On Thu, 2007-12-20 at 00:15 +, Andy Farnell wrote:
Perhaps we can reach a reasonable compromise in source.
If you knew that an accidentally banged until would give up
after a couple of minutes it wouldn't be so bad.
IMO [until] should just not hang Pd that's all. I don't think that a
On Wed, 2007-12-19 at 18:10 -0600, Russell Bryant wrote:
Furthermore, if this loop is eating up CPU and making the system unresponsive,
you can make the situation much better by adding a simple sleep that makes the
process yield to to other waiting processes on each iteration of the loop.
Hallo,
Frank Barknecht hat gesagt: // Frank Barknecht wrote:
[f 1]
To all those who complain about this number: It was meant to be a
meaningless example. I just bang'd my 0-key a couple of times to
fill it. In a real abstraction one could use a smaller number or $1.
Isn't that the
Hi All,
Sorry if someone has asked this before but I want a certain audio input
frequency (using adc) to cause a bang to occur (i.e. if someone shouts into
the mic, this will set off a bang), any ideas?
Rebecca
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[env~]
|
[dbtorms]
|
[ 0.5] - set yr threshold value here
|
[sel 1]
|
[bang(
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and then to just get one bang, add this to the end:
[bang(
|
[spigot]
|
[t b b]
|\
| [0 (
|
[outlet]
and then connect the [0 ( to the right inlet of the spigot. to reset,
send a [1 ( to the spigot
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sorry for so many mails!
you could also just use [bonk~]
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ooops, that should be [spigot 1], or else the bang won't get thru.
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On 20/12/2007, Rebecca Schatz [EMAIL PROTECTED] wrote:
Hi All,
Sorry if someone has asked this before but I want a certain audio input
frequency (using adc) to cause a bang to occur (i.e. if someone shouts
into the mic, this will set off a bang), any ideas?
For a specific frequency you
On 20/12/2007, Rebecca Schatz [EMAIL PROTECTED] wrote:
Hi All,
Sorry if someone has asked this before but I want a certain audio input
frequency (using adc) to cause a bang to occur (i.e. if someone shouts
into the mic, this will set off a bang), any ideas?
For a specific frequency you
I get these errors when runing *ruby1.9 configure *as recommended on the
Gridflow website:
*...
[gcc64] GNU C++ in 64-bit mode:
-- missing (runtime error)
[libruby] Ruby as a dynamic library:
- missing (gcc:
Hello,
I'm trying to install the wiimote external from
http://mikewoz.com/index.php?page=pd-stuff
but i don't understand how to install it. In what folder do i have to put it?
What to do then? May i get some help? Thanks a lot.
I work with Pd 0.40-2 and Ubuntu 7.10 - Gutsy Gibbon.
I already
First of all, thanks to everybody who have answered to my post. It is
much appreciated!
A lot of my questions have been answered – thank you all!
The reason behind these questions is, I'm a thesis student (almost
finished). In my thesis I've been working with gameplay in sound,
primarily
Mathieu Bouchard wrote:
On Mon, 17 Dec 2007, Martin Peach wrote:
With Pd, this is never what happens on its own. Instead, just before
processing each message, a check of the count of nested message
processings in made (messages sent that are still being processed,
not counting those
On Thu, 20 Dec 2007, Martin Peach wrote:
a buffer is First In First Out, like a train in a tunnel.
Well, no. Perhaps some uses of the word buffer assume that, but most
don't. buffer is a very vague word. If you want to say FIFO, you just
say FIFO or you say queue.
