Entities can be created to connect OS specific interfaces to anything that can be programmed in scripts.
For instance, JMX can run the signal of a webcam into filters and overlaying them with processing-js animations. And much more.
JMX is written in Objective-C released as free and open source (GNU GPLv3) and makes use of the Quicktime multimedia framework on Apple computers (OSX Darwin): CoreAudio, CoreVideo, CoreGraphics, CoreImage.
JMX takes birth from the FreeJ experience, growing as an independent codebase written and maintained by Xant.
GNU/Linux users should direct their interest to FreeJ because JMX code is so far too dependent from Apple/OSX.
FreeJ is the GNU/Linux codebase of visions shared among fellow developers and friends, maintained by Jaromil and gathering through the years contributions by Xant himself, Kysucix, Mr.Goil, Fred_99, Shammash and Godog, Caedes, Lluis, Rama, Acracia and Andy.
Early release, version 0.6.3.
More features will be added soon, for instance streaming to Icecast is on top of the list, after sorting out some issues with Node.JS. Anyone volunteering a better GUI is welcome.
Almost everything inside JMX is an entity.
Entities can be considered as atomic processing units which communicate between each other using Signals.
An Entity usually receives signals (input) and produces signals (output).
On the (provisional) graphical interface (GUI) the input pins are left side and the output is right side, left to right.
A pin is what takes care of transporting signals.
Entities are connected by pins. Signals are sent and received through pins.
A signal transports data.
Signals are used to transport any supported data type across entities, through pins.
Using scripts one can represent and control any kind of ‘graph’ of Entities, also previously created using the graphical interface (GUI).
Eacy script running in JMX runs in its own context, but can export pins. Those pins can connect scripts to other Entities even if they are generated by the GUI.
Graph of internals
------------------------------------ Legend: * = Class + = prototype method - = accessor < = input pin > = output pin ------------------------------------ * Point + Point(x, y) - x - y * Size + Size(width, height) - width - heigth * Rect + Rect(x, y, widht, height) - x - y - width - height * Pin * Entity inputPins() : array of strings (available input pins) outputPins() : array of strings (available output pins) intputPin(pinName) : Pin object outputPin(pinName) : Pin object * VideoEntity - brightness : float - saturation : float - contrast : float - alpha : float - rotation : float - origin : point < brightness : number < saturation : number < contrast : number < alpha : number < origin : number < saturation : number < contrast : number < alpha : number > frame : number > frameSize : size * Movie + Movie(path) + open(path) + start() + stop() - fps : float > fps : number * Text + Text(string) - text : string - fps : float > fps : number * Image + Image(path) + open(path) - fps : float > fps : number * VideoFilter + VideoFilter(filtername) - filter : string * AudioFile + AudioFile(path) + open(path) + start() + stop() > sample : audio * VideoOutput + VideoOutput(width, height) - width : int - height : int < frame : image < frameSize : size > currentFrame : image * AudioOutput < sample : audio > currentSample : audio