete tiddler.taskadderLocation
			}
			if ( config.options.chkAutoSave )
				saveChanges()
		} )
	},

	// Returns an event handler that delegates to two other functions: "matches" to decide
	// whether to consume the event, and "addTask" to actually perform the work.
	handleGeneric: function( addTask, matches ) {
		return function(e) {
			if (!e) var e = window.event
			var consume = false
			if ( matches(e) ) {
				consume = true
				addTask( e )
			}
			e.cancelBubble = consume;
			if ( consume && e.stopPropagation ) e.stopPropagation();
			return !consume;
		}
	},

	// Returns an event handler that handles enter keys by calling another event handler
	handleEnter: function( addTask ) {
		return this.handleGeneric( addTask, function(e){return e.keyCode == 13 || e.keyCode == 10} ) // Different codes for Enter
	},

	// Returns an event handler that handles the space key by calling another event handler
	handleSpace: function( addTask ) {
		return this.handleGeneric( addTask, function(e){return (e.charCode||e.keyCode) == 32} )
	},

	counter: 0,
	generateId: function() {
		return "taskadder:" + String(this.counter++)
	}
}
//}}}
/***
!Stylesheet
***/
//{{{
var stylesheet = '\
.viewer table.task, table.tasksum {\
	width: 100%;\
	padding: 0;\
	border-collapse: collapse;\
}\
.viewer table.task {\
	border: none;\
	margin: 0;\
}\
table.tasksum, .viewer table.tasksum {\
	border: solid 2px #999;\
	margin: 3px 0;\
}\
table.tasksum td {\
	text-align: center;\
	border: 1px solid #ddd;\
	background-color: #ffc;\
	vertical-align: middle;\
	margin: 0;\
	padding: 0;\
}\
.viewer table.task tr {\
	border: none;\
}\
.viewer table.task td {\
	text-align: center;\
	vertical-align: baseline;\
	border: 1px solid #fff;\
	background-color: inherit;\
	margin: 0;\
	padding: 0;\
}\
td.numeric {\
	width: 3em;\
}\
table.task td.numeric div {\
	border: 1px solid #ddd;\
	background-color: #ffc;\
	margin: 1px 0;\
	padding: 0;\
}\
table.task td.original div {\
	background-color: #fdd;\
}\
table.tasksum td.original {\
	background-color: #fdd;\
}\
table.tasksum td.description {\
	background-color: #e8e8e8;\
}\
table.task td.status {\
	width: 1.5em;\
	cursor: default;\
}\
table.task td.description, table.tasksum td.description {\
	width: auto;\
	text-align: left;\
	padding: 0 3px;\
}\
table.task.done td.status,table.task.done td.description {\
	color: #ccc;\
}\
table.task.done td.current, table.task.done td.remaining {\
	visibility: hidden;\
}\
table.task.done td.spent div, table.tasksum tr.done td.current,\
table.tasksum tr.done td.spent, table.tasksum tr.done td.remaining {\
	background-color: #eee;\
	color: #aaa;\
}\
table.task.nascent td.description {\
	color: #844;\
}\
table.task.nascent td.current div, table.tasksum tr.nascent td.numeric.current {\
	font-weight: bold;\
	color: #c00;\
	background-color: #def;\
}\
table.task.nascent td.spent, table.task.nascent td.remaining {\
	visibility: hidden;\
}\
td.remaining {\
	font-weight: bold;\
}\
.adjustable {\
	cursor: pointer; \
}\
table.task input {\
	display: block;\
	width: 100%;\
	font: inherit;\
	margin: 2px 0;\
	padding: 0;\
	border: 1px inset #999;\
}\
table.task td.numeric input {\
	background-color: #ffc;\
	text-align: center;\
}\
table.task td.addtask {\
	width: 6em;\
	border-left: 2px solid white;\
	vertical-align: middle;\
}\
'
setStylesheet( stylesheet, "TaskMacroPluginStylesheet" )
//}}}
/***
''TextAreaPlugin for TiddlyWiki version 2.0''
^^author: Eric Shulman - ELS Design Studios
source: http://www.elsdesign.com/tiddlywiki/#TextAreaPlugin
license: [[Creative Commons Attribution-ShareAlike 2.5 License|http://creativecommons.org/licenses/by-sa/2.5/]]^^

