Re: [PD] Variable number of objects?

2011-10-03 Thread Jonathan Wilkes
- Original Message -

 From: Ingo i...@miamiwave.com
 To: 'Ludwig Maes' ludwig.m...@gmail.com; 'Ingo' i...@miamiwave.com
 Cc: 'Pd List' pd-list@iem.at
 Sent: Wednesday, September 28, 2011 2:37 PM
 Subject: Re: [PD] Variable number of objects?
 
 Well, as I said in my case the voices are very complex. There are hundreds
 of audio objects in each voice. It takes a lot of time to adjust all of the
 signal flow and reallocate the memory I guess.
 
 Control objects shouldn't be such a big problem.

Well, if you're sending hundreds of messages per second, and each message 
contains hundreds of elements (that's what I assume you meant since you said 
you'd be doing millions of checks), then you're getting dangerously close to 
basically doing signal processing in the control domain.  And a big benefit of 
doing things in the signal domain is to reduce the overhead that you'd have if, 
for example, you computed every sample of a sinewave by sending messages.

One way save cpu is to not send the values that don't change.  There must be 
a [list change] external somewhere to fit your needs.

-Jonathan

 
 Ingo
 
 
 Von: Ludwig Maes [mailto:ludwig.m...@gmail.com] 
 Gesendet: Mittwoch, 28. September 2011 19:30
 An: Ingo
 Betreff: Re: [PD] Variable number of objects?
 
 I actually meant more in general, also for non-~ signals (i.e. also control
 rate .pd patches). I referred to polysynth such that people would see more
 easily what I meant. Are there really no such primitives? That seems like
 quite a restriction...
 
 How can that take 10 seconds?? I dont see what would cause such a huge
 overhead, i'd expect an increase in computations  memory though (say 
 from
 10 voices to 11: 10% increase in cpu workload  ram dedicated to these
 voices..., I fail to see what would necessitate a long initialization...)
 
 also, how is it done even with the long delays?
 On 28 September 2011 18:33, Ingo i...@miamiwave.com wrote:
 To my experience there will be definitely audio dropouts with dynamic voice
 creation. In the case of my rather complex patch (with currently only 8
 voices) I have to wait up to ten seconds until the patch is ready again for
 playback. I am using a 3.2 GHz Athlon II X2 which is not that slow. Simpler
 synth voices might be faster, though.
 
 I think it is much better to create as many voices as needed beforehand and
 turn unused voices off with the [switch~] object.
 
 Ingo
 
 
 Von: pd-list-boun...@iem.at [mailto:pd-list-boun...@iem.at] Im Auftrag von
 Ludwig Maes
 Gesendet: Mittwoch, 28. September 2011 17:56
 An: Pd List
 Betreff: [PD] Variable number of objects?
 
 Im not sure what the best way is to instantiate variable number of objects,
 for example consider polysynth.pd:
 
 Theres a fixed number of manually placed voices, suppose I want to have the
 top patch to contain a counter through which one may increase or decrease
 the number of voices, how would I go about that (without manually placing a
 load of voices and disabling them...)?
 
 Whats the vanilla way to do this? Whats the pd-extended way to do this? ...
 
 
 
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Re: [PD] Variable number of objects?

2011-09-29 Thread abel . jerome
Hi,

I wrote an abstraction, using pd-messages to create objects, [index] to store 
their ID, and mouse cut method to delete them with an ID :
http://abel.jerome.free.fr/pd/dynamic-patching/patchs/dyn-objects/dynObjects.zip

For more informations, I wrote some lines about dynamic patching here :
http://abel.jerome.free.fr/pd/dynamic-patching/reviews/

+
Jérôme

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Re: [PD] Variable number of objects?

2011-09-29 Thread Thomas Grill


The full conference proceedings are due to be published online any  
time soon.


Ok, good to hear that - my bad conscience is not as bad any more.

The Universal Polyphonic Player infrastructure i showed at a workshop  
at the pdconf would also be a feasible approach.
I actually have finished all the patches, it's only about writing up  
some accompanying text.


gr~~~


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[PD] Variable number of objects?

