Re: [PD] Consistency Problem - OS X[intel] - when modifying Abstractions

2009-02-10 Thread Luigi
That means:

the only workaround is to use pd-vanilla for now ??

This leads to anoher question: What is the best way then to use pd- 
vanilla but with the externals and documentation from pd-extended ???

was that discussed before ??

Grüße

Luigi


Am 10.02.2009 um 03:34 schrieb Hans-Christoph Steiner:


 With Pd-0.42-4 vanilla on Mac OS X 10.5.6/Intel, I can't reproduce
 this.  With Pd-0.41-4 vanilla, I can.  I get one:

 error: .x34e4d0: no such object

 .hc

 On Feb 9, 2009, at 12:19 AM, Jonathan Wilkes wrote:

 I'm not sure if this is related since I'm running winxp, but I was
 getting about seventeen of the following errors when closing test.pd
 on pd-vanilla 0.42-4:
 error: .xa22a90: no such object

 if I would:
 1) open test.pd
 2) right-click and open one of the instances of the ds-tgl
 3) click the ds in editmode and delete it
 4) save and quickly close the abstraction window (takes about 10
 seconds)
 5) close test.pd without saving (which takes about 5 seconds)

 But as you might imagine, putting the ds in its own gop window
 solved all these problems.

 -Jonathan

 --- On Mon, 2/9/09, Hans-Christoph Steiner h...@eds.org wrote:

 From: Hans-Christoph Steiner h...@eds.org
 Subject: Re: [PD] Consistency Problem - OS X[intel] - when
 modifying Abstractions
 To: Luigi luigi.rensingh...@freenet.de
 Cc: puredata mailing list pd-list@iem.at
 Date: Monday, February 9, 2009, 4:46 AM
 So the consistency check failed:
 canvas_create_editor also happens
 on Pd-vanilla 0.41-4 but seems to be fixed in 0.42-4.  I
 checked this
 by copying the contents of extra into a
 Pd-0.42-4.app and running
 your app.  If we can track down the fix, I'll backport
 it if it is not
 too complicated.

 error: .x6cfc80: no such object seems to be
 specific to Pd-extended,
 I think this is related to a bug I've been trying to
 track down.
 Basically the canvas seems to disappear on the 'pd'
 side, while the pd-
 gui side it is still there...

 .hc

 On Feb 7, 2009, at 11:44 AM, Luigi wrote:

 Hi Hans Christian...

 All on OSX(INTEL) 10.5.6

 So lets see if you can reproduce this bug: i have Pd
 version 0.40.3-
 extended
 dont know which exact version from the
 builds actually

 so here we go:

 1) Unzip the Archive

 2) open drummer_main

 3) with right-click go inside of
 drum_module

 4) with right-click go inside
 gg_midi_note

 5) do any modification

 6) Type CTRL-S for save or choose
 Save from the menu



 Hope that helps

 would be great to find that bugger

 Best Luigi





 example_consistency.zip



 Am 07.02.2009 um 02:15 schrieb Hans-Christoph Steiner:


 Did you ever find an answer to this?  Or is there
 an example
 patch?  I have seen some strange behavior that I
 am trying to track
 down.

 .hc

 On Jan 5, 2009, at 5:06 AM, Luigi Rensinghoff
 wrote:

 Hi List,

 I notice a bug, thats coming back on OS X
 PD-extended. The occurs
 when
 i change an Abstraction, but not the original,
 but an active
 instance of a patch.

 Fpr example i have many instances of the same
 abstraction
 encapsulated
 in other abstractions.

 While patching i decide to change something -
 for example add an
 outlet - i open the instance change it and try
 to save it.

 PD seems to update all occurring abstractions
 and meanwhile the
 parent-window seems to disappear
 and it is not possible to save
 the
 patch anymore...

 I have to force quit PD after that. Strangely
 enough the change is
 saved in the abstraction. but of course it
 is totally annoying
 for
 the workflow.


