Holding a drawing and looping a one-frame symbol are the same picture, and the second is a case the model already carries, so the first is a special case kept for nothing. Speed 0 goes; a cel becomes a one-frame symbol with `:end :loop` and a span. Looping and span are already properties of the instance and `:frames` already belongs to the symbol, so nothing moves — a mode is deleted. Two spellings of looping collapse to one, `:time :loop?` giving way to `:playback :end :loop`, and `extend-hold` collapses into `resize-out`, since it exists only to refuse anything that is not frozen before editing a span. What it buys is one rule where there were three refusals. `nest/inside` has no invertible clock for a hold, for `:end :hold`, or for a loop, so shift-to-reparent refuses all three — which is most of what anybody would drag onto. Resolving the move with the destination's map at the CURRENT frame covers every one: a loop is affine within the period the frame falls in, a one-frame loop is that rule with a period of one — which lands exactly where the nesting notes argued it should from first principles — and `:end :hold` is affine in the played part and frozen in the tail. The trap is written down beside it, because it would be found the hard way: `audio-tracks` expands a loop into one walk per period, and is saved today only by the `(pos? speed)` guard that a held cel fails. Make every drawing a loop and a drawing held for 120 frames becomes 120 walks emitting any nested sound 120 times. An audibility precheck has to land in the same change. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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A lane is a view
Plan, 2026-10-01, written at 2dc5735. It undoes the lane model as a thing in
the document and keeps what it was for. Build on what is there and tear out
half of it.
The decision
A lane is a view over a symbol with sequential, non-overlapping children.
Nothing in the document is a lane. There is no lane type, no lane group, no
:layout :sequence, no lane commands and no lane validation. The word
survives in exactly two places: the UI, where a symbol can be DRAWN as a lane,
and the drag handling that re-spans a symbol's children while it is being
drawn that way.
The display model goes back to a row per symbol. A symbol in lane mode draws its children as blocks on its own single row; expanded, they are rows like anything else. Everything else is an ordinary row that expands into what it places.
What a lane was, and what each part becomes
| was | becomes |
|---|---|
a group node with :layout :sequence |
nothing — the symbol is the container |
node/lane? |
a view question: is this symbol drawn in lane mode |
symbol/lane-clips nodes lane-id |
the children of a symbol, sorted by node/placed-span |
symbol/lane-problems |
symbol/overlaps, a diagnostic the write path calls |
lane/lane-frame |
clip/source-time — one clock instead of two |
domain/lane.cljs |
re-based onto domain/span.cljs: re-spanning a symbol's children |
clip/lane-node, the born-with lane |
gone; a symbol is born empty again |
::ui/new-lane, ::ui/adopt-in-lane, lane renaming |
gone, gone, and ordinary node renaming |
lane.cljs's fourteen commands are not deleted — they are what "endpoint drag
overlap handling" means, and they already do the right arithmetic. What
changes is their subject: every one of them currently takes a host symbol AND
a lane id and asks lane-clips nodes lane-id; each takes a symbol and asks
for its children. extend-hold, resize-out, resize-in, roll, blank,
place-symbol, adopt, append-drawing, reuse-drawing,
duplicate-drawing, overwrite-drawing, make-unique. span/finish is
already the one commit path and stays exactly as it is.
Put them in span.cljs, which already owns "one write to one node's span" and
finish. The sequence operations are the same subject — re-spanning children
— and keeping them apart was a consequence of lanes existing.
Children in lane mode never overlap
This is an invariant, not a condition to check for and report. Placement
claims time: anything placed, moved or grown over occupied time TRIMS the
extents it lands on — trimming the incumbent, removing one wholly covered, or
splitting one it lands inside — so the result has no overlap because the
operation that could have made one did not. That is blank followed by a
non-rippling placement, which is what overwrite-drawing already composes.
Enforced at the boundary, which already exists: span/finish is the single
commit path for every one of these commands, it validates before it returns,
and it refuses rather than half-applying. So finish gains the overlap check
for a symbol in lane mode, and no command can commit one. An overlap that
appears anyway is a bug in a command, not a state to design around.
Keep the check as a named diagnostic — symbol/overlaps, taking a symbol and
returning the pairs — used three ways:
span/finishrefuses when it would commit one.- The test suite asserts no command can produce one: a property over the
commands in the style of
drawninlane_test, which samples rather than computing expected numbers by hand. - A document that somehow arrives holding one still LOADS — a display hint
must never be able to stop a document loading — and the timeline draws it
visibly wrong with the status line saying so. Not
clip/problems, which means the document will not load, and notclip/conflicts, which means a person has a decision to make. This is neither: it is a bug report.