2011-09-28 Thread Ludwig Maes
Im not sure what the best way is to instantiate variable number of objects,
for example consider polysynth.pd:

Theres a fixed number of manually placed voices, suppose I want to have the
top patch to contain a counter through which one may increase or decrease
the number of voices, how would I go about that (without manually placing a
load of voices and disabling them...)?

Whats the vanilla way to do this? Whats the pd-extended way to do this? ...
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Re: [PD] Variable number of objects?

2011-09-28 Thread Ingo
To my experience there will be definitely audio dropouts with dynamic voice
creation. In the case of my rather complex patch (with currently only 8
voices) I have to wait up to ten seconds until the patch is ready again for
playback. I am using a 3.2 GHz Athlon II X2 which is not that slow. Simpler
synth voices might be faster, though.

I think it is much better to create as many voices as needed beforehand and
turn unused voices off with the [switch~] object.

Ingo


Von: pd-list-boun...@iem.at [mailto:pd-list-boun...@iem.at] Im Auftrag von
Ludwig Maes
Gesendet: Mittwoch, 28. September 2011 17:56
An: Pd List
Betreff: [PD] Variable number of objects?

Im not sure what the best way is to instantiate variable number of objects,
for example consider polysynth.pd:

Theres a fixed number of manually placed voices, suppose I want to have the
top patch to contain a counter through which one may increase or decrease
the number of voices, how would I go about that (without manually placing a
load of voices and disabling them...)?

Whats the vanilla way to do this? Whats the pd-extended way to do this? ...


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Re: [PD] Variable number of objects?

2011-09-28 Thread Ludwig Maes
Perhaps better rephrased: how does one use arrays of .pd objects? or
variable length vectors/lists?

On 28 September 2011 19:29, Ludwig Maes ludwig.m...@gmail.com wrote:



 -- Forwarded message --
 From: Ludwig Maes ludwig.m...@gmail.com
 Date: 28 September 2011 19:29
 Subject: Re: [PD] Variable number of objects?
 To: Ingo i...@miamiwave.com


 I actually meant more in general, also for non-~ signals (i.e. also control
 rate .pd patches). I referred to polysynth such that people would see more
 easily what I meant. Are there really no such primitives? That seems like
 quite a restriction...

 How can that take 10 seconds?? I dont see what would cause such a huge
 overhead, i'd expect an increase in computations  memory though (say from
 10 voices to 11: 10% increase in cpu workload  ram dedicated to these
 voices..., I fail to see what would necessitate a long initialization...)

 also, how is it done even with the long delays?


 On 28 September 2011 18:33, Ingo i...@miamiwave.com wrote:

 To my experience there will be definitely audio dropouts with dynamic
 voice
 creation. In the case of my rather complex patch (with currently only 8
 voices) I have to wait up to ten seconds until the patch is ready again
 for
 playback. I am using a 3.2 GHz Athlon II X2 which is not that slow.
 Simpler
 synth voices might be faster, though.

 I think it is much better to create as many voices as needed beforehand
 and
 turn unused voices off with the [switch~] object.

 Ingo

 
 Von: pd-list-boun...@iem.at [mailto:pd-list-boun...@iem.at] Im Auftrag
 von
 Ludwig Maes
 Gesendet: Mittwoch, 28. September 2011 17:56
 An: Pd List
 Betreff: [PD] Variable number of objects?

 Im not sure what the best way is to instantiate variable number of
 objects,
 for example consider polysynth.pd:

 Theres a fixed number of manually placed voices, suppose I want to have
 the
 top patch to contain a counter through which one may increase or decrease
 the number of voices, how would I go about that (without manually placing
 a
 load of voices and disabling them...)?

 Whats the vanilla way to do this? Whats the pd-extended way to do this?
 ...




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Re: [PD] Variable number of objects?

2011-09-28 Thread Mathieu Bouchard

Le 2011-09-28 à 19:31:00, Ludwig Maes a écrit :


Perhaps better rephrased: how does one use arrays of .pd objects? or variable 
length vectors/lists?


[#many tgl] makes mosaïcs of toggles, [#many nbx] makes mosaïcs of 
numberboxes, like this :


  http://gridflow.ca/help/%23many-help.html

It's probably not anywhere close to what you are interested in, but it's 
an example of something quite different from what the other automatic 
dynamic patchers are doing : it's GOP, it's 2-D, it has a properties 
dialogue, etc.