Pd processes messages
Jamie Bullock wrote:
static void until_bang(t_until *x)
{
x-x_run = 1;
x-x_count = -1;
while (x-x_run x-x_count) {
x-x_count--;
outlet_bang(x-x_obj.ob_outlet);
usleep(1);
}
}
I think this is the best idea. But after writing my last post to the
On Dec 19, 2007 7:58 PM, Chris McCormick [EMAIL PROTECTED] wrote:
On Wed, Dec 19, 2007 at 02:22:44PM +, Andy Farnell wrote:
On Mon, 17 Dec 2007 22:23:11 +0100 IOhannes m zmoelnig [EMAIL PROTECTED]
wrote:
but a [bang(--[until] is not meant to loop infinitely.
it loops until a
I am interested in checking this out, but the archive that you attached to
your
original message appears to be incomplete. The only source it includes is the
code for [getpatchname].
Hi Russell,
That's as intended, my definition of library includes pd patches : ).
pdsvn.pd is the main
Great, this anables patches to be uploadeble from within themselves !
but is there an svn repository ..?
the main one runs cvs (at sf.net) ..
which one are you using Luke ?
Hi error,
The svn repository is my own. But I wrote this also in preparation
(and encouragement) for the
On Dec 19, 2007 2:46 AM, Jamie Bullock [EMAIL PROTECTED] wrote:
Hi Luke,
Nice to see you got your system working. Could you send me a 'diff' of
your modified version of [getpatchname] against current CVS. I'd be
happy to look at how your changes could be integrated into the CVS
version.
2007/12/20, Georg Werner [EMAIL PROTECTED]:
and there is also the possibility to include images in the infobox
insert a line like
| example_image = [[Image:Makefile.png]]
and the image should show up in the box.
i can place the images there - has pdpedia an automatic thumbnail
Ok thanks! I don't know why it's so hard for me to remember that...
~Kyle
On Dec 18, 2007 12:46 AM, hard off [EMAIL PROTECTED] wrote:
How would I
for example make a vline~ message that said to start at 0, go to 1 in
1000 ms, go to .5 in 500 ms, and then back to zero in 750 ms?
[0, 1 1000,
On Thu, 20 Dec 2007 10:43:57 -0600
Charles Henry [EMAIL PROTECTED] wrote:
On Dec 19, 2007 7:58 PM, Chris McCormick [EMAIL PROTECTED] wrote:
On Wed, Dec 19, 2007 at 02:22:44PM +, Andy Farnell wrote:
On Mon, 17 Dec 2007 22:23:11 +0100 IOhannes m zmoelnig [EMAIL
PROTECTED] wrote:
For this purpose I've build a
prototype of a music game of my own design, using PD alone to build both
the game engine (imagine that Andy ;) ) and the audio engine.
Great stuff!! No need to imagine though, having done it in a few
different ways ;) Sorry if that seemed to preempt you with an
On Thu, 20 Dec 2007, Rebecca Schatz wrote:
Sorry if someone has asked this before but I want a certain audio input
frequency (using adc) to cause a bang to occur (i.e. if someone shouts
into the mic, this will set off a bang), any ideas?
If you only need to pick one frequency at a time, use
what a pity ... that would be great to have.
hans, let me know if you need help.
georg
ps.: i didn't introduced myself until now, sorry - i'm teaching pd at
hildesheim university, germany - and used it for installations and a
performance with a dancer, besides that i'm designing websites and
... and to wade in, here's an idea I'm toying with: every 1000 or
so bangs that until sends out, check the CPU clock. Each time more
than a second elapses, go check the input buffer from the GUI, and
execute it (so that mouse clicks would appear within the context of
the until loop!) This would
On 12/20/07, Andy Farnell [EMAIL PROTECTED] wrote:
On Thu, 20 Dec 2007 10:43:57 -0600
Charles Henry [EMAIL PROTECTED] wrote:
I think a useful feature that would perhaps be able to handle this
type of problem is a 'halt'/'continue' routine for message processing.
Say, for example, it could
Miller Puckette wrote:
... and to wade in, here's an idea I'm toying with: every 1000 or
so bangs that until sends out, check the CPU clock. Each time more
than a second elapses, go check the input buffer from the GUI, and
execute it (so that mouse clicks would appear within the context of
On Dec 20, 2007 10:41 AM, Russell Bryant [EMAIL PROTECTED] wrote:
So, after going through my own mental exercise to analyze the situation, I
now
don't think any changes should be made at all.