 I think i had this issue before and it
 disappeared in a more recent
 release of PD-Extended for OS-X Intel

 I am sorry i cannot post an example patch
 right now, maybe
 tonight...

 For now i would like to ask if anybody is
 having the same
 problemand how to fix it, or maybe knows
 under which subject
 it
 might have been saved in the archive..


 All the Best and a Happy New Year


 Luigi


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 ds-tgl.pdtest.pd



 

 Looking at things from a more basic level, you can come up with a more
 

Re: [PD] here I go again..dynamic abstractions

2009-02-10 Thread Frank Barknecht
Hallo,
Matt Barber hat gesagt: // Matt Barber wrote:

 I only see two options:  

I see a third option: $0 is not only different from the $-variables in
message boxes, but it's also different from the $-variables used as
object arguments.[1] So another way out would be to replace only $0
with something like #0. Of course beginners then still would like to
use #0 in a message box.

[1] Actually the $-variables 1,2,3,... in message boxes and those in
object boxes aren't that different, because the contents of object
boxes also are messages to Pd's objectmaker and they are used
explicitely as messages when doing dynamic patching.

Ciao
-- 
 Frank BarknechtDo You RjDj.me?  _ __footils.org__

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Re: [PD] resizing samples, noob question

2009-02-10 Thread Frank Barknecht
Hallo,
Andrew Faraday hat gesagt: // Andrew Faraday wrote:

 Hey guysI'm trying to create a patch  that play samples 'at speed'
 but which is then variable. I need an equation to turn the number of
 samples in a table into the length of the sound file in seconds.
 Using this I should be able to divide one by the number of seconds
 and use that figure to set the speed of a phasor~ object for correct
 speed playback, is that right? what's the equation?

You need to know the samplerate of your soundfile first - which may be
different from Pd's samplerate as reported by [samplerate~] !

Lets assume your file's samplerate is the CD-standard 44.1 kHz or 44100 Hz.
That means that 44100 samples are necessary to make up one second
(because 1 Hz = 1/s) and the duration of one sample is 1/44100
seconds.

So if you have a table of size X, then it has a duration of X *
1/44100 seconds or more general: 

 duration in seconds = number of samples / SR in Hz

If you use a phasor~ you need to get a frequency which is the inverse
of the duration: 

 freq(Hz) = 1/dur(s)= SR(Hz)/samples

At this frequency the soundfile would play at its natural speed.[1] 

If you work with something like [vline~] to play your samples, you
have to take additional care of the fact, that these objects deal with
milliseconds, not seconds.

A duration expressed in milliseconds is 1000 times the number
describing the duration in seconds:

 1 second = 1000 milliseconds
 1.501 seconds = 1501 milliseconds

The duration of a table in milliseconds is thus: 

 dur(ms)= 1000 * duration in seconds 
= 1000 * (number of samples) / SR in Hz
= (number of samples) / SR(Hz)/1000
= (number of samples) / SR in kHz

The last transform uses the useful fact, that a frequency expressed in
Hz is 1000 times the frequency expressed in kHz: 

 44100 Hz = 44.1 kHz

Hint: If you work a lot with milliseconds it's often useful to think of
frequencies in kHz. 

It's important to learn these relations for working with delays as
well. You may want to make some abstractions out of it.

[1] To transpose it, you can use the Momentary Transposition Formulas
for Wavetables from:
http://crca.ucsd.edu/~msp/techniques/latest/book-html/node28.html#sect2.momentaryformula

Ciao
-- 
 Frank BarknechtDo You RjDj.me?  _ __footils.org__

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Re: [PD] here I go again..dynamic abstractions

2009-02-10 Thread zmoelnig
Quoting Frank Barknecht f...@footils.org:

 Hallo,
 Matt Barber hat gesagt: // Matt Barber wrote:

 I only see two options:

 I see a third option: $0 is not only different from the $-variables in
 message boxes, but it's also different from the $-variables used as
 object arguments.[1] So another way out would be to replace only $0
 with something like #0. Of course beginners then still would like to
 use #0 in a message box.

i always thought that $0 was a misnomer, as it has nothing to do with  
what $1,... means.
the logical thing would be $0=abstractionname/msesageselector and have  
something else be the unique abstraction id.
but who would be willing to change that?


fgam
IOhannes


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Re: [PD] Crasher bug found...

