The Lumiera project creates innovative software, geared towards professional, high-quality work; it is characterised by comprehensive flexibility, allowing precise control of a wide range of parameters, as well as seamless workflows capable of handling even large and complex projects. Building such software involves some degree of exploration and the search for suitable ways to reconcile sometimes conflicting goals. There is no ready-made blueprint that simply needs to be implemented — rather, we have to resort to a sequence of integration efforts, to establish the core tenets of our envisioned architecture.
Vertical Slices
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A »vertical slice« is an integration effort that engages all major software components of a software system. It is defined and used as a tool to further and focus the development activity towards large scale integration goals. |
Populate the Timeline in the UI
✔ #1014 »TimelinePopulation«:
Send a description of the model structure in the form of a population diff from the Session
in Steam-Layer up through the UI-Bus. When received in the UI-Layer, a new Timeline tab will be
allocated and populated with appropriate widgets to create a GUI-Timeline-View. The generated
UI structures will feature several nested tracks and some placeholder clips, which can be
dragged with the mouse. Moreover, the nested track structure is visualised by custom drawing
onto a canvas widget, and the actual colours and shades for this drawing operations will be
picked up from the current desktop theme, in combination with an CSS application stylesheet.
Commands and State Messages via UI-Bus
✔ #1014 »Demo GUI Roundtrip«:
Set up a test dialog in the UI, which issues test/dummy commands. These are propagated
to a dispatcher in Steam-Layer and by special rigging reflected back as State Mark Messages
over the UI-Bus, causing a visible state change in the Error Log View in the UI.
Play a clip
🗘 #1221 »PlaybackVerticalSlice«:
This vertical slice drives integration of Playback and Rendering.
While the actual media content is still mocked and hard wired, we get a simple playback control
in the GUI connected to some suitable display of video. When activated, an existing ViewConnection
is used to initiate a Play Process; the Fixture data structure established between high-level-Model
(Session) and low-level-Model (Render nodes) will back a Frame Dispatcher to generate Render Jobs,
which are then digested and activated by the Scheduler in the Vault-Layer, thereby
operating the render nodes to generate video data for display.