Re: [PD] [GEM-dev] Timing and PD....

2008-10-30 Thread cyrille henry
helo,

i'm also having this kind of problem.
specially when loading a picture in pix_image.
i think the best would be the have a bang when things are ready...

C


B. Bogart a écrit :
 Hey all,
 
 I'm having more and more problems with sync in PD. By sync I mean that
 parts of my patches have processing delays that mess up timing. In
 general I've been using buffers and delays to keep things working.
 
 This approach is not very scalable.
 
 I find myself using the timer object all the time to see if there is a
 processing delay I have to worry about. That is in cases where there is
 a bang saying an operation is done.
 
 Two examples I'm working on now (in Gem):
 
 First there is a delay between sending a message and the pix_buffer to
 store, and then again for pix_buffer_read to read the pixels. The delay
 is long enough that trigger does not work, there needs to be a delay to
 make sure the image in the buffer is the right one. (sometimes as much
 as 200ms)
 
 A second example is that I'm using pix_share and and second PD instance
 to offload some CPU usage. Making sure the image sent to that PD
 instance and the image received later in the chain is difficult.
 
 I'm not writing for specific advice, hence the generalities, but wanted
 to start a discussion on the issue.
 
 What is the long-term solution for PD to solve these issues? Should all
 objects that introduce a delay send a bang when they are complete? (for
 example pix_buffer? Of course an additional delay occurs when when the
 pix_buffer is written to memory and when it gets to the gfx card for
 display.
 
 I'm banging my head over these issues a lot lately and wonder if there
 is a better approach.
 
 Back to attempting kludging a solution.
 .b.
 
 
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Re: [PD] usb midi device

2008-10-30 Thread cyrille henry
hello,

thanks all for your answer.
i fact, i've got only 1 /dev/midi* device when i plug my interface.
so the problem does not really come from pd.

did anyone succesfully using multiple in / out usb/midi interface under linux 
(ubuntu)?


thx
Cyrille


patco a écrit :
 hello, you might want to try to create a symlink to your other midi
 ports?
 
 http://lists.puredata.info/pipermail/pd-list/2007-08/052968.html
 
 
 Le mercredi 29 octobre 2008 à 20:02 +0100, cyrille henry a écrit :
 hello,

 i've got a usb / midi device with 2 in and 2 out (bcf2000 by example, but 
 i've got the same problem with other hardware).
 With pd/linux (ubuntu), i can't use the 2nd in / out : just the 1st one is 
 usable.

 does anyone know how to use device with multiple midi in / out?

 thanks
 Cyrille



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Re: [PD] Timing and PD....

2008-10-30 Thread IOhannes m zmoelnig
hi ben

B. Bogart wrote:
 Hey all,
 
 I'm having more and more problems with sync in PD. By sync I mean that
 parts of my patches have processing delays that mess up timing. In
 general I've been using buffers and delays to keep things working.

do you mean you are using buffers and delays to distribute the workload 
over time, in order to not get cpu peaks?

 
 This approach is not very scalable.
 
 I find myself using the timer object all the time to see if there is a
 processing delay I have to worry about. That is in cases where there is
 a bang saying an operation is done.
 
 Two examples I'm working on now (in Gem):
 
 First there is a delay between sending a message and the pix_buffer to
 store, and then again for pix_buffer_read to read the pixels. The delay
 is long enough that trigger does not work, there needs to be a delay to
 make sure the image in the buffer is the right one. (sometimes as much
 as 200ms)


i am not sure i understand you here.
it seems like you are having problem to synchronize 2 threads (e.g. the 
main Pd thread an an image-loading thread).
if everything is done in a single thread, then no timing problems should 
occur, as everything will happen in 0 logical time (though it might 
block the main thread considerably long so that the patch will stutter).
if multiple threads are involved (e.g. to avoid the stuttering), then 
you might experience problems where you try to access images before they 
are actually loaded.

when using [pix_buffer] to load images with the [open $1( message, then 
afair, everything will be in a single thread. thus, no timing problems 
should occur.
using [pix_image] to load images will default to using threads (if 
available), at least on linux. you can turn this off by sending a 
[thread 0( message to [pix_image].

it would be interesting to see examples that expose your problem.


 
 A second example is that I'm using pix_share and and second PD instance
 to offload some CPU usage. Making sure the image sent to that PD
 instance and the image received later in the chain is difficult.

the solution is timestamps.
(which i think [pix_share] doesn't have right now...)


 
 I'm not writing for specific advice, hence the generalities, but wanted
 to start a discussion on the issue.

sorry to give specific answers.


fgmasdr
IOhannes

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Re: [PD] usb midi device

2008-10-30 Thread IOhannes m zmoelnig
cyrille henry wrote:
 hello,
 
 thanks all for your answer.
 i fact, i've got only 1 /dev/midi* device when i plug my interface.
 so the problem does not really come from pd.
 
 did anyone succesfully using multiple in / out usb/midi interface under linux 
 (ubuntu)?

yes i am (i think)

my solution is:
- use alsa-midi (forget about /dev/midi*)
- open 2 alsa-midi ports from Pd
- connect your 2 hw-devices to the Pd's 2 alsa-midi ports (i usually 
conveniently use qjackctl for this; but you can do so by using 
[aconnect] as well)
- access the device connected to Pd's 1st port via channel1-16 and the 
device connected to the 2nd port via channel17-32
- scale at will

fgmasdr
IOhannes

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Re: [PD] usb midi device

2008-10-30 Thread IOhannes m zmoelnig
cyrille henry wrote:
 hello,
 
 IOhannes m zmoelnig a écrit :
 cyrille henry wrote:
 hello,

 thanks all for your answer.
 i fact, i've got only 1 /dev/midi* device when i plug my interface.
 so the problem does not really come from pd.

 did anyone succesfully using multiple in / out usb/midi interface 
 under linux (ubuntu)?

 yes i am (i think)

 my solution is:
 - use alsa-midi (forget about /dev/midi*)
 ok.
 aconnect -o and -i can see both output and input of my BCF, so it's 
 certainly the way to go.
 