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Re: [PD] Variable number of objects?

2011-09-28 Thread Charles Henry
I'd really hope to hear from Krzystof on this topic.  His
[more]/[less] objects presented at the PdCon were really interesting
for creating large numbers of voices.

The difference in approach embeds the new instances (without having a
graphical representation) into the same abstraction and sums their
outputs on the outlets provided.  It behaves a lot like MPI
programming where each program instance is an exact copy,
differentiated only by index.  Messages piped in can be sent to
specific embedded instances through [less] if I remember correctly.

Increasing or decreasing the number of voices sounds like a dynamic
patching application.  I don't know much about it, myself.

Chuck

On Wed, Sep 28, 2011 at 10:55 AM, Ludwig Maes ludwig.m...@gmail.com wrote:
 Im not sure what the best way is to instantiate variable number of objects,
 for example consider polysynth.pd:

 Theres a fixed number of manually placed voices, suppose I want to have the
 top patch to contain a counter through which one may increase or decrease
 the number of voices, how would I go about that (without manually placing a
 load of voices and disabling them...)?

 Whats the vanilla way to do this? Whats the pd-extended way to do this? ...

 ___
 Pd-list@iem.at mailing list
 UNSUBSCRIBE and account-management -
 http://lists.puredata.info/listinfo/pd-list



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Re: [PD] Variable number of objects?

2011-09-28 Thread Charles Henry
On Wed, Sep 28, 2011 at 1:13 PM, Ludwig Maes ludwig.m...@gmail.com wrote:
 Where do I learn more about the more/less objects?

Here's the abstract:
http://www.uni-weimar.de/medien/wiki/PDCON:Conference/Self-replication:_how_to_do_more_using_less

The full conference proceedings are due to be published online any time soon.

 On 28 September 2011 20:02, Charles Henry czhe...@gmail.com wrote:

 I'd really hope to hear from Krzystof on this topic.  His
 [more]/[less] objects presented at the PdCon were really interesting
 for creating large numbers of voices.

 The difference in approach embeds the new instances (without having a
 graphical representation) into the same abstraction and sums their
 outputs on the outlets provided.  It behaves a lot like MPI
 programming where each program instance is an exact copy,
 differentiated only by index.  Messages piped in can be sent to
 specific embedded instances through [less] if I remember correctly.

 Increasing or decreasing the number of voices sounds like a dynamic
 patching application.  I don't know much about it, myself.

 Chuck

 On Wed, Sep 28, 2011 at 10:55 AM, Ludwig Maes ludwig.m...@gmail.com
 wrote:
  Im not sure what the best way is to instantiate variable number of
  objects,
  for example consider polysynth.pd:
 
  Theres a fixed number of manually placed voices, suppose I want to have
  the
  top patch to contain a counter through which one may increase or
  decrease
  the number of voices, how would I go about that (without manually
  placing a
  load of voices and disabling them...)?
 
  Whats the vanilla way to do this? Whats the pd-extended way to do this?
  ...
 
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Re: [PD] Variable number of objects?

2011-09-28 Thread Hans-Christoph Steiner


Anyone have a link to his paper on more/less?  I coudlnt' find it.

.hc

On Sep 28, 2011, at 2:02 PM, Charles Henry wrote:


I'd really hope to hear from Krzystof on this topic.  His
[more]/[less] objects presented at the PdCon were really interesting
for creating large numbers of voices.

The difference in approach embeds the new instances (without having a
graphical representation) into the same abstraction and sums their
outputs on the outlets provided.  It behaves a lot like MPI
programming where each program instance is an exact copy,
differentiated only by index.  Messages piped in can be sent to
specific embedded instances through [less] if I remember correctly.

Increasing or decreasing the number of voices sounds like a dynamic
patching application.  I don't know much about it, myself.

Chuck

On Wed, Sep 28, 2011 at 10:55 AM, Ludwig Maes  
ludwig.m...@gmail.com wrote:
Im not sure what the best way is to instantiate variable number of  
objects,

for example consider polysynth.pd:

Theres a fixed number of manually placed voices, suppose I want to  
have the
top patch to contain a counter through which one may increase or  
decrease
the number of voices, how would I go about that (without manually  
placing a

load of voices and disabling them...)?