This plugin 'hijacks' the TW core function, ''Story.prototype.focusTiddler()'', so it can add special 'keyDown' handlers to adjust several behaviors associated with the textarea control used in the tiddler editor.  Specifically, it:
* Adds text search INSIDE of edit fields.^^
Use ~CTRL-F for "Find" (prompts for search text), and ~CTRL-G for "Find Next" (uses previous search text)^^
* Enables TAB characters to be entered into field content^^
(instead of moving to next field)^^
* Option to set cursor at top of edit field instead of auto-selecting contents^^
(see configuration section for checkbox)^^
!!!!!Configuration
<<<
<<option chkDisableAutoSelect>> place cursor at start of textarea instead of pre-selecting content
<<option chkTextAreaExtensions>> add control-f (find), control-g (find again) and allow TABs as input in textarea
<<<
!!!!!Installation
<<<
Import (or copy/paste) the following tiddlers into your document:
''TextAreaPlugin'' (tagged with <<tag systemConfig>>)
<<<
!!!!!Revision History
<<<
''2006.01.22 [1.0.1]''
only add extra key processing for TEXTAREA elements (not other edit fields).
added option to enable/disable textarea keydown extensions (default is "standard keys" only)
''2006.01.22 [1.0.0]''
Moved from temporary "System Tweaks" tiddler into 'real' TextAreaPlugin tiddler.
<<<
!!!!!Code
***/
//{{{
version.extensions.textAreaPlugin= {major: 1, minor: 0, revision: 1, date: new Date(2006,1,23)};
//}}}

//{{{
if (!config.options.chkDisableAutoSelect) config.options.chkDisableAutoSelect=false; // default to standard action
if (!config.options.chkTextAreaExtensions) config.options.chkTextAreaExtensions=false; // default to standard action

// Focus a specified tiddler. Attempts to focus the specified field, otherwise the first edit field it finds
Story.prototype.focusTiddler = function(title,field)
{
	var tiddler = document.getElementById(this.idPrefix + title);
	if(tiddler != null)
		{
		var children = tiddler.getElementsByTagName("*")
		var e = null;
		for (var t=0; t<children.length; t++)
			{
			var c = children[t];
			if(c.tagName.toLowerCase() == "input" || c.tagName.toLowerCase() == "textarea")
				{
				if(!e)
					e = c;
				if(c.getAttribute("edit") == field)
					e = c;
				}
			}
		if(e)
			{
			e.focus();
			e.select(); // select entire contents

			// TWEAK: add TAB and "find" key handlers
			if (config.options.chkTextAreaExtensions) // add extra key handlers
				addKeyDownHandlers(e);

			// TWEAK: option to NOT autoselect contents
			if (config.options.chkDisableAutoSelect) // set cursor to start of field content
				if (e.setSelectionRange) e.setSelectionRange(0,0); // for FF
				else if (e.createTextRange) { var r=e.createTextRange(); r.collapse(true); r.select(); } // for IE

			}
		}
}
//}}}

//{{{
function addKeyDownHandlers(e)
{
	// exit if not textarea or element doesn't allow selections
	if (e.tagName.toLowerCase()!="textarea" || !e.setSelectionRange) return;

	// utility function: exits keydown handler and prevents browser from processing the keystroke
	var processed=function(ev) { ev.cancelBubble=true; if (ev.stopPropagation) ev.stopPropagation(); return false; }

	// capture keypress in edit field
	e.onkeydown = function(ev) { if (!ev) var ev=window.event;

		// process TAB
		if (!ev.shiftKey && ev.keyCode==9) { 
			// replace current selection with a TAB character
			var start=e.selectionStart; var end=e.selectionEnd;
			e.value=e.value.substr(0,start)+String.fromCharCode(9)+e.value.substr(end);
			// update insertion point, scroll it into view
			e.setSelectionRange(start+1,start+1);
			var linecount=e.value.split('\n').length;
			var thisline=e.value.substr(0,e.selectionStart).split('\n').length-1;
			e.scrollTop=Math.floor((thisline-e.rows/2)*e.scrollHeight/linecount);
			return processed(ev);
		}

