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224 lines
11 KiB
Markdown
224 lines
11 KiB
Markdown
---
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title: Preface
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...
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# Preface
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# What is GStreamer?
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GStreamer is a framework for creating streaming media applications. The
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fundamental design comes from the video pipeline at Oregon Graduate
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Institute, as well as some ideas from DirectShow.
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GStreamer's development framework makes it possible to write any type of
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streaming multimedia application. The GStreamer framework is designed to
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make it easy to write applications that handle audio or video or both.
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It isn't restricted to audio and video, and can process any kind of data
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flow. The pipeline design is made to have little overhead above what the
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applied filters induce. This makes GStreamer a good framework for
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designing even high-end audio applications which put high demands on
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latency or performance.
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One of the most obvious uses of GStreamer is using it to build a media
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player. GStreamer already includes components for building a media
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player that can support a very wide variety of formats, including MP3,
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Ogg/Vorbis, MPEG-1/2, AVI, Quicktime, mod, and more. GStreamer, however,
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is much more than just another media player. Its main advantages are
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that the pluggable components can be mixed and matched into arbitrary
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pipelines so that it's possible to write a full-fledged video or audio
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editing application.
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The framework is based on plugins that will provide the various codec
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and other functionality. The plugins can be linked and arranged in a
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pipeline. This pipeline defines the flow of the data.
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The GStreamer core function is to provide a framework for plugins, data
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flow, synchronization and media type handling/negotiation. It also
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provides an API to write applications using the various plugins.
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# Who Should Read This Guide?
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This guide explains how to write new modules for GStreamer. The guide is
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relevant to several groups of people:
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- Anyone who wants to add support for new ways of processing data in
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GStreamer. For example, a person in this group might want to create
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a new data format converter, a new visualization tool, or a new
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decoder or encoder.
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- Anyone who wants to add support for new input and output devices.
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For example, people in this group might want to add the ability to
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write to a new video output system or read data from a digital
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camera or special microphone.
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- Anyone who wants to extend GStreamer in any way. You need to have an
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understanding of how the plugin system works before you can
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understand the constraints that the plugin system places on the rest
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of the code. Also, you might be surprised after reading this at how
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much can be done with plugins.
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This guide is not relevant to you if you only want to use the existing
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functionality of GStreamer, or if you just want to use an application
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that uses GStreamer. If you are only interested in using existing
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plugins to write a new application - and there are quite a lot of
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plugins already - you might want to check the *GStreamer Application
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Development Manual*. If you are just trying to get help with a GStreamer
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application, then you should check with the user manual for that
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particular application.
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# Preliminary Reading
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This guide assumes that you are somewhat familiar with the basic
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workings of GStreamer. For a gentle introduction to programming concepts
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in GStreamer, you may wish to read the *GStreamer Application
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Development Manual* first. Also check out the other documentation
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available on the [GStreamer web
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site](http://gstreamer.freedesktop.org/documentation/).
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In order to understand this manual, you will need to have a basic
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understanding of the C language. Since GStreamer adheres to the GObject
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programming model, this guide also assumes that you understand the
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basics of [GObject](http://developer.gnome.org/gobject/stable/pt01.html)
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programming. You may also want to have a look at Eric Harlow's book
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*Developing Linux Applications with GTK+ and GDK*.
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# Structure of This Guide
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To help you navigate through this guide, it is divided into several
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large parts. Each part addresses a particular broad topic concerning
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GStreamer plugin development. The parts of this guide are laid out in
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the following order:
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- [Building a Plugin](pwg-building.md) - Introduction to the
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structure of a plugin, using an example audio filter for
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illustration.
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This part covers all the basic steps you generally need to perform
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to build a plugin, such as registering the element with GStreamer
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and setting up the basics so it can receive data from and send data
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to neighbour elements. The discussion begins by giving examples of
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generating the basic structures and registering an element in
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[Constructing the Boilerplate](pwg-building-boiler.md). Then,
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you will learn how to write the code to get a basic filter plugin
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working in [Specifying the pads](pwg-building-pads.md), [The
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chain function](pwg-building-chainfn.md) and [What are
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states?](pwg-statemanage-states.md).
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After that, we will show some of the GObject concepts on how to make
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an element configurable for applications and how to do
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application-element interaction in [Adding
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Properties](pwg-building-args.md) and
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[Signals](pwg-building-signals.md). Next, you will learn to
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build a quick test application to test all that you've just learned
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in [Building a Test Application](pwg-building-testapp.md). We
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will just touch upon basics here. For full-blown application
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development, you should look at [the Application Development
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Manual](http://gstreamer.freedesktop.org/data/doc/gstreamer/head/manual/html/index.html).