Whats the vanilla way to do this? Whats the pd-extended way to do  
this? ...


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Re: [PD] Variable number of objects?

2011-09-28 Thread Hans-Christoph Steiner


I don't know if I posted this to this thread already, but try out the  
'many' lib, it has a few different approaches to managing many  
instances of Pd objects.


http://download.puredata.info/many

.hc

On Sep 28, 2011, at 1:31 PM, Ludwig Maes wrote:

Perhaps better rephrased: how does one use arrays of .pd objects? or  
variable length vectors/lists?


On 28 September 2011 19:29, Ludwig Maes ludwig.m...@gmail.com wrote:


-- Forwarded message --
From: Ludwig Maes ludwig.m...@gmail.com
Date: 28 September 2011 19:29
Subject: Re: [PD] Variable number of objects?
To: Ingo i...@miamiwave.com


I actually meant more in general, also for non-~ signals (i.e. also  
control rate .pd patches). I referred to polysynth such that people  
would see more easily what I meant. Are there really no such  
primitives? That seems like quite a restriction...


How can that take 10 seconds?? I dont see what would cause such a  
huge overhead, i'd expect an increase in computations  memory  
though (say from 10 voices to 11: 10% increase in cpu workload  ram  
dedicated to these voices..., I fail to see what would necessitate a  
long initialization...)


also, how is it done even with the long delays?


On 28 September 2011 18:33, Ingo i...@miamiwave.com wrote:
To my experience there will be definitely audio dropouts with  
dynamic voice
creation. In the case of my rather complex patch (with currently  
only 8
voices) I have to wait up to ten seconds until the patch is ready  
again for
playback. I am using a 3.2 GHz Athlon II X2 which is not that slow.  
Simpler

synth voices might be faster, though.

I think it is much better to create as many voices as needed  
beforehand and

turn unused voices off with the [switch~] object.

Ingo


Von: pd-list-boun...@iem.at [mailto:pd-list-boun...@iem.at] Im  
Auftrag von

Ludwig Maes
Gesendet: Mittwoch, 28. September 2011 17:56
An: Pd List
Betreff: [PD] Variable number of objects?

Im not sure what the best way is to instantiate variable number of  
objects,

for example consider polysynth.pd:

Theres a fixed number of manually placed voices, suppose I want to  
have the
top patch to contain a counter through which one may increase or  
decrease
the number of voices, how would I go about that (without manually  
placing a

load of voices and disabling them...)?

Whats the vanilla way to do this? Whats the pd-extended way to do  
this? ...





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Re: [PD] Variable number of objects?

2011-09-28 Thread Ingo
Well, as I said in my case the voices are very complex. There are hundreds
of audio objects in each voice. It takes a lot of time to adjust all of the
signal flow and reallocate the memory I guess.

Control objects shouldn't be such a big problem.

Ingo


Von: Ludwig Maes [mailto:ludwig.m...@gmail.com] 
Gesendet: Mittwoch, 28. September 2011 19:30
An: Ingo
Betreff: Re: [PD] Variable number of objects?

I actually meant more in general, also for non-~ signals (i.e. also control
rate .pd patches). I referred to polysynth such that people would see more
easily what I meant. Are there really no such primitives? That seems like
quite a restriction...

How can that take 10 seconds?? I dont see what would cause such a huge
overhead, i'd expect an increase in computations  memory though (say from
10 voices to 11: 10% increase in cpu workload  ram dedicated to these
voices..., I fail to see what would necessitate a long initialization...)

also, how is it done even with the long delays?
On 28 September 2011 18:33, Ingo i...@miamiwave.com wrote:
To my experience there will be definitely audio dropouts with dynamic voice
creation. In the case of my rather complex patch (with currently only 8
voices) I have to wait up to ten seconds until the patch is ready again for
playback. I am using a 3.2 GHz Athlon II X2 which is not that slow. Simpler
synth voices might be faster, though.

I think it is much better to create as many voices as needed beforehand and
turn unused voices off with the [switch~] object.

