Re: [PD] PD- dynamic patching - how to keep track of object creation number?

2012-10-23 Thread Alexandros Drymonitis
Couldn't really make this work, but iemguts did it.

On Wed, Oct 17, 2012 at 5:24 PM, Jamie Bullock wrote:

>
> On 8 Oct 2012, at 18:30, adr...@gmail.com wrote:
>
> > I know the command for creating an object, but I didn't know there's a
> command to destroy one. Which one is it?
> >
>
> One option is to add some kind of UID to your object creation arguments,
> and then use "find" + "cut" messages to delete them.
>
> For example instantiate your objects:
>
> [MyObject unique-identifier extra arguments]
>
>
> You can delete them like this:
>
> |find +unique-identifier 1, cut(
> |
> [s pd-some-canvas]
>
>
> Of course, this solution only works if the thing you are trying to delete
> is an abstraction you've authored.
>
> best,
>
> Jamie
>
> --
> http://jamiebullock.com
>
>
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Re: [PD] PD- dynamic patching - how to keep track of object creation number?

2012-10-17 Thread Jamie Bullock

On 8 Oct 2012, at 18:30, adr...@gmail.com wrote:

> I know the command for creating an object, but I didn't know there's a 
> command to destroy one. Which one is it?
> 

One option is to add some kind of UID to your object creation arguments, and 
then use "find" + "cut" messages to delete them.

For example instantiate your objects:

[MyObject unique-identifier extra arguments]


You can delete them like this:

|find +unique-identifier 1, cut(
|
[s pd-some-canvas]


Of course, this solution only works if the thing you are trying to delete is an 
abstraction you've authored.

best,

Jamie

--
http://jamiebullock.com


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Re: [PD] PD- dynamic patching - how to keep track of object creation number?

2012-10-08 Thread IOhannes m zmölnig
On 10/08/2012 07:30 PM, adr...@gmail.com wrote:
> I know the command for creating an object, but I didn't know there's a
> command to destroy one. Which one is it?

if you load iemgut's [canvasdelete], you get a "delete" message that you
can send to the canvas to delete a specific objects.
e.g.

[obj 100 100 f, delete 0(
|
[s pd-$0-dynpatch]

fgmasdr
IOhannes

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Re: [PD] PD- dynamic patching - how to keep track of object creation number?

2012-10-08 Thread adrcki
I know the command for creating an object, but I didn't know there's a command 
to destroy one. Which one is it?

Sent from my iPad

On 8 Οκτ 2012, at 14:40, "Scott R. Looney"  wrote:

> yes i've been looking at your stuff -  that plus iemguts. the only issue with 
> whatever solution i have to provide is that i want to run it with libpd and 
> potentially sell the results on the App Store, so licenses have to be MIT or 
> BSD and not GPL. all of this because i'm considering the complexities 
> involved in putting together a dynamic game audio engine in PD, and sending 
> messages to it from either a separately programmed GUI or an engine like 
> Unity. i'm still in the preliminaries of just thinking about ramifications 
> and it's just getting more and more complex as i think about it.
> 
> as for other responses, i think keeping track of it externally  (i'd be 
> inclined to do this with Javascript and not C) is a good idea. since commands 
> to create and destroy objects come from outside i should be able to keep 
> track of their creation order. everything is still early days, both in terms 
> of my basic understanding of PD and my understanding of the most efficient 
> way to deal with it.
> 
> scott
> 
> On Mon, Oct 8, 2012 at 3:42 AM, Thomas Grill  wrote:
>> Hi,
>> 
>> >
>> > I'd get into writing a helper object to keep track of things - written in 
>> > C - because this does make the process of dynamic patching a lot easier. 
>> > You can encode object types and connections in such an object I guess -  
>> > this is a bit like writing an object that makes a map of Pd patches, and 
>> > you could encode the connections as well. Perhaps iemguts does this 
>> > although I don't know it that well. (it's the patch itself we're trying to 
>> > query after all - what objects, in what order, and how are they connected, 
>> > and in what order).
>> >
>> 
>> i guess this is also just what dyn~ 
>> (http://puredata.info/Members/thomas/dynext) tries to do.
>> gr~~~
> 
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Re: [PD] PD- dynamic patching - how to keep track of object creation number?

2012-10-08 Thread Scott R. Looney
yes i've been looking at your stuff -  that plus iemguts. the only issue
with whatever solution i have to provide is that i want to run it with
libpd and potentially sell the results on the App Store, so licenses have
to be MIT or BSD and not GPL. all of this because i'm considering the
complexities involved in putting together a dynamic game audio engine in
PD, and sending messages to it from either a separately programmed GUI or
an engine like Unity. i'm still in the preliminaries of just thinking about
ramifications and it's just getting more and more complex as i think about
it.

as for other responses, i think keeping track of it externally  (i'd be
inclined to do this with Javascript and not C) is a good idea. since
commands to create and destroy objects come from outside i should be able
to keep track of their creation order. everything is still early days, both
in terms of my basic understanding of PD and my understanding of the most
efficient way to deal with it.

scott

On Mon, Oct 8, 2012 at 3:42 AM, Thomas Grill  wrote:

> Hi,
>
> >
> > I'd get into writing a helper object to keep track of things - written
> in C - because this does make the process of dynamic patching a lot easier.
> You can encode object types and connections in such an object I guess -
>  this is a bit like writing an object that makes a map of Pd patches, and
> you could encode the connections as well. Perhaps iemguts does this
> although I don't know it that well. (it's the patch itself we're trying to
> query after all - what objects, in what order, and how are they connected,
> and in what order).
> >
>
> i guess this is also just what dyn~ (
> http://puredata.info/Members/thomas/dynext) tries to do.
> gr~~~
>
>
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Re: [PD] PD- dynamic patching - how to keep track of object creation number?

2012-10-08 Thread Thomas Grill
Hi,

> 
> I'd get into writing a helper object to keep track of things - written in C - 
> because this does make the process of dynamic patching a lot easier. You can 
> encode object types and connections in such an object I guess -  this is a 
> bit like writing an object that makes a map of Pd patches, and you could 
> encode the connections as well. Perhaps iemguts does this although I don't 
> know it that well. (it's the patch itself we're trying to query after all - 
> what objects, in what order, and how are they connected, and in what order).
> 

i guess this is also just what dyn~ 
(http://puredata.info/Members/thomas/dynext) tries to do.
gr~~~


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Re: [PD] PD- dynamic patching - how to keep track of object creation number?

2012-10-06 Thread IOhannes m zmölnig
On 10/07/2012 01:35 AM, Scott R. Looney wrote:
> 
> so, any way to do this easily? preferably something i could query from
> outside remotely.
> 
in short: no
(long answers include using dyn or iemguts)

the usual way to do it, is to separate the dynamically created code from
the static code (separate [pd] subpatches) and track creation order
manually.

fgmadsr
IOhannes

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[PD] PD- dynamic patching - how to keep track of object creation number?

2012-10-06 Thread Scott R. Looney
OK i'm getting a little further in dynamic patching, but one thing i don't
get is how you keep track of which objects have which creation numbers in
PD. is there perhaps a way to list the objects in a canvas sorted by
creation order? for example the '1.1.add_objects.pd' example under the
'pd-msg' in the Help browser doesn't work right - i'm guessing it's because
the object number is wrong but i don't know what order the objects were
created in, and opening as text means i'd have to count every creation line
number until i arrived at the one i wanted. if you've got 100 objects on
the screen this becomes very difficult.

so, any way to do this easily? preferably something i could query from
outside remotely.

thanks,
scott
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