 - open 2 alsa-midi ports from Pd
 
 i don't really understand. did you mean that i should create 2 virtual 
 midi device, and open them with pd?
 or should i have something in my pd midi configuration.

the latter.
starting Pd with pd -alsamidi 1,1 (apologies for the weird syntax), 
should give you 2 midi-in ports and 2 midi-out ports.
you can also select alsamidi via the media-menu, and chose the number 
of ports you want.


fmgasdrt
IOhannes

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Re: [PD] usb midi device

2008-10-30 Thread IOhannes m zmoelnig
IOhannes m zmoelnig wrote:
 
 the latter.
 starting Pd with pd -alsamidi 1,1 (apologies for the weird syntax), 
 should give you 2 midi-in ports and 2 midi-out ports.
 you can also select alsamidi via the media-menu, and chose the number 
 of ports you want.


btw, i've updated the aconnectgui patch in externals/iem/aconnect that 
  provides a graphical interface to change connections (from within Pd).
you can now modify the number of midi-ports Pd provides from within this 
patch. (it doesn't set the midi-API to ALSA by itself though)

fg,adsr
IOhannes

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[PD] DL.1 Digital Light and pure data

2008-10-30 Thread Erich Berger
hello,

did anybody work on controlling a dl1 projector
via pd ? it is dmx controllable.

http://www.highend.com/products/digital_lighting/dl_1.asp

thx + best

erich

-
http://randomseed.org

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Re: [PD] usb midi device

2008-10-30 Thread cyrille henry


IOhannes m zmoelnig a écrit :
...
 the latter.
 starting Pd with pd -alsamidi 1,1 (apologies for the weird syntax), 
 should give you 2 midi-in ports and 2 midi-out ports.
-alsamidi did not work here (got same result than pd -help)
 you can also select alsamidi via the media-menu, and chose the number 
 of ports you want.
i don't have this choice in the media menu.
i'm using vanillia pd 0.41.4.
is there any specific configuration before compilation?
should i install some lib?
or is it only with pd-extended?

thanks
Cyrille

 
 
 fmgasdrt
 IOhannes
 

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Re: [PD] usb midi device

2008-10-30 Thread IOhannes m zmoelnig
cyrille henry wrote:
 
 
 IOhannes m zmoelnig a écrit :
 ...
 the latter.
 starting Pd with pd -alsamidi 1,1 (apologies for the weird syntax), 
 should give you 2 midi-in ports and 2 midi-out ports.
 -alsamidi did not work here (got same result than pd -help)
 you can also select alsamidi via the media-menu, and chose the 
 number of ports you want.
 i don't have this choice in the media menu.
 i'm using vanillia pd 0.41.4.

you need alsa-headers in order to have alsamidi.

fgmasdr
IOhannes

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Re: [PD] glitches when moving between sub patches

2008-10-30 Thread forwind
Hi Roman,

On Thu, 2008-10-30 at 01:46 +0100, Roman Haefeli wrote:
 unfortunately, there are cases, where there are interferences between
 both threads; for instance when moving around an array with 1'000'000
 elements. i get clicks when i open a subpatch containing a big array,
 but not when opening a subpatch containing only message boxes and
 objects.

The sub patches contain the elements of a auxillary return channel strip
nothing more. A DSP, other (9 other) auxillary sends, pan, volume, gain.
For this to be nicely modelled I have built sub patches contained within
sub patches. I never thought this would be a problem.

Has anyone else experienced this sort of behaviour of PD with a similar
type patch.  I can send you my patch if you like ...
I need to find out if the problem lies with PD or my setup particularly.

Conor


 



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Re: [PD] [GEM-dev] Timing and PD....

2008-10-30 Thread Hans-Christoph Steiner

I agree.  I think for any indeterminate operation, like anything in a  
separate thread, there should be a bang when that operation is  
complete.  That way you can guarantee that things are ready when you  
run a process.  If you want to make sure that things will be there on  
time, then these threaded/indeterminate operations should run well in  
advance.  Using guesswork and delays is not a real solution...

.hc

On Oct 30, 2008, at 4:25 AM, cyrille henry wrote:

 helo,

 i'm also having this kind of problem.
 specially when loading a picture in pix_image.
 i think the best would be the have a bang when things are ready...

 C


 B. Bogart a écrit :
 Hey all,

 I'm having more and more problems with sync in PD. By sync I mean  
 that
 parts of my patches have processing delays that mess up timing. In
 general I've been using buffers and delays to keep things working.

 This approach is not very scalable.

 I find myself using the timer object all the time to see if  
 there is a
 processing delay I have to worry about. That is in cases where  
 there is
 a bang saying an operation is done.

 Two examples I'm working on now (in Gem):

 First there is a delay between sending a message and the  
 pix_buffer to
 store, and then again for pix_buffer_read to read the pixels. The  
 delay
 is long enough that trigger does not work, there needs to be a  
 delay to
 make sure the image in the buffer is the right one. (sometimes as  
 much
 as 200ms)

 A second example is that I'm using pix_share and and second PD  
 instance
 to offload some CPU usage. Making sure the image sent to that PD
 instance and the image received later in the chain is difficult.

 I'm not writing for specific advice, hence the generalities, but  
 wanted
 to start a discussion on the issue.

 What is the long-term solution for PD to solve these issues?  
 Should all
 objects that introduce a delay send a bang when they are complete?  
 (for
 example pix_buffer? Of course an additional delay occurs when when  
 the
 pix_buffer is written to memory and when it gets to the gfx card for
 display.

 I'm banging my head over these issues a lot lately and wonder if  
 there
 is a better approach.

 Back to attempting kludging a solution.
 .b.