		// process CTRL-F (find matching text) or CTRL-G (find next match)
		if (ev.ctrlKey && (ev.keyCode==70||ev.keyCode==71)) {
			// if ctrl-f or no previous search, prompt for search text (default to previous text or current selection)... if no search text, exit
			if (ev.keyCode==70||!e.find||!e.find.length)
				{ var f=prompt("find:",e.find?e.find:e.value.substring(e.selectionStart,e.selectionEnd)); e.focus(); e.find=f?f:e.find; }
			if (!e.find||!e.find.length) return processed(ev);
			// do case-insensitive match with 'wraparound'...  if not found, alert and exit 
			var newstart=e.value.toLowerCase().indexOf(e.find.toLowerCase(),e.selectionStart+1);
			if (newstart==-1) newstart=e.value.toLowerCase().indexOf(e.find.toLowerCase());
			if (newstart==-1) { alert("'"+e.find+"' not found"); e.focus(); return processed(ev); }
			// set new selection, scroll it into view, and report line position in status bar
			e.setSelectionRange(newstart,newstart+e.find.length);
			var linecount=e.value.split('\n').length;
			var thisline=e.value.substr(0,e.selectionStart).split('\n').length;
			e.scrollTop=Math.floor((thisline-1-e.rows/2)*e.scrollHeight/linecount);
			window.status="line: "+thisline+"/"+linecount;
			return processed(ev);
		}
	}
}
//}}}
http://tiddlywiki.com/
Timeline is the name of a specific facility located in the [[Fixture]] (EDL): It is a ordered list of ExplicitPlacement.s of MObjects. By traversing the Playlist you get at all elements actually to be rendered; the [[Builder]] uses this Timeline-list to construct actual Render Engine configurations to carry out the calculations.

Tracks are just a structure used to organize the Media Objects within the EDL. They form a grid, and besides that, they have no special meaning. They are grouping devices, not first-class entities. A track doesn't "have" a port or pipe or "is" a video track and the like; it can be configured to behave in such manner by using placements.

Tracks are assets on their own, but they can be found within a given EDL. So, several ~EDLs can share a single track or each EDL can have its own, separate tracks. 
* Like most ~MObjects, tracks have a asset view: you can find a track asset in the asset manager.
* and they have an object view: there is an track MObject which can be [[placed|Placement]], thus defining properties of this track within one EDL
Of course, we can place other ~MObjects relative to some track (that's the main reason why we want to have tracks). In this sense, the [[handling of Tracks|TrackHandling]] is somewhat special: the placement of some track can be found directly within the EDL (and not within the general collection of placed objects which form the contents of any EDL). This placement defines properties of the track, which will be inherited if necessary by all ~MObjects placed to this track. For example, if placing (=plugging) a track to some global [[Pipe]], and if placing a clip to this track, without placing the clip directly to another pipe, the associated-to-pipe information of the track will be fetched by the builder when needed to make the output connection of the clip.
&rarr; [[Handling of Tracks|TrackHandling]]
&rarr; [[Handling of Pipes|PipeHandling]]
''towards a definition of »Track«''. We don't want to tie ourself to some naive and overly simplistic definition, just because it is convenient. For classical (analogue) media, tracks are physical entities dictated by the nature of the process by which the media works. Especially, Tape machines have read/writing heads, which creates fixed tracks to which to route the signals. This is a practical geometric necessity. For digital media, there is no such necessity. We are bound primarily by the editor's habits of working.

!!!Assessment of Properties
Media are used as Clips (contiguous chunks), they are a compound of several elementary streams, and they have a temporal extension (length). Indeed, the temporal dimension is the only fundamental property that can't be changed. Orthogonal to this dimension, we find one or more organisational dimensions forming a grid:
* a media stream may be sent to one of several possible output destinations (image or sound, subgroup busses, MIDI instruments)
* for any given output destination there may be variations in the //way of connecting// (overlay mode and layer, pan position, MIDI channel)
* besides, we often just want to stash away some clip without using it, e.g. as an alternative or for later referral
This is to say we have //several degrees of freedom// within this organisational grid. It's not because some sound is located on this track that he will be sent to a given output, but the clip is located on this track //and// is connected to that output //and// &mdash; supposed we have full-periphonic surround sound &mdash; it is located 60° to the right and 30°. Combined with the (always contiguous) temporal dimension, this discrete grid is thus extruded to form something like discrete Tracks.

