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//! **The ball pane between frames** (bl-d2af): open or not, what each channel
//! last said its board and its bindings are, and what the aimed wall last said
//! it holds.
//!
//! # It is the queue's shape and the tuning pane's, at once
//!
//! Two of its four reads name no workspace — `balls` and `board` — so their
//! subject is every channel this box holds and each answer replaces its own
//! channel's section (`super::queue`'s rule, and the roster's before it). Two
//! name one — `workspace-balls` and `marks` — so their subject is the aimed
//! wall, and they are retired when the aim moves exactly as the roles are
//! (`super::tuning`).
//!
//! **The PANE is the channel-wide one, and only its wall half is retired.** A
//! pane about every channel's board does not stop being about them because the
//! operator aimed somewhere else; what would be wrong is painting one wall's
//! balls under another wall's name, and that is the answers, not the pane. So
//! [`Model::aim_at`](super::Model) drops the two wall answers and leaves the
//! pane standing — which is the same rule the tuning pane keeps, read on a
//! pane whose subject is wider than its aimed section.
//!
//! # Its acts are a module of their own
//!
//! [`acts`] holds the five (bl-f7ae) — opening the block, closing it, and the
//! one door that sends — and [`block`] holds the value they are about. This
//! file is what the reads last said; those two are what the operator would do
//! about it.
//!
//! # All four reads STAND, on the trail's terms
//!
//! A board is what is happening: a drone starts, a ball is claimed, a loop
//! ticks, and every one of those changes the pane under an operator who is
//! looking at it. So the set is keyed on the pane (`crate::state::Open::Board`)
//! and asked only while somebody is looking — the trail's reasoning
//! (`super::trail`), one noun over.
/// The pane's five acts: what the model does with each, and where it sends it.
/// The block a ball's text is authored in, and the gestures it composes.
use ;
use crateBallRow;
use crateChannel;
/// **One channel's board** — its columns and its loops, and the channel they
/// came down as the client's own stamp.
/// **One channel's binding table**, stamped the same way.