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[PD] pd tools for syncing to video

2008-10-30 Thread Hans-Christoph Steiner

Hey all,

I am currently working on another sound design project to be synced  
to video, so I am further developing some tools to make it easy to  
programmatically sync the sounds to the video, using frame numbers as  
the reference.  So I have made a framesyncplayer~ and  
framesynclooper~ that use frame numbers as start/stop play points,  
and only play while the frame counter is running (attached).

I was wondering whether anyone else has done anything along these  
lines?  I am trying to figure out the best approach for building a  
library for this kind of stuff.

.hc

 


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publicity.  - Bill Moyers



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Re: [PD] pd tools for syncing to video

2008-10-30 Thread Hans-Christoph Steiner


Doh, it might help if I actually attached the files:



framesynclooper~.pd
Description: Binary data


framesyncplayer~.pd
Description: Binary data



.hc

On Oct 30, 2008, at 11:00 AM, Hans-Christoph Steiner wrote:



Hey all,

I am currently working on another sound design project to be synced  
to video, so I am further developing some tools to make it easy to  
programmatically sync the sounds to the video, using frame numbers  
as the reference.  So I have made a framesyncplayer~ and  
framesynclooper~ that use frame numbers as start/stop play points,  
and only play while the frame counter is running (attached).


I was wondering whether anyone else has done anything along these  
lines?  I am trying to figure out the best approach for building a  
library for this kind of stuff.


.hc

-- 
--


News is what people want to keep hidden and everything else is  
publicity.  - Bill Moyers









 



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government. - Martin Luther King, Jr.




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Re: [PD] usb midi device

2008-10-30 Thread cyrille henry
hello,

i can't test right now, but i now have alsa-midi.
aconnect can see pd, so i think i'll will be ok.

thanks a lot
Cyrille


IOhannes m zmoelnig a écrit :
 cyrille henry wrote:


 IOhannes m zmoelnig a écrit :
 ...
 the latter.
 starting Pd with pd -alsamidi 1,1 (apologies for the weird syntax), 
 should give you 2 midi-in ports and 2 midi-out ports.
 -alsamidi did not work here (got same result than pd -help)
 you can also select alsamidi via the media-menu, and chose the 
 number of ports you want.
 i don't have this choice in the media menu.
 i'm using vanillia pd 0.41.4.
 
 you need alsa-headers in order to have alsamidi.
 
 fgmasdr
 IOhannes
 

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[PD] line~ for syncing to video

2008-10-30 Thread Hans-Christoph Steiner

I am trying to make a version of [line~] that gives me a line based  
on the frame numbers I give it.  Basically, I give it a frame counter  
in the first inlet, then start frame and stop frame as arguments.   
The hard part is that I want it to behave like [line] in that the  
last value stays in effect until something else overrides it.

How do I do that with DSP data?  If I use [switch~], then the  
[outlet~] will just retain its last value.

.hc


 


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hobbling away in three inch heels and panty hose to finish out  
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[PD] PD, arduino and sharp range detectors

2008-10-30 Thread Tim Boykett


Hi All,

   We are having trouble with a PD - Arduino - Sharp IR gp2d12 IR  
range sensor.

everything works for a while, then the arduino just stops and sometimes
takes PD down with it. once we had a warning from the OS that there  
was too much current
being sucked on the USB port.

we are using three such things, each uses typically 33 and up to 50  
mA. This
should (according to the Arduino and USB specs) not be too much, but  
perhaps
these are wrong.

Any other ideas? I have heard of people using smoothing capacitors on  
the
sharp sensors.

Hmm, puzzled in Linz,

   Tim

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Re: [PD] line~ for syncing to video

2008-10-30 Thread IOhannes m zmoelnig
Hans-Christoph Steiner wrote:
 I am trying to make a version of [line~] that gives me a line based  
 on the frame numbers I give it.  Basically, I give it a frame counter  
 in the first inlet, then start frame and stop frame as arguments.   
 The hard part is that I want it to behave like [line] in that the  
 last value stays in effect until something else overrides it.

i think i don't fully understand it.
can't you do this with [line~]?
how do you make your version of it? pure-pd or C or lua?

fgam,sdr
IOhannes

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Re: [PD] glitches when moving between sub patches

2008-10-30 Thread forwind
Hi Derek,

 Did you try running as sudo or root?

Of course! Just tried this and yes no clicks!!!

Before I was using qjack ctrl to control jackd. What is strange is that
when I run jackd from command line without sudo privileges there are no
clicks either !? 

So following from that discovery it seems sudo privileges are not
necessary to avoid the clicks but avoid the use of or running of
qjackctrl under normal privileges to run the jack daemon. I wonder why
this is ?
 
odd - maintaining jack connections between apps will be a headache
without the GUI. I suppose I could also start the qjackctrl from command
line with sudo privileges ...

thanks Derek,
Conor



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Re: [PD] [GEM-dev] Timing and PD....

2008-10-30 Thread chris clepper
Internally, objects like pix_image and pix_film set flags for whether an
image is new or not.  This tells other objects to update.  Perhaps a generic
object (pix_info ?) can output when that flag is set.

pix_share is a little different than image loading as it just dumps a new
image into the gemlist each frame.  It is not designed to do sync between
instances of pd, but rather to be an asynchronous way to distribute
processing.  Making it sync would remove the performance gains.


On Thu, Oct 30, 2008 at 9:32 AM, Hans-Christoph Steiner [EMAIL 
PROTECTED]wrote:


 I agree.  I think for any indeterminate operation, like anything in a
 separate thread, there should be a bang when that operation is
 complete.  That way you can guarantee that things are ready when you
 run a process.  If you want to make sure that things will be there on
 time, then these threaded/indeterminate operations should run well in
 advance.  Using guesswork and delays is not a real solution...

 .hc

 On Oct 30, 2008, at 4:25 AM, cyrille henry wrote:

  helo,
 
  i'm also having this kind of problem.
  specially when loading a picture in pix_image.
  i think the best would be the have a bang when things are ready...
 