!!!do we really need Tracks?
Starting with the assumption "everything is just connected processing nodes", Tracks may seem superfluous. The problem with this approach is: it doesn't scale well. While it is fine to be able to connect clips and effects as we see fit (indeed, we want to build such a system), it is clearly not feasible to wire every clip manually to the output ports or add a panner effect to each and every audio sample. Because while editing, most of the time things are done in a fairly regular and systematic manner. Preferably we use the tracks as //preconfigured group setup// and just //place media onto them;// any such [[Placement]] can do the necessary wiring semi-automatic (rule-based).

!!!the constant part
there seems to be some non time-varying part in each EDL, that doesn't fit well with the simple model "objects on a timeline". Tracks seen as an organisational grid fall into this category: they are a global property of the given EDL. They could be associated to the Session as a whole, but effectively this would subvert the concept of having [[several EDLs|SessionOverview]]. On the other hand, 
[[pipes|Pipe]] for Video and Sound output are obviously a global property of the Session. There can be several global pipes forming a matrix of subgroup busses. We could add ports or pipes to tracks by default as well, but we don't do this, because, again, this would run counter to our attempt of treating tracks as merely organisational entities. We have special [[source ports|ClipSourcePort]] on individual clips though, and we will have ports on [[virtual clips|VirtualClip]] too.

!Design
[[Tracks|Track]] are just a structure used to organize the Media Objects within the EDL. They form a grid, and besides that, they have no special meaning. It seems convenient to make the tracks not just a list, but allow grouping (tree structure) right from start. __~MObjects__ are ''placed'' rather than wired. The wiring is derived from the __Placement__. Placing can happen in several dimensions:
* placing in time will define when to activate and show the object.
* placing onto a track associates the ~MObject with this track; the GUI will show it on this track and the track may be used to resolve other properties of the object.
* placing to a __Pipe__ brings the object in conjunction with this pipe for the build process. It will be considered when building the render network for this pipe. Source-like objects (clips and exit nodes of effect chains) will be connected to the pipe, while transforming objects (effects) are inserted at the pipe. (you may read "placed to pipe X" as "plug into pipe X")
* depending on the nature of the pipe and the source, placing to some pipe may create additional degrees of freedom, demanding the object to be placed in this new, additional dimensions: Connecting to video out e.g. creates an overlay mode and a layer position which need to be specified, while connecting to a spatial sound system creates the necessity of a pan position. On the other hand, placing a mono clip onto a mono Pipe creates no additional degrees of freedom.
Placements are __resolved__ resulting in an ExplicitPlacement. In most cases this is just a gathering of properties, but as Placements can be incomplete and relative, there is room for real solving. The resolving mechanism tries to __derive missing properties__ from the __context__: When a clip isn't placed to some pipe but to a Track, than the Track and its parents will be inspected. If some of them has been placed to a pipe, the object will be connected to this pipe. Similar for layers and pan position. This is done by [[Placement]] and LocatingPin; as the [[Builder]] uses ~ExplicitPlacements, he isn't concerned with this resolving and uses just the data they deliver to drive the [[basic building operations|BasicBuildingOperations]]
&rarr; [[Definition|Track]] and [[handling of Tracks|TrackHandling]]
&rarr; [[Definition|Pipe]] and [[handling of Pipes|PipeHandling]]
Transitions combine the data from at least two processing chains and do this combining in a time varying fashion. So, any transition has
* N input connections
* either one or N output connections
* temporal coordinates (time, length)
* some control data connection to a ParamProvider, because in the most general case the controling curves are treated like automation

!!!how much output ports?
The standard case of a transition is sort of mixing together two input streams, like e.g. a simple dissolve. For this to be of any use, this input streams need to be connected to the same ouput destination before and after the transition (with regards to the timeline), i.e. the inputs and the transition share placement to the same output pipe. In this case, when the transition starts, the direct connections can be suspended and the transition will switch in seamlessly.