Toggling lane mode ON for a symbol whose children already overlap is the one
place a person can ask for the impossible. Refuse it and say why, with the
:required-frames retry pattern offering to trim them into a sequence — the
domain reports what it would need, the UI offers one button.
Outside lane mode nothing is enforced, because overlapping children are what compositing IS. An endpoint drag there is an ordinary span edit that may overlap; the claim-time rule follows the mode.
The two drag intentions
Unchanged from docs/lane-nesting-notes.md, and both kept:
- Plain drag of a clip body is temporal: it moves in time, within its symbol or into another symbol drawn as a lane, and it REPLACES — trimming, removing and splitting extents as needed so nothing overlaps.
- Shift-drag is structural: the dragged node goes INSIDE the symbol the
clip under the pointer places, through
nest/move-node, which preserves the world transform and the root timing. This must keep working for symbols contained in a lane, which is the case it exists for.
Overlap cannot distinguish them — dropping on occupied time already means
claiming it — so the modifier says which, and the label by the pointer says it
back. nest/move-refusal already answers before the drop.
Where lane mode lives
A symbol is drawn as a lane because somebody said so, not because of what its children happen to look like at this moment. Deriving it from "the children do not currently overlap" means a symbol stops being a lane the moment anything overlaps, and the rules that maintain non-overlap switch off exactly when they are needed.
Two options:
- Editor state,
[:ui :lane-mode #{sid}]. Purest reading of "a lane is a view". But the drag rules follow the mode, so an unsaved, per-person toggle would decide whether dropping a symbol trims its neighbour or composites over it — the same gesture doing two different things to the document depending on something the document does not record. - A display hint on the symbol, e.g.
:display :lane, saved like any other field (clip-keys,leaf/leaves,leaf/clipin the same commit). Still not a type: nothing in evaluation reads it,symbol/problemsdoes not check it, and a symbol with it set behaves identically on the stage.
Recommended: 2. It is one field, it keeps editing rules reproducible between people, and it does not make the symbol a different kind of thing. The thing to hold the line on is that nothing outside the timeline, and the commit path's overlap check, is allowed to read it.
Tear out the held cel
A held cel is a 1-frame symbol shown for many frames. A 1-frame symbol with
:end :loop, lengthened, is the same picture by a different route — and the
second route is a case the model already has, so keeping the first one is
keeping a special case for free.
What is already true, so that nothing has to move: :span is on the node,
in its own frames; :time (:at, :rate) is on the node; looping is on the
node. The SYMBOL owns only :frames, the authored window. So looping and span
are instance properties already, and this change is about deleting a mode, not
relocating a field.
What has to be decided and collapsed:
- There are two spellings of looping —
:time :loop?and:playback :end :loop— and both are read, innode/placed-frameand innest/audio-tracks. Keep one.:playback {:in :speed :end}already says what happens at the ends, so:end :loopis the one to keep and:time :loop?is the one to delete. :playback :speed 0stops being produced. Make it illegal innode/problemsrather than legal-but-unused, so a frozen clock has exactly one spelling: a 1-frame loop.lane/extend-holdexists only because holds were special — it refuses anything whose speed is not 0 and then edits a span. Once a hold is a loop, lengthening one ISresize-out, and the command collapses into it.celsurvives as the word for the creation policy — a new empty symbol is one frame — but stops naming a playback mode.
What it buys, and this is the point: one rule for nesting, which settles
the refusal that blocks shift-to-reparent today. nest/inside currently has
no :time for a hold, for :end :hold, or for a loop, and so refuses all
three. The general rule that covers all of them: resolve the move with the
destination's map at the CURRENT frame — the affine piece the current frame
falls in.
- A loop of length L is affine within the period the current frame is in. Timing is preserved inside that period and repeats after it, which is what looping means.
- A 1-frame loop — the ex-hold — has a period of length 1, so the map within
it is trivially invertible and lands the moved node on frame 0, aligned to
the current frame. That is exactly the answer
docs/lane-nesting-notes.mdargues for from first principles, arrived at here as an instance of the general rule instead of a special case. :end :holdis affine in the played part and frozen in the tail, which the same sentence covers.
