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I originally suggested to Lucio that he develop the Executable nodes using multiple inheritance of an Executable interface class, so that nodes could be both say a SceneNode and also Executable. That turned out to be a bad idea because the class hierarchy was rather confusing and it put the onus on developers to remember to call various methods to add plugs, test inputs were accepted etc. This led to problems like the crash bug in GafferHQ#681, and was just generally a bit more awkward than necessary. This commit simplifies things so there is now just a single ExecutableNode base class which fits in nicely with the DependencyNode and ComputeNode base classes. The implementations for the various derived classes are now a fair bit simpler, and the bindings are performed with a new ExecutableNodeClass which matches nicely with the NodeClass and DependencyNodeClass we already have.
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