Ingo


Von: pd-list-boun...@iem.at [mailto:pd-list-boun...@iem.at] Im Auftrag von
Ludwig Maes
Gesendet: Mittwoch, 28. September 2011 17:56
An: Pd List
Betreff: [PD] Variable number of objects?

Im not sure what the best way is to instantiate variable number of objects,
for example consider polysynth.pd:

Theres a fixed number of manually placed voices, suppose I want to have the
top patch to contain a counter through which one may increase or decrease
the number of voices, how would I go about that (without manually placing a
load of voices and disabling them...)?

Whats the vanilla way to do this? Whats the pd-extended way to do this? ...



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Re: [PD] Variable number of objects?

2011-09-28 Thread Jonathan Wilkes

From: Ludwig Maes ludwig.m...@gmail.com
To: Pd List pd-list@iem.at
Sent: Wednesday, September 28, 2011 1:31 PM
Subject: Re: [PD] Variable number of objects?


Perhaps better rephrased: how does one use arrays of .pd objects? or variable 
length vectors/lists?


Variable list message: [list] family objects and the list-abs library

Variable length glists: dynamic patching (search the list and see patches in 
doc/manuals/pd-msg/ )

Variable length vectors: hm.. not sure what this means ( [block~] ? )

Arrays of .pd objects: I don't think it's possible, but I'd love to do 
something like that with data structures.  

You'd have a template subpatch, define a field of the struct as type glist, 
then use that struct as the 

template for an array:

[pd my-template-patch]

[struct foo float y glist my-template-patch]

[filledpolygon 900 0 1 -5 -5 5 -5 5 5 -5 5]


Then the container struct:

[struct bar float x float y array a foo]

[plot a 0 1 0 0 20]

Now when you create a scalar bar, each element of array a would have a 
little red rectangle, 

a yvalue, and a glist copied from the contents of my-template-patch.


The issues are:
* for maximum expressivity you'd need a way for each element's glist to have 
access to it's other 

members (like y in the above example).
* I'm not sure how tilde objects inside my-template-patch would work when you 
increase the size of the array. 

(Seems like you'd have the same problem as with current dynamic-patching where 
you need to turn off dsp 

before the new objects get created, then turn it back on once they exist.

-Jonathan




On 28 September 2011 19:29, Ludwig Maes ludwig.m...@gmail.com wrote:




-- Forwarded message --
From: Ludwig Maes ludwig.m...@gmail.com
Date: 28 September 2011 19:29
Subject: Re: [PD] Variable number of objects?
To: Ingo i...@miamiwave.com


I actually meant more in general, also for non-~ signals (i.e. also control 
rate .pd patches). I referred to polysynth such that people would see more 
easily what I meant. Are there really no such primitives? That seems like 
quite a restriction...

How can that take 10 seconds?? I dont see what would cause such a huge 
overhead, i'd expect an increase in computations  memory though (say from 10 
voices to 11: 10% increase in cpu workload  ram dedicated to these 
voices..., I fail to see what would necessitate a long initialization...)

also, how is it done even with the long delays?



On 28 September 2011 18:33, Ingo i...@miamiwave.com wrote:

To my experience there will be definitely audio dropouts with dynamic voice
creation. In the case of my rather complex patch (with currently only 8
voices) I have to wait up to ten seconds until the patch is ready again for
playback. I am using a 3.2 GHz Athlon II X2 which is not that slow. Simpler
synth voices might be faster, though.

I think it is much better to create as many voices as needed beforehand and
turn unused voices off with the [switch~] object.

Ingo


Von: pd-list-boun...@iem.at [mailto:pd-list-boun...@iem.at] Im Auftrag von
Ludwig Maes
Gesendet: Mittwoch, 28. September 2011 17:56
An: Pd List
Betreff: [PD] Variable number of objects?


Im not sure what the best way is to instantiate variable number of objects,
for example consider polysynth.pd:

Theres a fixed number of manually placed voices, suppose I want to have the
top patch to contain a counter through which one may increase or decrease
the number of voices, how would I go about that (without manually placing a
load of voices and disabling them...)?

Whats the vanilla way to do this? Whats the pd-extended way to do this? ...





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