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- [Advanced Filter Concepts](pwg-advanced.md) - Information on
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advanced features of GStreamer plugin development.
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After learning about the basic steps, you should be able to create a
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functional audio or video filter plugin with some nice features.
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However, GStreamer offers more for plugin writers. This part of the
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guide includes chapters on more advanced topics, such as scheduling,
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media type definitions in GStreamer, clocks, interfaces and tagging.
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Since these features are purpose-specific, you can read them in any
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order, most of them don't require knowledge from other sections.
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The first chapter, named [Different scheduling
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modes](pwg-scheduling.md), will explain some of the basics of
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element scheduling. It is not very in-depth, but is mostly some sort
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of an introduction on why other things work as they do. Read this
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chapter if you're interested in GStreamer internals. Next, we will
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apply this knowledge and discuss another type of data transmission
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than what you learned in [The chain
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function](pwg-building-chainfn.md): [Different scheduling
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modes](pwg-scheduling.md). Loop-based elements will give you
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more control over input rate. This is useful when writing, for
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example, muxers or demuxers.
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Next, we will discuss media identification in GStreamer in [Types
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and Properties](pwg-building-types.md). You will learn how to
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define new media types and get to know a list of standard media
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types defined in GStreamer.
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In the next chapter, you will learn the concept of request- and
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sometimes-pads, which are pads that are created dynamically, either
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because the application asked for it (request) or because the media
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stream requires it (sometimes). This will be in [Request and
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Sometimes pads](pwg-advanced-request.md).
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The next chapter, [Clocking](pwg-advanced-clock.md), will
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explain the concept of clocks in GStreamer. You need this
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information when you want to know how elements should achieve
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audio/video synchronization.
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The next few chapters will discuss advanced ways of doing
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application-element interaction. Previously, we learned on the
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GObject-ways of doing this in [Adding
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Properties](pwg-building-args.md) and
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[Signals](pwg-building-signals.md). We will discuss dynamic
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parameters, which are a way of defining element behaviour over time
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in advance, in [Supporting Dynamic Parameters](pwg-dparams.md).
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Next, you will learn about interfaces in
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[Interfaces](pwg-advanced-interfaces.md). Interfaces are very
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target- specific ways of application-element interaction, based on
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GObject's GInterface. Lastly, you will learn about how metadata is
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handled in GStreamer in [Tagging (Metadata and
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Streaminfo)](pwg-advanced-tagging.md).
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The last chapter, [Events: Seeking, Navigation and
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More](pwg-advanced-events.md), will discuss the concept of
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events in GStreamer. Events are, on the one hand, another way of
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doing application-element interaction. It takes care of seeking, for
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example. On the other hand, it is also a way in which elements
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interact with each other, such as letting each other know about
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media stream discontinuities, forwarding tags inside a pipeline and
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so on.
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- [Creating special element types](pwg-other.md) - Explanation of
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writing other plugin types.
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Because the first two parts of the guide use an audio filter as an
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example, the concepts introduced apply to filter plugins. But many
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of the concepts apply equally to other plugin types, including
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sources, sinks, and autopluggers. This part of the guide presents
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the issues that arise when working on these more specialized plugin
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types. The chapter starts with a special focus on elements that can
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be written using a base-class ([Pre-made base
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classes](pwg-other-base.md)), and later also goes into writing
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special types of elements in [Writing a Demuxer or
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Parser](pwg-other-oneton.md), [Writing a N-to-1 Element or
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Muxer](pwg-other-ntoone.md) and [Writing a
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Manager](pwg-other-manager.md).
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- [Appendices](pwg-appendix.md) - Further information for plugin
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developers.
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The appendices contain some information that stubbornly refuses to
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fit cleanly in other sections of the guide. Most of this section is
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not yet finished.
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The remainder of this introductory part of the guide presents a short
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overview of the basic concepts involved in GStreamer plugin development.
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Topics covered include [Elements and
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Plugins](pwg-intro-basics.md#elements-and-plugins),
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[Pads](pwg-intro-basics.md#pads), [GstMiniObject, Buffers and
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Events](pwg-intro-basics.md#gstminiobject-buffers-and-events) and
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[Media types and
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Properties](pwg-intro-basics.md#media-types-and-properties). If you
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are already familiar with this information, you can use this short
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overview to refresh your memory, or you can skip to [Building a
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Plugin](pwg-building.md).
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As you can see, there a lot to learn, so let's get started\!
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- Creating compound and complex elements by extending from a GstBin.
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This will allow you to create plugins that have other plugins
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embedded in them.
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- Adding new media types to the registry along with typedetect
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functions. This will allow your plugin to operate on a completely
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new media type.
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