  C
 
 
  B. Bogart a écrit :
  Hey all,
 
  I'm having more and more problems with sync in PD. By sync I mean
  that
  parts of my patches have processing delays that mess up timing. In
  general I've been using buffers and delays to keep things working.
 
  This approach is not very scalable.
 
  I find myself using the timer object all the time to see if
  there is a
  processing delay I have to worry about. That is in cases where
  there is
  a bang saying an operation is done.
 
  Two examples I'm working on now (in Gem):
 
  First there is a delay between sending a message and the
  pix_buffer to
  store, and then again for pix_buffer_read to read the pixels. The
  delay
  is long enough that trigger does not work, there needs to be a
  delay to
  make sure the image in the buffer is the right one. (sometimes as
  much
  as 200ms)
 
  A second example is that I'm using pix_share and and second PD
  instance
  to offload some CPU usage. Making sure the image sent to that PD
  instance and the image received later in the chain is difficult.
 
  I'm not writing for specific advice, hence the generalities, but
  wanted
  to start a discussion on the issue.
 
  What is the long-term solution for PD to solve these issues?
  Should all
  objects that introduce a delay send a bang when they are complete?
  (for
  example pix_buffer? Of course an additional delay occurs when when
  the
  pix_buffer is written to memory and when it gets to the gfx card for
  display.
 
  I'm banging my head over these issues a lot lately and wonder if
  there
  is a better approach.
 
  Back to attempting kludging a solution.
  .b.
 
 
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Re: [PD] glitches when moving between sub patches

2008-10-30 Thread IOhannes m zmoelnig
forwind wrote:
 Hi Derek,
 
 Did you try running as sudo or root?
 
 Of course! Just tried this and yes no clicks!!!
 
 Before I was using qjack ctrl to control jackd. What is strange is that
 when I run jackd from command line without sudo privileges there are no
 clicks either !? 

you can tell qjackctl to start jack with realtime priority

fgmasdr
IOhannes

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Re: [PD] glitches when moving between sub patches

2008-10-30 Thread forwind
 you can tell qjackctl to start jack with realtime priority

I was running jackd through qjackctrl with realtime priorities. That
didn't make a difference.

On Thu, 2008-10-30 at 17:08 +0100, IOhannes m zmoelnig wrote:
 forwind wrote:
  Hi Derek,
  
  Did you try running as sudo or root?
  
  Of course! Just tried this and yes no clicks!!!
  
  Before I was using qjack ctrl to control jackd. What is strange is that
  when I run jackd from command line without sudo privileges there are no
  clicks either !? 
 
 you can tell qjackctl to start jack with realtime priority
 
 fgmasdr
 IOhannes


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Re: [PD] [GEM-dev] Timing and PD....

2008-10-30 Thread B. Bogart
Hey all,

I'll try and work on some test patches, right now I'm trying hard to get
an installation ready, and these issues turned out to be a large
stumbling block.

I suppose I'm doing lots of processing that may be unusual, like:

Grab an image from video device
put the image in a buffer for each frame
send the image in the buffer to a second buffer on each bang from a metro.
pix_share the image in the second buffer
send a bang to tell second pd instance to pix_dump.
turn off the metro.
pix_dump (640x480 GRAY) to ann_som in a second thread
netreceive the winning BMU
use that BMU as the index in which the image has saved in a third buffer.
turn the metro back on.

I'm not thinking pix_share should do sync!! But I feel the need for some
infrastructure better than trigger for complex timing problems like
those I'm having.

I'm still debugging my patch, but adding a whole lot of arbitrary delays
(150ms) are being used to get PD to wait a little bit before accessing
the image in a buffer once it has been written.

Seems the safest way...

I remember Cyrille did mention needing to use these delays to make
things work. I had to use them in parts of pixelTANGO also (when a
message gets passed through many objects and many routes it takes time...)

As I have not noticed any render blocks with pix_buffer stuff, can I
assume it uses a thread like pix_image and so on? I think a done bang
would be really useful there.

I also had issues with things like pix_histo, where I would try and save
the hist, but the hist had not changed for the new pix_buffer_read
frame, just because the delay was slower than t b b delay.

Are cyrille and I the only ones seeing these kinds of issues?

Thanks for the comments.
.b.

chris clepper wrote:
 Internally, objects like pix_image and pix_film set flags for whether an
 image is new or not.  This tells other objects to update.  Perhaps a
 generic object (pix_info ?) can output when that flag is set.
 
 pix_share is a little different than image loading as it just dumps a
 new image into the gemlist each frame.  It is not designed to do sync
 between instances of pd, but rather to be an asynchronous way to
 distribute processing.  Making it sync would remove the performance gains.
 
 
 On Thu, Oct 30, 2008 at 9:32 AM, Hans-Christoph Steiner [EMAIL PROTECTED]
 mailto:[EMAIL PROTECTED] wrote:
 
 
 I agree.  I think for any indeterminate operation, like anything in a
 separate thread, there should be a bang when that operation is
 complete.  That way you can guarantee that things are ready when you
 run a process.  If you want to make sure that things will be there on
 time, then these threaded/indeterminate operations should run well in
 advance.  Using guesswork and delays is not a real solution...
 
 .hc
 
 On Oct 30, 2008, at 4:25 AM, cyrille henry wrote:
 
  helo,
 
  i'm also having this kind of problem.
  specially when loading a picture in pix_image.
  i think the best would be the have a bang when things are ready...
 
  C
 
 
  B. Bogart a écrit :
  Hey all,
 
  I'm having more and more problems with sync in PD. By sync I mean
  that
  parts of my patches have processing delays that mess up timing. In
  general I've been using buffers and delays to keep things working.
 
  This approach is not very scalable.
 
  I find myself using the timer object all the time to see if
  there is a
  processing delay I have to worry about. That is in cases where
  there is
  a bang saying an operation is done.
 