Using transitions is a very basic task and thus needs viable support by the GUI. Handling of transitions need to be very convienient, because it is so important. Because of this, it is compelling to subsume a more complicated situation and treat this more complicated case similar. This is the case, when two (or N) elements have to be combined in the way of a transition, but their further processing in the processing chain //after// the transition needs to be different, maybe they belong to differnent subgroups, have to appear on different layers or with different pan positions. Of courese, the workaround is simple, at least "simple" from the programmers point of view. It is //not// simple from the editor's point of view the moment the editor has to do this simple thing (changing the wiring and add manualy synced fade curves to the individual parts) a dozend or even a hundred times in some larger project.

Because of this experience, ichthyo wants to support a more general case of transitions, which have N output connections, behave similar to their "simple" counterpart, but leave out the mixing step. As a plus, such transitions can be inserted at the source ports of N clips or between any intermediary or final output pipes as well. Any transition processor capable of handling this situation should provide some flag, in order to decide if he can be placed in such a manner. (wichin the builder, encountering a  inconsistently placed transition is just an [[building error|BuildingError]])
The ''Visitor Pattern'' is a special form of //double dispatch// &mdash; selecting the function actually to be executed at runtime based both on the concrete type of some tool object //and // the target this tool is applied to. The rationale is to separate some specific implementation details from the basic infrastructure and the global interfaces, which can be limited to describe the fundamental properties and operations, while all details relevant only for some specific sub-problem can be kept together encapsulated in a tool implementation class. Typically, there is some iteration mechanism, allowing to apply these tools to all objects in a given container, a collection or object graph, without knowing the exact type of the target and tool objects. See the [[Visitor Pattern design discussion|VisitorUse]]

!Problems with Visitor
The visitor pattern is not very popular, because any implementation is tricky, difficult to understand and often puts quite some burden on the user code. Even Erich Gamma says that on his list of bottom-ten patterns, Visitor is at the very bottom. This may be due to the fact that this original visitor implementation (often called the ''~GoF visitor'') causes a cyclic dependency between the target objects and the visiting tool objects, and includes some repetitive code (which results in silent failure if forgotten). Robert Martin invented 1996 an interesting variation (commonly labled ''acyclic visitor''). By using a marker base class for each concrete target type to be treated by the visitor, and by applying a dynamic cast, we can get rid of the cyclic dependencies. The top level "Visitor" is reduced to a mere empty marker interface in this design, while the actual visiting capabilities for a concrete target object is discovered at application time by the aforementioned dynamic cast. Besides the runntime cost of such a cast, the catch is that now the user code has still more responsibilities, because the need to maintain consistently two parallel object hierarchies. 
Long time there seemed to be not much room for improvement, at least before the advent of generic programming and the discovery of template metaprogramming. ''Loki'' (Alexandrescu, 2000) showed us how to write a library implementation which hides away the technicallities of the visitor pattern and automatically generates most of the repetitive code.

!Requirements
* cyclic dependencies should be avoided or at least restricted to some central, library related place.
* The responsibilities for user code should be as small as possible. Especially, we should minimize the necessity to do corresponding adjustments to separate code locations, e.g. the necessity to maintain parallel hierarchies.
* Visitor is about //double dispatch,// thus we can't avoid using some table lookup implementation &mdash; more specifically we can't avoid using the cooperating classes vtables. We can expect at least two table lookups for each call dispatch. Besides that, the implementation should not be too wasteful...
* individual "visiting tool" implementation classes should be able to opt in or opt out on implementing functions treating some of the visitable subclasses.
* there should be a safe fallback mechanism backed by the visitable object's hierarchy relations. If some concrete visiting tool class decides not to implement a {{{treat(..)}}}-function for some concrete target type, the call should fall back to the next best match according to the target object's hierarchy, i.e. the next best {{{treat(..)}}}-function should be used.
The last requirement practically rules out the Loki acyclic visitor, because this implementation calls a general fallback function when an exact match based on the target object's type is not possible. Considering our use of the visitor pattern within the render engine builder, such a solution would not be of much use: Some specific builder tool may implement a {{{treat(CompoundClip&)}}}-function, while most of the other builder tools just implement a {{{treat(Clip&)}}}-function, thus handling any multichannel clip via the general clip interface. This is exactly the reason why we want to use visitor at first place. Isolate specific treatment, implement against interfaces.