I agree with this. This is just one of the few (or more) things you need to
know about when dealing
On Wed, 19 Dec 2007 23:49:15 -0500
Chris McCormick [EMAIL PROTECTED] wrote:
They are risk averse and will
shoot your ideas down with economic figures from years old games (gosh,
Risk aversity in games is an interesting topic in it's own right.
I read somewhere that 86(96??) percent of games
On Wed, 19 Dec 2007 23:49:15 -0500
Chris McCormick [EMAIL PROTECTED] wrote:
Unless you run Pd as a separate process and send it network commands,
you're going to have to have to modify Pd at least a little bit to get
it integrated with your game engine.
Popular glue code within game dev is
On 12/20/07, Mike McGonagle [EMAIL PROTECTED] wrote:
On Dec 20, 2007 10:41 AM, Russell Bryant [EMAIL PROTECTED] wrote:
So, after going through my own mental exercise to analyze the situation, I
now
don't think any changes should be made at all.
I agree with this. This is just one of
I don't think it's so bad to have a means of dropping the stack and
unsetting clocks. As a debugging technique, it could allow you to
stop everything and probe some of your variables--not just an escape
from infinite loops but a more general tool.
The performance and generality of until is
On Dec 20, 2007 1:32 PM, Charles Henry [EMAIL PROTECTED] wrote:
On 12/20/07, Mike McGonagle [EMAIL PROTECTED] wrote:
I agree with this. This is just one of the few (or more) things you need
to
know about when dealing with PD. It even says it on the help page for
[until]...
I don't
Charles Henry wrote:
The only problem I see with it is a contrast with other programming
development environments. If you create a problem in your code, you
shouldn't be able to crash the development environment. You halt the
process, make changes, and re-compile.
And Pd patching is
tania habib skrev:
I am sending the pd patch that I am using, Please let me know if there
is some bug in the patch!
Hi I tried your patch its not really a stable solution.
Use [writesf~ 8] for recording then you get one 8ch-file-.wav.
Audacity can open multichannel files. From there export
David Schaffer skrev:
Can anyone explain me what a stack overflow error is (at least what
it means in Pd) and what I can do about it?! Thank you
hi guys
stand still until
attached until-haiku.pd
mvh/Stef
#N canvas 675 -4 417 447 10;
#X obj 173 177 f;
#X obj 202 177 + 1;
#X
On Thu, 20 Dec 2007, Russell Bryant wrote:
Well, now that i think of it, I think this change is a bit unreasonable. So, I
take it back. :) It introduces a small performance hit
No, this one is most likely a *big* performance hit.
even if you screw up, it _will_ stop eventually, after some
On Thu, 2007-12-20 at 13:12 -0600, Mike McGonagle wrote:
On Dec 20, 2007 10:41 AM, Russell Bryant [EMAIL PROTECTED]
wrote:
So, after going through my own mental exercise to analyze the
situation, I now
don't think any changes should be made at all.
Hallo,
Andy Farnell hat gesagt: // Andy Farnell wrote:
Popular glue code within game dev is lua, so Pdlua from Claude and
the peeps at Goto10 seems a very useful bridge.