  Two examples I'm working on now (in Gem):
 
  First there is a delay between sending a message and the
  pix_buffer to
  store, and then again for pix_buffer_read to read the pixels. The
  delay
  is long enough that trigger does not work, there needs to be a
  delay to
  make sure the image in the buffer is the right one. (sometimes as
  much
  as 200ms)
 
  A second example is that I'm using pix_share and and second PD
  instance
  to offload some CPU usage. Making sure the image sent to that PD
  instance and the image received later in the chain is difficult.
 
  I'm not writing for specific advice, hence the generalities, but
  wanted
  to start a discussion on the issue.
 
  What is the long-term solution for PD to solve these issues?
  Should all
  objects that introduce a delay send a bang when they are complete?
  (for
  example pix_buffer? Of course an additional delay occurs when when
  the
  pix_buffer is written to memory and when it gets to the gfx card for
  display.
 
  I'm banging my head over these issues a lot lately and wonder if
  there
  is a better approach.
 
  Back to attempting kludging a solution.
  .b.
 
 
  ___
  GEM-dev 

Re: [PD] [GEM-dev] Timing and PD....

2008-10-30 Thread Roman Haefeli
hello all

i just ran into a similar problem. for the logic of some video players
we used the end 'bang' of [pix_film] for triggering some other
filmplayer. as soon, as the movie should be started again, we first set
the frame number to 1 and then in zero logical time we started the
according [gemhead] to start film playing / rendering of the gemchain.
by  doing this, [pix_film] sent the end bang, although we've set the
frame number to 1 before. it took me some time to figure out, that this
is probably related to what you're discussing here. after i added a
delay between setting frame no to 1 and starting [gemhead], it worked
well (no bogus end 'bang' from [pix_film]). 
don't know how this could be solved in an meaningful and understandable
way. however, i think that having to use a [delay] is the worst
imaginable case. in this particular case, we found a clean solution by
setting the startframe number on filmend instead of filmstart.

a generic solution to achieve something like that within 'pseudo-zero'
logical time would be good, i think. by 'pseud-zero' logical time i
mean, that instead of waiting to the left bang of [t b b], one could
wait on the 'ready' bang from the [pix_[film|image|etc]] object.

roman

  

On Thu, 2008-10-30 at 10:32 -0400, Hans-Christoph Steiner wrote:
 I agree.  I think for any indeterminate operation, like anything in a  
 separate thread, there should be a bang when that operation is  
 complete.  That way you can guarantee that things are ready when you  
 run a process.  If you want to make sure that things will be there on  
 time, then these threaded/indeterminate operations should run well in  
 advance.  Using guesswork and delays is not a real solution...
 
 .hc
 
 On Oct 30, 2008, at 4:25 AM, cyrille henry wrote:
 
  helo,
 
  i'm also having this kind of problem.
  specially when loading a picture in pix_image.
  i think the best would be the have a bang when things are ready...
 
  C
 
 
  B. Bogart a écrit :
  Hey all,
 
  I'm having more and more problems with sync in PD. By sync I mean  
  that
  parts of my patches have processing delays that mess up timing. In
  general I've been using buffers and delays to keep things working.
 
  This approach is not very scalable.
 
  I find myself using the timer object all the time to see if  
  there is a
  processing delay I have to worry about. That is in cases where  
  there is
  a bang saying an operation is done.
 
  Two examples I'm working on now (in Gem):
 
  First there is a delay between sending a message and the  
  pix_buffer to
  store, and then again for pix_buffer_read to read the pixels. The  
  delay
  is long enough that trigger does not work, there needs to be a  
  delay to
  make sure the image in the buffer is the right one. (sometimes as  
  much
  as 200ms)
 
  A second example is that I'm using pix_share and and second PD  
  instance
  to offload some CPU usage. Making sure the image sent to that PD
  instance and the image received later in the chain is difficult.
 
  I'm not writing for specific advice, hence the generalities, but  
  wanted
  to start a discussion on the issue.
 
  What is the long-term solution for PD to solve these issues?  
  Should all
  objects that introduce a delay send a bang when they are complete?  
  (for
  example pix_buffer? Of course an additional delay occurs when when  
  the
  pix_buffer is written to memory and when it gets to the gfx card for
  display.
 
  I'm banging my head over these issues a lot lately and wonder if  
  there
  is a better approach.
 
  Back to attempting kludging a solution.
  .b.
 
 
  ___
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  [EMAIL PROTECTED]
  http://lists.puredata.info/listinfo/gem-dev
 
 
 
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¡El pueblo unido jamás será vencido!
 
 
 
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[PD] reproduce envelope

2008-10-30 Thread Hans Roels

Hello,

Is is possible in Pd to produce exactly the same envelope again and 
again? If I send the same message to vline and use this to cut an 
envelope out of noise or a sine wave, it always changes a bit (if you 
listen carefully). (The phase is always reset, that's not the 
problem.) I recorded the sounds, had a look at the soundfiles in an 
edit program and noticed that all the envelopes were slightly 
different. Then I used line~ in a subpatch with blocksize 1 and did 
the same thing. This sounds better and if I looked at the recorded 
sound files they were more identical (although the release changes a 
bit, there seems to be a very small inaccuracy in the delay... but 
you can't hear this with the sine sound. The noise sound is always a 
bit different, I guess because it are randomly generated frequencies?).
Anyway I thought that vline~ was more precise than line~ but this 
doesn't seem to be true...?

Have a look at the file in attach.