!Implementation Notes
A good starting point for understanding our library implementation of the visitor pattern is {{{tests/components/common/visitingtoolconcept.cpp}}}, which contains a all-in-one-file proof of concept implementation, on which the real implementation ({{{"common/visitor.hpp"}}}) was based.
* similar to Loki, we use a {{{Visitable}}} base class and a {{{Tool}}} base class (we prefer the name "Tool" over "Visitor", because it makes the intended use more clear).
* the objects in the {{{Visitable}}} hierarchy implement an {{{apply(Tool&)}}}-function. This function needs to be implemented in a very specific manner, thus the {{{DEFINE_PROCESSABLE_BY}}} macro should be used when possible to insert the definition into a concrete {{{Visitable}}} class.
* similar to the acyclic visitor, the concrete visiting tool classes inherit from {{{Applicable<TARGET, ...>}}} marker base classes, where the template parameter {{{TARGET}}} is the concrete Visitable type this tool wants to treat, either directly by defining a {{{treat(ConcreteVisitable&)}}}, or by falling back to some more general {{{treat(...)}}} function.
* consequently our implementation is //rather not acyclic// &mdash; the concrete tool implementation depends on the full definition (header) of all concrete Visitables, but we avoid cyclic dependencies on the interface level. By using a typelist technique inspired by Loki, we can concentrate these dependencies in one single header file, which keeps things maintainable.
* we use the {{{Applicable<TARGET, ...>}}} marker base classes to drive the generation of Dispatcher classes, each of which holds a table of trampoline functions for carrying out the actual double dispatch at call time. Each concrete Visitable using the {{{DEFINE_PROCESSABLE_BY}}}-macro generates a separate Dispatcher table containing slots for each concrete tool implementation class. To store and access the index position for these "call slots", we use a tag associated with the concrete visiting tool class, which can be retrieved by going though the tool's vtable
* __runtime cost__: the concrete tool's ctor stores the trampoline pointers (this could be optimized to be a "once per class" initialisation). Then, for each call, we have 2 virtual function calls and a lookup and call of the trampoline function, typically resulting in another virtual function call for resolving the {{{treat(..)}}} function on the concrete tool class
* __extension possibilities__: while this system may seem complicated, you should note that it was designed with special focus on extension and implementing against interfaces:
** not every Visitable subclass needs a separate Dispatcher. As a rule of thumb, only when some type needs to be treated separately within some concrete visiting tool (i.e. when there is the need of a {{{treat(MySpecialVisitable&)}}}), then this class should use the {{{DEFINE_PROCESSABLE_BY}}}-macro and thus define it's own {{{apply()}}}-function and Dispatcher. In all other cases, it is sufficient just to extend some existing Visitable, which thus will act as an interface with regards to the visiting tools.
** because the possibility of utilizing virtual {{{treat(...)}}} functions, not every concrete visiting tool class needs to define a set of {{{Applicable<...>}}} base classes (and thus get a separate dispatcher slot). We need such only for each //unique set// of Applicables. All other concrete tools can extend existing tool implementations, sharing and partially extending the same set of virtual {{{treat()}}}-functions.
** when adding a new "first class" Visitable, i.e. a concrete target class that needs to be treated separately in some visiting tool, the user needs to include the {{{DEFINE_PROCESSABLE_BY}}} macro and needs to make sure that all existing "first class" tool implementation classes include the Applicable base class for this new type. In this respect, our implementation is clearly "cyclic". (Generally speaking, the visitor pattern should not be used when the hierarchy of target objects is frequently extended and remoulded). But, when using the typelist facillity to define the Applicable base classes, we'll have one header file defining these collection of Applicables and thus we just need to add our new concrete Visitable to this header and recompile all tool implementation classes.
** when creating a new "~Visitable-and-Tool" hierarchy, the user should derive (or typedef) and parametrize the {{{Visitable}}}, {{{Tool}}} and {{{Applicable}}} templates, typically into a new namespace. An example can be seen in {{{proc/mobject/builder/buildertool.hpp}}}
Using the ''Visitor Design Pattern'' is somewhat controversial, mainly because this pattern is rather complicated, requires certain circumstances to be usefull, and &mdash; especially when used in the original form described by Gamma et al &mdash; puts quite some burden on the implementor. Contrary to some patterns commonly used today (like e.g. singleton or factory), visitor is by no way a popular pattern. Ichthyo thinks that until now it's potential stregths remain still to be discovered, due to obvious and well known weaknesses. This problems can be ameliorated a good deal by using template based library implementation techniques along the lines of the [[Loki library|http://loki-lib.sourceforge.net/]].
&rarr; [[implementation deatails|VisitingToolImpl]]