Btw.: Graham Wakefield and I made Vessel/lua~ [1] run on Pd: There are
still some small bugs to sort out and one feature to
On Thu, 20 Dec 2007, Charles Henry wrote:
The only problem I see with it is a contrast with other programming
development environments. If you create a problem in your code, you
shouldn't be able to crash the development environment. You halt the
process, make changes, and re-compile. And
On Wed, 19 Dec 2007, Chris McCormick wrote:
The other somewhat dirty solution I thought of but I don't think I
posted here yet is to make [until] artificially use stack space up so
that it does eventually explode when stack is all used, in the same way
as other Pd infinite loops. That's kind
On Thu, 2007-12-20 at 16:14 -0500, Mathieu Bouchard wrote:
This is still way too much, but it's too complicated to get pd to support
interrupting its own calculations unless all externals are compiled with
C++ exception support, and even then, it's tricky because you can't
directly add
On Thu, 20 Dec 2007, Miller Puckette wrote:
... and to wade in, here's an idea I'm toying with: every 1000 or so
bangs that until sends out, check the CPU clock. Each time more than a
second elapses, go check the input buffer from the GUI,
No, it's better to make it wait for the user to
On Thu, 20 Dec 2007 22:32:06 +0100
Frank Barknecht [EMAIL PROTECTED] wrote:
Hallo,
Andy Farnell hat gesagt: // Andy Farnell wrote:
Popular glue code within game dev is lua, so Pdlua from Claude and
the peeps at Goto10 seems a very useful bridge.
Btw.: Graham Wakefield and I made
On Thu, 20 Dec 2007, Russell Bryant wrote:
Are there any other objects that run a loop like this that could potentially
block GUI processing for a long period of time?
very long [list] operations for example, as well as some
externals like [repeat], [for], [foreach], most of GridFlow with
On Thu, 20 Dec 2007, Jamie Bullock wrote:
How do the ruby (irb) and python interactive interpreters handle this?
Both python's while 1: and ruby's while(1) can be safely interrupted
with ctrl-c with the interpreter still running.
I wrote about that in another mail today. It's gonna be hard to
On Mon, 17 Dec 2007, marius schebella wrote:
for now, I am ok with a precision of 1cm.
You won't get it with just floats. You will have to use pairs of floats to
get to this level.
but what is highest positive integer number I can represent with the current
pd float precision? 16bit?
Mathieu Bouchard wrote:
but what is highest positive integer number I can represent with the
current pd float precision? 16bit? 32.767?
the highest positive integer is 340282346638528859811704183484516925440
but you really want to know which is the highest positive integer for
which it
I have a hard time remembering that as well. It would be great to
have an improved help patch. If you submit one to the patch tracker,
I'll commit it to the pddp collection.
Here's the PDDP help template and an example help patch:
On Thu, 2007-12-20 at 14:44 +0100, [EMAIL PROTECTED] wrote:
Hello,
I'm trying to install the wiimote external from
http://mikewoz.com/index.php?page=pd-stuff
but i don't understand how to install it. In what folder do i have to put it?
What to do then? May i get some help? Thanks a lot.
On Mon, 17 Dec 2007, Derek Holzer wrote:
I teach my students that the reason you can't send audio to message
(i.e. non-audio) objects is that message objects run slower.
The only ways that they run slower, is that: messages are only applied to
audio between block boundaries; and doing audio
On Mon, 17 Dec 2007, Derek Holzer wrote:
Still, it is an inherent part of PD that you keep messages and audio
separate. Thus the different graphical look of the patch cables, and the
fact that it will not let you connect an audio cable to a non-audio
object. There must be some reason for
On Mon, 17 Dec 2007, IOhannes m zmoelnig wrote:
so all in all, messages are way more powerful than signals.
Especially as one could reimplement signals using messages as their
base. Oops, this is already how signals are implemented! They have this
method for the dsp selector. Granted that
On Tue, 18 Dec 2007, Mike McGonagle wrote:
[query srv_id insert into mytable (id, name, token) values (?f,'?s','?s')]
In this example, the first placeholder would expect a Float, with the next
two expecting a Symbol (just think of this as a variation on the printf
string substitutions).
It
On Thu, Dec 20, 2007 at 05:39:14PM +, Andy Farnell wrote:
but it would still run into those problems of finding an arbitrary
condition to trigger the 'halt'
H, there's beard stroker. :)
http://en.wikipedia.org/wiki/Halting_problem
Alan Turing proved in 1936 that a general
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