Hans R #N canvas 42 23 722 623 12;
#X obj 106 154 vline~;
#X obj 68 185 *~;
#X obj 59 259 dac~;
#X obj 145 81 bng 15 250 50 0 empty empty empty 17 7 0 10 -262144 -1
-1;
#X msg 106 130 0.5 20 \, 0 50 20;
#X obj 146 15 tgl 15 0 empty empty empty 17 7 0 10 -262144 -1 -1 0
1;
#X obj 145 43 metro 500;
#N canvas 0 0 450 300 (subpatch) 0;
#X array view 1000 float 2;
#X coords 0 1 1000 -1 200 140 1;
#X restore 297 25 graph;
#X obj 121 447 vline~;
#X obj 81 521 *~;
#X obj 62 580 dac~;
#X obj 154 367 bng 15 250 50 0 empty empty empty 17 7 0 10 -262144
-1 -1;
#X msg 122 425 0.5 20 \, 0 50 20;
#X obj 158 313 tgl 15 0 empty empty empty 17 7 0 10 -262144 -1 -1 0
1;
#X obj 158 338 metro 500;
#X obj 115 578 tabwrite~ view;
#X obj 37 438 osc~ 440;
#X msg 81 409 0;
#X obj 31 114 noise~;
#X obj 100 260 tabwrite~ view;
#X obj 258 216 loadbang;
#X msg 256 243 \; view resize 1000 \;;
#X msg 408 243 \; view resize 5000 \;;
#X obj 421 436 dac~;
#N canvas 738 321 564 342 blocksize1-osc 0;
#X obj 15 7 block~ 1;
#X obj 58 222 *~;
#X obj 134 20 tgl 15 0 empty empty empty 17 7 0 10 -262144 -1 -1 0
1;
#X obj 133 48 metro 500;
#X obj 59 258 outlet~;
#X obj 96 191 line~;
#X obj 152 77 t b b;
#X msg 169 125 0.5 20;
#X obj 112 111 del 20;
#X msg 89 145 0 50;
#X obj 152 262 tabwrite~ view2;
#N canvas 0 0 450 300 (subpatch) 0;
#X array view2 1000 float 2;
#X coords 0 1 1000 -1 200 140 1;
#X restore 280 30 graph;
#X obj 21 151 osc~ 440;
#X msg 71 110 0;
#X text 170 207 the attack is more exact now \, the release (the delay
object...?) still changes a bit though...;
#X connect 1 0 4 0;
#X connect 2 0 3 0;
#X connect 3 0 6 0;
#X connect 5 0 1 1;
#X connect 5 0 10 0;
#X connect 6 0 8 0;
#X connect 6 1 7 0;
#X connect 6 1 10 0;
#X connect 6 1 13 0;
#X connect 7 0 5 0;
#X connect 8 0 9 0;
#X connect 9 0 5 0;
#X connect 12 0 1 0;
#X connect 13 0 12 1;
#X restore 330 348 pd blocksize1-osc;
#N canvas 687 533 628 346 blocksize1-noise 0;
#X obj 15 7 block~ 1;
#X obj 58 222 *~;
#X obj 134 20 tgl 15 0 empty empty empty 17 7 0 10 -262144 -1 -1 0
1;
#X obj 133 48 metro 500;
#X obj 59 258 outlet~;
#X obj 96 191 line~;
#X obj 152 77 t b b;
#X msg 169 125 0.5 20;
#X obj 112 111 del 20;
#X msg 89 145 0 50;
#N canvas 0 0 450 300 (subpatch) 0;
#X array view3 1000 float 2;
#X coords 0 1 1000 -1 200 140 1;
#X restore 280 30 graph;
#X msg 71 110 0;
#X obj 21 151 noise~;
#X obj 152 262 tabwrite~ view3;
#X text 153 183 the attack is more exact now \, the release (the delay
object...?) still changes a bit though...;
#X connect 1 0 4 0;
#X connect 2 0 3 0;
#X connect 3 0 6 0;
#X connect 5 0 1 1;
#X connect 5 0 13 0;
#X connect 6 0 8 0;
#X connect 6 1 7 0;
#X connect 6 1 11 0;
#X connect 6 1 13 0;
#X connect 7 0 5 0;
#X connect 8 0 9 0;
#X connect 9 0 5 0;
#X connect 12 0 1 0;
#X restore 478 351 pd blocksize1-noise;
#X text 332 323 better solution in here:;
#N canvas 369 718 474 156 record-file 0;
#X obj 66 51 bng 15 250 50 0 1-refsrec 1-refrrec rec 0 -6 0 8 -258699
-1 -1;
#X obj 107 52 bng 15 250 50 0 1-refsstop 1-refrstop stop -5 -6 0 8
-262144 -1 -1;
#X msg 136 313 start;
#X msg 294 358 stop;
#X obj 48 424 inlet~;
#X obj 28 226 savepanel;
#X msg 45 289 open \$1.wav;
#X obj 407 203 inlet;
#X obj 406 259 select 0 1;
#X text 411 171 1 = record \, 0 = stop recording;
#X obj 140 189 r 1-refsrec;
#X obj 303 328 r 1-refsstop;
#X obj 517 299 s 1-refrrec;
#X obj 405 299 s 1-refrstop;
#X symbolatom 26 77 45 0 0 0 - #1-refrsym -;
#X obj 25 345 s 1-refrsym;
#X text 388 79 .wav;
#X obj 26 51 bng 15 250 50 0 1-refsopen 1-refropen open -5 -6 0 8 -262144
-1 -1;
#X obj 23 194 r 1-refsopen;
#X obj 275 432 inlet~;
#X obj 46 520 writesf~ 1;
#X obj 245 534 writesf~ 2;
#X obj 129 431 spigot;
#X obj 218 431 spigot;
#X obj 197 375 == 0;
#X obj 170 50 tgl 15 0 1-refsstereo 1-refrstereo stereo_rec_on 17 7
0 9 -262144 -1 -1 0 1;
#X obj 220 282 r 1-refsstereo;
#X obj 426 373 loadbang;
#X msg 426 399 0;
#X obj 424 468 s 1-refrstereo;
#X obj 45 258 symbol;
#X obj 211 314 t b f;
#X obj 406 230  0;
#X obj 137 459 print m;
#X obj 208 465 print s;
#X text 

Re: [PD] glitches when moving between sub patches

2008-10-30 Thread Derek Holzer
Hi Conor,

a few things:

1) I would check every single setting in Qjackctl against the ones you 
use in the command line, maybe there's some difference.
2) I would doublecheck how Qjackctl is called (i.e. do you start from 
commandline or menu bar, and if menu bar then how is it actually being 
called?)
3) Once jackd has been started you can start Qjackctl and use it to 
manage connections. It will recognize that the jack engine is already 
started.
4) Yes, you could sudo qjackctl. You could also make one bash script 
that starts everything, and sudo that.

best!
Derek

forwind wrote:
 Hi Derek,
 
 Did you try running as sudo or root?
 