!why bothering with visitor?
In the Cinelerra-3 Proc layer, Ichthyo uses the visitor pattern to overcome another notorious problem when dealing with more complex class hierarchies: either, the //interface// (root class) is so unspecific to be almost useless, or, in spite of having a useful contract, this contract will effectively be broken by some subclasses ("problem of elliptical circles"). Initially, when designing the classes, the problems aren't there (obviously, because they could be taken as design flaws). But then, under the pressure of real features, new types are added later on, which //need to be in this hierarchy// and at the same time //need to have this and that special behaviour// and here we go ...
Visitor helps us to circumvent this trap: the basic operations can be written against the top level interface, such, that they include visiting some object collection internally. Now, on a case-by-case base, local operations can utilize some sub interface or the given concrete type's public interface. So visitor helps to encapsulate cooperating specific technical details within some concrete visiting tool implementation, while forcing them to be implemented against some interface or sub-interface of the target objects.

!!well suited for using visitors
generally speaking, visitors are preferable when the underlying element type hierarchy is rather stable, but new operations are to be added frequently.
* Implementation of the builder. All sorts of special treatments of some MObject kinds can be added later
* Operating on the Object collection within the EDL. Effectively, this decouples the invoking interface on the EDL completely from the special operations to be carried out on individual objects.

To see an simple example of our "visiting tool", have a look at {{{tests/components/common/visitingtooltest.cpp}}}
The Intention of this text is to help you understanding the design and to show some notable details.

!!!!Starting Point
Design is an experiment to find out how things are related. We can't //plan// a Design top down, rather we have to start at some point with some hypothesis and look how it works out. The point of origin for Ichthyo's design is the observation that the Render Engine needs some Separation of Concerns to get the complexity down. And especially, this design ''uses three different Levels'' or Layers within the Render Engine and EDL.
* the __high level__ within the EDL uses uniformly treated MObjects which are assembled/glued together by a network of [[Placements|Placement]].<br> It is supposed that the GUI will present this and //only this view //to the user, giving him the ability to work with the objects
* the __builder level__ works on a stripped-down subset of this ~MObject network: it uses the //same Object instances// but only assembled by [[Explicit Placements|ExplicitPlacement]] which locate the objects //on a simple (track, time) grid.// It's the job of the builder to create out of this simplified Network the Configuration of [[Render Nodes|ProcNode]] needed to do the actual rendering
* the __engine level__ uses solely [[Render Pipeline Nodes (ProcNode)|ProcNode]], i.e. a Graph of interconnected processing nodes. The important constraint here is that //any decisions are ruled out//. The core Render Engine with all its nodes is lacking the ability to do any tests and checks and has no possibility to branch or reconfigure anything. (this is an especially important lesson I draw from studying the current Cinelerra source code)

!!!!Performance Considerations
* within the Engine the Render Nodes are containing the ''inner loop'', whose contents are to be executed hundred thousands to million times per frame. Every dispensable concern, which is not strictly necessary to get the job done, is worth the effort of factoring out here.
* performance pressure at the builder level is far lower, albeit still existent. Compared to the effort of calculating a single processing step, looping even over some hundred nodes and executing quite some logic is negligible. Danger bears on creating memory pressure or causing awkward execution patterns (in the backend) rather. So the main concern should be the ability of reconfiguring different aspects separately without much effort. If for example a given render strategy works out to create lots of deadlocks and waitstates in the backend, the design should account for the possibility to exchange it with another strategy without having to modify the inner workings of the build process.<br>On the other hand, I wouldn't be overly concerned to trigger the build process yet another time to get some specific problem solved. However, the possibility to share one Render configuration for, say, 20 sec of video, instead of triggering the build process 500 times for every frame in this timespan, would sure be worth considering if it's not overly complicated to achieve.
* contrary to this, the EDL level is harmless with respect to performance. Getting acceptable responsiveness on user interactions is sufficient. We could consider using high level languages here, for it is much more important being able to express and handle complicated object relationships with relative ease. The only (indirect) concern is to avoid generating memory pressure inadvertently. Edit actions generating memory peaks could interfere with an ongoing background render process. If we decide to use lots of relation objects or transient objects, we should use an object pool or still better an garbage collector.

