▼V Reference
52 Find a task or a name
53 Modules to require
54 Scenes and sampling
55 Scene states
56 Animation requests
57 Native model details
58 Visuals
59 Geometry
60 Number Lines and Coordinate Decorations
61 Point Markers, Scatter Plots, and Filled Areas
62 Probability and Statistical Diagrams
63 Calculus lessons
64 Colors
65 Slides
66 Slide command-line tools
67 Source Programs and Authored Timelines
68 Interactive Preview and Inspection
69 Preview controls and diagnostics
70 Projects and Final Rendering
71 Project execution and cache details
72 Pict Renderer Protocol
73 3D reference map
74 3D:   Objects, groups, and paths
75 3D:   Cameras and projection
76 3D:   Views inside a Scene
77 3D:   Animating 3D objects
78 3D:   Animating the 3D camera
79 3D:   Cuts, caps, and section measurements
80 3D:   Supplementary surface, section, and annotation bindings
81 3D:   Cuts, sections, and numerical volume
82 3D:   Vectors
83 3D:   Linear maps and rotations
84 3D:   Affine transforms
85 3D:   Bounds, rays, and planes
86 3D:   Spatial maps and homotopies
87 3D:   Materials and lights
88 3D:   Lighting inspection
89 3D:   Shadow descriptors and stable bounds
90 3D:   Finite-light animation
91 3D:   Software finite-light evaluation
92 3D:   Colour space and final output
93 3D:   Relations and geometric annotations
94 3D:   Projected labels
95 3D:   Textured billboards
96 3D:   Spatial curves and vector diagrams
97 3D:   Spatial anchors and label layout
98 3D:   Anchors and projected labels
99 3D:   Parametric surfaces and calculus
100 3D:   Adaptive, trimmed, and implicit surfaces
101 3D:   Constructive solids
102 3D:   Surface constructors and queries
103 3D:   Meshes
104 3D:   Triangle topology
105 3D:   Polygonal faces
106 3D:   Deterministic convex hulls
107 3D:   Polyhedral duals
108 3D:   Schlegel diagrams and polyhedral nets
109 3D:   Conservative mesh correspondence
110 3D:   Topology-safe mesh matching
111 3D:   Checking and repairing mesh orientation
112 3D:   Clipping, sections, and transparency
113 3D:   Prepared spatial ODE trajectories and vector fields
114 3D:   Seeds and streamline sets
115 3D:   Poincare sections and return maps
116 3D:   Equilibria and local linearization
117 3D:   Flow maps and volume change
118 3D:   Drawing and inspecting trajectories
119 3D:   Reading prepared trajectories
120 3D:   Drawing vector fields and particles
121 3D:   Trajectory display
122 3D:   Spatial inspection and exact picking
123 3D:   Retained renderer backends
124 3D:   Compiled geometry and instances
125 3D:   Frame requests and results
126 3D:   Software rendering and statistics
127 3D:   Optional Racket/  Open  GL backend
128 Experimental Derived Visuals
129 Source Package Hygiene
On this page:
67.1 Named source blocks
define-scene-program
scene-block
make-scene-program
make-scene-block
compile-scene-program
scene-program?
scene-block-spec?
compiled-scene-program?
compiled-scene-program-scene
source-location?
9.3

67 Source Programs and Authored Timelines🔗ℹ

animate/authoring adds source-addressable authoring metadata to immutable scene? values. It remains headless: compiling a program does not open a preview window or render a frame.

67.1 Named source blocks🔗ℹ

syntax

(define-scene-program program-id
   #:initial initial-scene-expr
   block-expr ...)
Defines program-id as an immutable scene-program?. The initial expression evaluates to a Scene; each scene-block receives the prefix Scene built by the preceding block and returns a new Scene. Block IDs must be distinct. The macro retains source locations for reload diagnostics and preview navigation.

syntax

(scene-block block-id (input-id)
   (~optional (~seq #:assets (asset-path ...)))
   (~optional (~seq #:version version-datum))
   body-expr ...+)
Declares one block within define-scene-program. The binding input-id is the immutable prefix Scene. #:assets lists source files that invalidate the block on reload, and #:version is a literal author-controlled invalidation key. A scene-block is syntax, not a standalone runtime constructor.

(define-scene-program derivative
  #:initial (scene-add (make-scene) (plain-text 'title "Derivative"))
  (scene-block setup (scene)
    (scene-wait scene 1))
  (scene-block reveal (scene) #:version 'v1
    (scene-play scene (fade-in 'title) #:duration 1)))

procedure

(make-scene-program id    
  initial-builder    
  blocks) → scene-program?
  id : symbol?
  initial-builder : (-> scene?)
  blocks : (listof scene-block-spec?)
Constructs a source program without macro source locations. Use it when the program is generated as data; ordinary source files should prefer define-scene-program.

procedure

(make-scene-block id 
  builder 
  [#:source-location location 
  #:source-fingerprint fingerprint 
  #:assets assets 
  #:version version]) 
 → scene-block-spec?
  id : symbol?
  builder : (-> scene? scene?)
  location : (or/c #f source-location?) = #f
  fingerprint : (or/c #f bytes? string?) = #f
  assets : (listof path-string?) = '()
  version : any/c = #f
Constructs one program block. This lower-level form is useful for program generators; normal source files should use the macro form above.

procedure

(compile-scene-program program 
  [#:generation generation]) 
 → compiled-scene-program?
  program : scene-program?
  generation : exact-nonnegative-integer? = 0
Evaluates the initial builder and each block into an immutable compiled program. No renderer, GUI, or file operation is involved.

procedure

(scene-program? value) → boolean?

  value : any/c
Recognizes source programs.

procedure

(scene-block-spec? value) → boolean?

  value : any/c
Recognizes declarative source blocks.

procedure

(compiled-scene-program? value) → boolean?

  value : any/c
Recognizes compiled source programs.

procedure

(compiled-scene-program-scene compiled) → scene?

  compiled : compiled-scene-program?
Returns the completed Scene produced by compiling the source program. The Scene is immutable and can be sampled, rendered, or passed to another headless authoring operation without opening the preview GUI.

procedure

(source-location? value) → boolean?

  value : any/c
Recognizes retained source-location metadata.

Limitation: source-program builders are arbitrary procedures. They are safe for an in-memory preview, but persistent project caches and subprocess previewing need a module-backed project source or an explicit cache key.