 Of course! Just tried this and yes no clicks!!!
 
 Before I was using qjack ctrl to control jackd. What is strange is that
 when I run jackd from command line without sudo privileges there are no
 clicks either !? 
 
 So following from that discovery it seems sudo privileges are not
 necessary to avoid the clicks but avoid the use of or running of
 qjackctrl under normal privileges to run the jack daemon. I wonder why
 this is ?
  
 odd - maintaining jack connections between apps will be a headache
 without the GUI. I suppose I could also start the qjackctrl from command
 line with sudo privileges ...
 
 thanks Derek,
 Conor
 
 
 
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Re: [PD] pd tools for syncing to video

2008-10-30 Thread mrtoftrash
The pdmtl abstractions have gems.movies~ to sync/play audio files with
movies.

You can also use gems.movies with a  0-1 signal snapshot~ed to the frame
input (in relative mode).

Both abstractions will loop movies and audio files simultaneously, meaning,
that if the audio is shorter than the movie, it will be played faster.


Thomas
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Re: [PD] PD, arduino and sharp range detectors

2008-10-30 Thread Martin Peach
Tim Boykett wrote:
We are having trouble with a PD - Arduino - Sharp IR gp2d12 IR
range sensor.

everything works for a while, then the arduino just stops and sometimes
takes PD down with it. once we had a warning from the OS that there
was too much current
being sucked on the USB port.

we are using three such things, each uses typically 33 and up to 50
mA. This
should (according to the Arduino and USB specs) not be too much, but
perhaps
these are wrong.

I have built a circuit with six of those sensors on an Arduino Diecimila, it 
worked fine with external power, but I didn't even try it with USB power 
because for me 50mA is too much. (At first it crashed sporadically because I 
was sending too much data through the serial port.) The actual USB port you 
are using may not be able to supply that much current even if the USB 
circuit is able to handle it. If it only happens occasionally it's probably 
because the sensors sometimes pull more than the average current, so a 
~100uF capacitor on the power pins would help, but you should really use a 
separate power supply for the sensors, or just power the entire Arduino 
externally.

Martin



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Re: [PD] glitches when moving between sub patches

2008-10-30 Thread Roman Haefeli
On Thu, 2008-10-30 at 16:21 +, forwind wrote:
  you can tell qjackctl to start jack with realtime priority
 
 I was running jackd through qjackctrl with realtime priorities. That
 didn't make a difference.
 
 On Thu, 2008-10-30 at 17:08 +0100, IOhannes m zmoelnig wrote:
  forwind wrote:
   Hi Derek,
   
   Did you try running as sudo or root?
   
   Of course! Just tried this and yes no clicks!!!

are you member of the audio group? 

$ groups username

the printed list should contain 'audio'. if not, do:

sudo adduser  username audio

also, if you're not part of the audio group and therefore don't have
realtime privileges, you shouldn't see the 'RT' sign in qjackctl. if
you're seeing 'RT' in qjackctl, then you shouldn't have clicks. can you
confirm all of that?

in recent linux' systems, there shouldn't be a need to do realtime audio
as root.


roman






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Re: [PD] Fwd: midi_sync_out

2008-10-30 Thread Alex
So it turns out that with the newer stable pd (0.41-4) [midiout]
works.  So I've changed my external into a very simple abstraction.
I'm providing it here as an attachment with a help file that shows a
simple syncing solution.

Note: it does not work with pd 0.40-2 and alsa, I'm figuring it
wouldn't work with pd-extended and alsa... but maybe Hans has rolled
back the [midiout] fixes into the current extended?  I haven't tested
with any of the other midi apis.

Basically this patch allows you to sync an external midi device with a
metro so you can have pd do things in sync with an external drum
machine, synthesizer, whatever.. that accepts sync in.

Enjoy!

-Alex

On Wed, Oct 29, 2008 at 4:39 PM, Alex [EMAIL PROTECTED] wrote:
 I'm running the latest stable (0.41-4) and [midiout] is working, at
 least for sending mid clock/start/stop/continue messages.  I'm running
 linux and use alsa for midi with pd.

 -Alex

 On Wed, Oct 29, 2008 at 5:20 AM, mrtoftrash [EMAIL PROTECTED] wrote:




 For Linux, midiout only works in the latest TEST version of PD from Miller.

 Thomas


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x37v-midi_sync_out.pd
Description: Binary data


x37v-midi_sync_out-help.pd
Description: Binary data
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Re: [PD] glitches when moving between sub patches

2008-10-30 Thread Dan Wilcox
Assuming you are Ubuntu ... are you using the realtime kernel?  In Hardy
at least, I get smooth pd audio with
realtime jack and dropouts when using the same with the regular kernel.
It seems the realtime kernel is *too* agressive for my laptop ... ?

On Thu, 2008-10-30 at 16:21 +, forwind wrote:

  you can tell qjackctl to start jack with realtime priority
 
 I was running jackd through qjackctrl with realtime priorities. That
 didn't make a difference.
 
 On Thu, 2008-10-30 at 17:08 +0100, IOhannes m zmoelnig wrote:
  forwind wrote:
   Hi Derek,
   
   Did you try running as sudo or root?
   
   Of course! Just tried this and yes no clicks!!!
   