2009-02-10 Thread Luke Iannini
On Mon, Feb 2, 2009 at 7:44 PM, Miller Puckette
mpuck...@imusic1.ucsd.edu wrote:
 Thanks -- that was just what I needed to find it... here's a patch that
 should fix it.  I'll be puttint up a new bugfix release after I manage to
 clean up another couple of problems.
Hi Miller, a little late, but just wanted to say a big thanks for
finding this and fixing it!  I'm very happy to be able to continue
work on my sequencers crash-free : )
Best
Luke


 Miller

 diff --git a/src/g_template.c b/src/g_template.c
 index 34541c0..f216b10 100644
 --- a/src/g_template.c
 +++ b/src/g_template.c
 @@ -106,7 +106,7 @@ t_template *template_new(t_symbol *templatesym, int argc, 
 t_
 bad:
 argc -= 2; argv += 2;
 }
 -if (templatesym-s_name)
 +if (*templatesym-s_name)
 {
 x-t_sym = templatesym;
 pd_bind(x-t_pdobj, x-t_sym);


 On Sun, Feb 01, 2009 at 12:43:48AM -0800, Luke Iannini wrote:
 Well, I'll let you all confirm that before I truly say so : ).

 But, by sheer luck, I'm hoping I've found the memory-corruption bug
 causing my pd abstractions to be so unstable (as I've lamented quite a
 few times).

 Hopefully this is narrowed down enough to be useful Miller! (I'm happy
 to pare it down further if there are too many extraneous objects)

 Basically, open ds-slider-o-help.pd (which contains 10 copies of the
 GOP ds-slider-o.pd abstraction) and click the [CLICK TO CRASH( message
 which is connected to a [send] object with no destination.

 Assigning a destination prevents the crash.

 [...]


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[PD] String Port

2009-02-10 Thread Frank Barknecht
Hi,

look at this: http://www.keithmcmillen.com/stringport/index.html It's
Miller's pd~conv Montreal paper in hardware. Congratulation! 

Actually I found this URL in a comment of bonk~.c when trying to make
it use canvas_open()

Ciao
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[PD] japanese encoded chars in PD

2009-02-10 Thread august


hey'aw.

Can anyone give me hand on handling Japanese character encodings in PD.

I feel like I've read every document on character encodings and still
don't understand the messeven for my own pragrams that work with
text.

Is there a way to handle UTF-8  in PD?


thanks -august.

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Re: [PD] here I go again..dynamic abstractions

2009-02-10 Thread Phil Stone
Frank Barknecht wrote:
 I see a third option: $0 is not only different from the $-variables in
 message boxes, but it's also different from the $-variables used as
 object arguments.[1] So another way out would be to replace only $0
 with something like #0.

Yes.   This, at least, would end the irrelevant dollar sign variables 
in message boxes are different than abstraction initializers argument 
every time someone asks why $0 can't be used in a message box.  :-)  
Also, it would be much less confusing in general, because $0 never means 
the same thing as $1...$n, inside *or* outside of message boxes.

  Of course beginners then still would like to
 use #0 in a message box.
   

I'm not a beginner (though far from an expert), and I still want to use 
the unique identifier in message boxes.  What, exactly, is wrong with 
that use case?  Frank, I think you make quite a bit of use of $0 in 
messages in [memento], for example.  If it's wrong, why does the idiom;

[f $0]-[message $1(


get suggested as a solution so often?  In my opinion, that's just a 
kludge, avoiding the original problem.


Looking back on the thread, I see this from Iohannes:
 $-args in message-boxes are a way to modify messages.
 since messages don't have a patch-context, neither have (their  
 patchable instances) message-boxes.