!!!!Concepts and Interfaces
This design strives to build each level and subsystem around some central concepts, which are directly expressed as Interfaces. Commonly used Interfaces clamp the different layers.
* MObject gives an uniform view on all the various entities to be arranged in the EDL.
* all the arranging and relating of ~MObjects is abstracted as [[Placement]]. The contract of a Placement is that it always has a related Subject, that we can call some test methods on it (still to be defined), and, finally, that we can get an ExplicitPlacement from it.
* albeit being a special form of a Placement, the ExplicitPlacement is treated as a separate concept. With respect to edit operations within the EDL, it can stand for any sort of Placement. On the other hand the Builder takes a list of ~ExplicitPlacements as input for building up the Render Engine(s). This corresponds to the fact that the render process needs to organize the things to be done on a simple two dimensional grid of (output channel / time). The (extended) contract of an ~ExplicitPlacement provides us with this information (track,time).
* on the lower end of the builder, everything is organized around the Concept of a ProcNode, which enables us to //pull// one (freely addressable) Frame of calculated data. Further, the ProcNode has the ability to be wired with other nodes and [[Parameter Providers|ParamProvider]]
* the various types of data to be processed are abstracted away under the notion of a [[Frame]]. Basically, a Frame is an Buffer containing an Array of raw data and it can be located by some generic scheme, including (at least) the absolute starting time (and probably some type or channel id).
* All sorts of (target domain) [[Parameters]] are treated uniformly. There is a distinction between Parameters (which //could// be variable) and Configuration (which is considered to be fixed). In this context, Automation just appears as a special kind of ParamProvider.
* and finally, the calculation //process// together with its current state is represented by a StateProxy. I call this a "proxy", because it should encapsulate and hide all tedious details of communication, be it even asynchronous communication with some Controller or Dispatcher running in another Thread. In order to maintain a view on the current state of the render process, it could eventually be necessary to register as an observer somewhere or to send notifications to other parts of the system.

!!!!Handling Diversity
An important goal of this approach is to be able to push down the treatment of variations and special cases. We don't need to know what kind of Placement links one MObject to another, because it is sufficient for us to get an ExplicitPlacement. The Render Engine doesn't need to know if it is pulling audio Frames or video Frames or GOPs or OpenGL textures. It simply relies on the Builder wiring together the correct node types. And the Builder in turn does so by using some overloaded function of an iterator or visitor. There is no need for the video [[ProcNodes|ProcNode]] to test for the colormodel on every screen line, because the Data Frame can be a Template parametrized by the colormodel. All of this reduces complexity and quite some misconceptions can be detected already by the compiler.

!!!!Explicit structural differences
In case it's not already clear: we don't have "the" Render Engine, rather we construct a Render Engine for each structurally differing part of the timeline. (please relate this to the current Cinelerra code base, which constructs and builds up the render pipeline for each frame separately). No need to call back from within the pipeline to find out if a given plugin is enabled or to see if there are any automation keyframes. We don't need to pose any constraints on the structuring of the objects in the EDL, besides the requirement to get an ExplicitPlacement for each. We could even loosen the use of the common metaphor of placing media sequences on fixed tracks, if we want to get at a more advanced GUI at some point in the future.

!!!!Stateless Subsystems
The &raquo;current setup&laquo; of the objects in the EDL is sort of a global state. Same holds true for the Controller, as the Engine can be at playback, it can run a background render or scrub single frames. But the whole complicated subsystem of the Builder and one given Render Engine configuration can be made ''stateless''. As a benefit of this we can run this subsystems multi-threaded without the need of any precautions (locking, synchronizing). Because all state information is just passed in as function parameters and lives in local variables on the stack, or is contained in the StateProxy which represents the given render //process// and is passed down as function parameter as well. (note: I use the term "stateless" in the usual, slightly relaxed manner; of course there are some configuration values contained in instance variables of the objects carrying out the calculations, but this values are considered to be constant over the course of the object usage).