The trap, which must be handled in the same change. nest/audio-tracks
expands a loop into one walk PER PERIOD:
periods (range (floor (/ (to-local source lo) length))
(ceil (/ (to-local source hi) length)))
Today a held cel is skipped entirely — (pos? speed) is the guard, and the
comment says a visual freeze does not emit a sustained audio sample. Turn
every drawing into a 1-frame loop and that guard stops firing: a drawing held
for 120 frames becomes 120 recursive walks, and any sound inside it is emitted
120 times. That is both a wrong mix and a performance cliff on the most common
node in the document. Required with this change: a cheap symbol/audible?
precheck so a source with no audio anywhere inside it is never period-expanded,
and a cap or a different formulation for the ones that are.
Also worth knowing before the change: ui/timeline's own docstring already
says a looping instance draws only its first pass. With every drawing a loop,
that sentence now describes every drawing — harmless, since one pass of a
1-frame symbol is the whole of it, but the docstring should stop sounding like
a limitation.
Dropping into a 1-frame symbol. The window is authored and crops what it
holds, so a 10-frame symbol dropped into a 1-frame drawing shows its frame 0
and nothing else. That is consistent — :frames is the shot length and
:extent :grow-symbol is the opt-in — but it is probably not what somebody
dragging means. Offer the growth through the :required-frames retry the
model already uses: the command reports what it would need, the UI offers one
button.
Order of work
Each step compiles, passes npm test, and leaves the editor usable.
- Row per symbol. In
ui/timeline.cljs, deleteportal, the::portalhint row, theunder?lineage predicate and thechosenargument; emit a row for a clip whose parent is a lane instead of skipping it. Keep the:celsblocks for the collapsed row, and keepinside-rows— including its:unmapped?branch, which is what makes a held drawing's contents reachable at all. - Lane mode as a hint. Add the field and the toggle, draw a symbol's children as blocks when it is set and as rows when it is not, and move the lane-row drag handling onto it. Both display paths now exist and nothing in the domain has changed.
- Re-base the commands. Move
lane.cljsintospan.cljs, replacing(lane-clips nodes lane-id)with the symbol's children and dropping thelane-idargument.frontend/test/arthur/domain/lane_test.cljsis the proof: its fixtures should change and its assertions should not, and any assertion that has to change is a behaviour change worth noticing. - Move the invariant.
symbol/lane-problemsbecomessymbol/overlaps, called byspan/finishfor a symbol in lane mode, plus the property test that no command can produce an overlap. - Delete the rest.
node/lane?,symbol/lane-clips,clip/lane-node,::ui/new-lane,::ui/adopt-in-lane, the lane branch of::ui/new-symbol, lane renaming,aimed-lane, and the:lane?/sound-lane?row flags. Rename what is left so the word does not appear outside the timeline. - Audio falls out. An audio node is already a parent-less child of a
symbol, which is exactly the new shape — so the audio-in-lane rules added
in
2dc5735(holds-other?, the mixed-lane refusal, thein-lanefilter insound-rows) delete rather than migrate. A symbol drawn as a lane whose children are sounds is an audio lane, and that is the whole of it. - Shift-to-reparent stays as it is:
nest/move-nodeandnest/move-refusalnever knew about lanes.
What must not be lost
All of this was broken at some point today and is now proved; each has a test to keep.
- A held clip's contents are reachable from the root timeline, with no keys
and no draggable edges —
source-timeis nil for a hold, and the walk used to stop there. - Double-clicking a clip opens its symbol as a tab, and the editor survives
it:
symbol/lineagemust not report a cycle for an id the symbol does not hold, and opening a symbol must drop a selection pointing into the one being left. - Selection waits for pointer-up, so a press does not re-draw the timeline out from under the gesture it is starting.
- A drop never silently deletes what it lands on.
- A sound is drawn once, not twice.
Open questions
- Is lane mode a property of the symbol or of the instance placing it? A symbol placed twice would be drawn the same way in both places under the first reading. That is probably right, and worth saying out loud.
- Does a lane row's edge drag trim the placing instance's span, or ripple the children? Same handle, two commands; the row is now an instance, so it has a span of its own for the first time.
- Does tearing out the held cel come before or after the lane work? It
is independent of it —
nestnever knew about lanes — and it is what makes shift-to-reparent work on the thing people would actually drag onto. Doing it first means the lane work lands on a model with one playback mode fewer; doing it after means two changes tolane_test's fixtures instead of one.