But the message-boxes *do* have a patch context; they live in an 
abstraction that has a unique identifier, which is sometimes useful to 
blend into a message.


I'm sorry for being stubborn about this, but I still don't see Georg's 
basic question answered, just a lot of dancing around it.  :-)


Phil


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Re: [PD] here I go again..dynamic abstractions

2009-02-10 Thread Mathieu Bouchard

On Sat, 7 Feb 2009, Claude Heiland-Allen wrote:

I don't know why, but it makes parsing Pd patches 1000x less 
straightforward than required (you need a two-phase parser that has a 
special exception to detect message boxes and not expand dollars, 
allowing the message box objects to parse them itself later, while 
expanding dollars for everything else).


The way it works in Pd, Is that the parsing only cuts a patch into lists 
of atoms, and then the evaluation of $ is a separate phase. There are two 
levels of evaluation of $ in patches: one is because the patch is saved as 
a sequence of messages that do dynamic patching of all of the patch. 
Therefore, an objectbox containing $0 has to be saved as \$0, which gets 
converted to $0 on the first evaluation, and the $0 turns into a float on 
the second evaluation.


I don't think that this way of doing things is really bad, except perhaps 
that it allows one to make patches that do weird things that don't get 
saved back the same way (e.g. what if you edit a .pd file to put 
non-backslashed dollars in it?)


That #X obj has this extra evaluation level compared to #X msg and others, 
is not necessarily bad nor uncommon. The LISP languages generally have 
that: there are a number of so-called special-forms in which arguments are 
not evaluated, and some others in which only some arguments are evaluated. 
This is how 'foo is a shortcut for (quote foo) in which the argument of 
quote is not evaluated. In theory, you only really need that one 
special-form in such a language, but the inventors of this figured out 
that it was annoying to have to have only one special-form because it 
needs too many apostrophes all over the place. In the end, though, 
inventors of various LISP dialects could not agree on how many 
special-forms there should be. (Macros allow the user to define its own 
things that look like special-forms, but because of their evaluation 
order, it also allows bypassing any non-evaluation too)


In Tcl, which is a distant cousin of LISP, things are different. Instead, 
there is an extra level of syntax because all lists are assumed to be 
quoted, a first parsing handles only { } \{ \} and a second parsing 
handles $ \$ [ ] \[ \] ... not counting the [expr] calls, which are a 
third level of parsing and happens quite often because it's explicit in 
[if] [while] etc. The avoidance of having some kind of evaluation at the 
first level of parsing makes it necessary to have the second level. My 
point is that it's a tradeoff in the design of languages. If you remove 
complexity in one way, it reappears in another way if the complexity is 
necessary.


So, what could have Pd done differently? Perhaps two things:

1. Avoid the substitution in the first evaluation, so that most 
backslashes aren't needed in the file format.


2. Use a different character for substitution in messageboxes, so that 
message arguments are substituted using # or whatever (that's a second 
level of parsing because # is not recognised at the first parsing level; 
or would it??). But this makes people want to use $ to access 
abstraction-args directly in it, and if that feature is considered as a 
good thing, then you still need to either skip substitution in #X msg by 
opposition to #X obj, or add another level of backslashes in msg.


(But that's all very hypothetical and nothing of that will change in pd)

I ran into this problem implementing PotatoData (basically a proof of 
concept, it's a Pd patch interpreter written in Lua with minimal amounts 
of C for DSP, can run some trivial audio patches) a couple of months 
ago, and just ducked it completely - message boxes in my implementation 
don't support dollars at all (nor commas or semicolons for sequencing 
and redirection, but that's a separate issue). I wish message boxes had 
used a different special character, it would have made life much much 
easier.


I don't think it's a big deal. There are much more difficult things than 
that, that you have to do to make a good interpreter and/or compiler. It's 
just a bit confusing and somewhat easy to get wrong if you don't put all 
of your attention in it, but if pd were different, this set of problems 
would be replaced by another set of problems.