   Before I was using qjack ctrl to control jackd. What is strange is that
   when I run jackd from command line without sudo privileges there are no
   clicks either !? 
  
  you can tell qjackctl to start jack with realtime priority
  
  fgmasdr
  IOhannes
 
 
 

---
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robotcowboy.com
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Re: [PD] glitches when moving between sub patches

2008-10-30 Thread forwind
Before when I ran jack from qjackctl the RT flag was enabled. The user
is/was part of the audio group. It must be some thing to do with the way
qjackctrl is running the daemon. as i said earlier sudo is not essential
but running from terminal is. 

Eitherway I can continue working with this patch which is a big relief.
the distribution is 64studio kernel - 2.6.21 64bit RT



On Thu, 2008-10-30 at 17:46 +0100, Roman Haefeli wrote:
 are you member of the audio group? 
 
 $ groups username
 
 the printed list should contain 'audio'. if not, do:
 
 sudo adduser  username audio
 
 also, if you're not part of the audio group and therefore don't have
 realtime privileges, you shouldn't see the 'RT' sign in qjackctl. if
 you're seeing 'RT' in qjackctl, then you shouldn't have clicks. can
 you
 confirm all of that?
 
 in recent linux' systems, there shouldn't be a need to do realtime
 audio
 as root.
 
 
 roman


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Re: [PD] reproduce envelope

2008-10-30 Thread Roman Haefeli
On Thu, 2008-10-30 at 17:32 +0100, Hans Roels wrote:
 Hello,
 
 Is is possible in Pd to produce exactly the same envelope again and 
 again? If I send the same message to vline and use this to cut an 
 envelope out of noise or a sine wave, it always changes a bit (if you 
 listen carefully). (The phase is always reset, that's not the 
 problem.) I recorded the sounds, had a look at the soundfiles in an 
 edit program and noticed that all the envelopes were slightly 
 different. 

this is actually a feature of [vline~]. [vline~] understands scheduled
messages, which means, that messages triggered by [metro] or [delay] are
executed by [vline~] at the exact time of the [metro]/[delay] initiated
message. in other words: [vline~] starts ramps between audio blocks,
even between samples. the phase setting for [osc~] is only executed on
block boundaries. this is why you're getting inconsistent results with
[vline~] and [osc~]

 Then I used line~ in a subpatch with blocksize 1 and did 
 the same thing. This sounds better and if I looked at the recorded 
 sound files they were more identical (although the release changes a 
 bit, there seems to be a very small inaccuracy in the delay...


[line~] on the other hand is starting the ramp always on block
boundaries, that is why the phase reset and the ramp start at the same
time, which is giving you consistent results. different decays might be
the effect of rounding errors, since - in case you're not using  a
multiple of the block size as ramp length - the resulting ramp length is
sometimes rounded up and sometimes rounded off. (this is a only theory,
that needs to be confirmed by someone who knows to read the c code of
[line~]).

  but 
 you can't hear this with the sine sound. The noise sound is always a 
 bit different, I guess because it are randomly generated frequencies?).

there is no phase reset for [noise~], so the results will always be
different. 

 Anyway I thought that vline~ was more precise than line~ but this 
 doesn't seem to be true...?

it is true, but many other objectclasses aren't. to mention only a few:

- right inlet of [osc~]  and [phasor~]
- [tabwrite~]
- [tabplay~]
- [writesf~]
- [readsf~]
probably more.

all those objectclasses execute incoming message only on
blockboundaries, which means, you get inconsistent results, when using
them together with the indeed more accurate [vline~].

roman




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Re: [PD] PD, arduino and sharp range detectors

2008-10-30 Thread Tim Boykett

that seems to be the case!

thanks

tim


On 30 Oct 2008, at 17:41, Martin Peach wrote:

 Tim Boykett wrote:
   We are having trouble with a PD - Arduino - Sharp IR gp2d12 IR
 range sensor.

 everything works for a while, then the arduino just stops and  
 sometimes
 takes PD down with it. once we had a warning from the OS that there
 was too much current
 being sucked on the USB port.

 we are using three such things, each uses typically 33 and up to 50
 mA. This
 should (according to the Arduino and USB specs) not be too much, but
 perhaps
 these are wrong.

 I have built a circuit with six of those sensors on an Arduino  
 Diecimila, it
 worked fine with external power, but I didn't even try it with USB  
 power
 because for me 50mA is too much. (At first it crashed sporadically  
 because I
 was sending too much data through the serial port.) The actual USB  
 port you
 are using may not be able to supply that much current even if the USB
 circuit is able to handle it. If it only happens occasionally it's  
 probably
 because the sensors sometimes pull more than the average current, so a
 ~100uF capacitor on the power pins would help, but you should really  
 use a
 separate power supply for the sensors, or just power the entire  
 Arduino
 externally.

 Martin



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[PD] gem, texture management

2008-10-30 Thread dani

 Hi people,
 Can someone, explain how gem manage the textures in the graphics card
memory?
 Is it possible to load and unload the files/textures from the graphic
card? Or once the texture is in the memory, stay in there...until when?
 I'm using a patch to control 16 patches for my perfomance. And it seems
like at the end of the performance the management of the textures
dicreasse consideratly.

Thx

ddd

http://gollum.artefacte.org/t4/


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Re: [PD] gem, texture management

2008-10-30 Thread chris clepper
On Thu, Oct 30, 2008 at 3:22 PM, [EMAIL PROTECTED] wrote:


  Hi people,
  Can someone, explain how gem manage the textures in the graphics card
 memory?


To the best of my knowledge there is no way to map memory on the GPU from
the user side.  The driver either handles the memory well or it does not.



  Is it possible to load and unload the files/textures from the graphic
 card? Or once the texture is in the memory, stay in there...until when?
  I'm using a patch to control 16 patches for my perfomance. And it seems
 like at the end of the performance the management of the textures
 dicreasse consideratly.

 Thx

 ddd

 http://gollum.artefacte.org/t4/


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