It's a mess.  There are two similar concepts at work:
1. replacing dollars with arguments at patch execution time
2. replacing dollars with arguments at message passing time


There are three of them.
  0. replacing dollars when loading patch (not normally used)
  1. replacing dollars when loading #X obj
  2. replacing dollars when message is sent to a #X msg box


The confusion arises partly because when Pd loads a patch, it's really
internally passing messages around.


That's why level 0 is there. It's never used by normal patches, yet it 
makes it necessary to add extra backslashes everywhere.


Perhaps all this Pd parsing process is more difficult because it is not so 
well documented (or the documentation has been forgotten 

Re: [PD] here I go again..dynamic abstractions

2009-02-10 Thread Mathieu Bouchard

On Sat, 7 Feb 2009, Frank Barknecht wrote:


Messages don't have anything comparable to the canvas' $0.
A possible alternative use for $0 in messages would be the selector
(list, symbol, ...) as that is the thing before $1, but
implementing that could be even more confusing to beginners.


Why would that be confusing to beginners?

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Re: [PD] here I go again..dynamic abstractions

2009-02-10 Thread Mathieu Bouchard

On Mon, 9 Feb 2009, zmoel...@iem.at wrote:

i think it is simple, if the users understand the philosophical idea 
behind $args in message-boxes vs objects. hence my long explanations. 
once you understand what you are doing, it becomes quite simple to make 
Pd what you want (and why it does make sense the way it is done)


Even after understanding that contents of objectboxes are just messages, 
it doesn't necessarily make much more sense, as you could have had 
completely different messageboxes in pd while still considering contents 
of objectboxes to be just messages. But it does make a lot more sense if 
we don't think about how else it could have been and instead just accept 
it as it is... (which may include working around it and not using 
messageboxes anymore).


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Re: [PD] here I go again..dynamic abstractions

2009-02-10 Thread Frank Barknecht
Hallo,
Mathieu Bouchard hat gesagt: // Mathieu Bouchard wrote:

 On Sat, 7 Feb 2009, Frank Barknecht wrote:
 
 Messages don't have anything comparable to the canvas' $0.
 A possible alternative use for $0 in messages would be the selector
 (list, symbol, ...) as that is the thing before $1, but
 implementing that could be even more confusing to beginners.
 
 Why would that be confusing to beginners?

Because it's not the $0 from object boxes.

Ciao
-- 
Frank

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Re: [PD] div vs. / i

2009-02-10 Thread Mathieu Bouchard

On Sun, 8 Feb 2009, Jonathan Wilkes wrote:

Thanks a lot for the explanation.  Would it be possible to add a help 
patch to pd, something like the one attached?  div, mod, and % currently 
default to otherbinops-help.pd but aren't included in that patch.


It would be better if you used [*] and [+] to show that:


(x div y)*y + (x mod y) = x
int(x / y)*y + (x % y) = x


so that this [*] [+] combination is seen as undoing [div] and [mod], and 
that [div] and [mod] are seen as splitting an integer into two parts in a 
reversible way. (same for undoing [/] and [%]).


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Re: [PD] here I go again..dynamic abstractions

2009-02-10 Thread Mathieu Bouchard

On Tue, 10 Feb 2009, Frank Barknecht wrote:

Mathieu Bouchard hat gesagt: // Mathieu Bouchard wrote:

On Sat, 7 Feb 2009, Frank Barknecht wrote:

Messages don't have anything comparable to the canvas' $0.
A possible alternative use for $0 in messages would be the selector
(list, symbol, ...) as that is the thing before $1, but
implementing that could be even more confusing to beginners.

Why would that be confusing to beginners?

Because it's not the $0 from object boxes.


Ok. That was my impression too. As Johannes was saying, $0 in objectboxes 
could have been referring to the name of the abstraction (as it was 
located in the first place). That would have made it much more sensible to 
have that $0 in messageboxes.


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Re: [PD] here I go again..dynamic abstractions

2009-02-10 Thread Jack
There is already [route] to get the selectors bang, symbol, list,  
float and only 'other'. But it would be nice to have something like  
this :

[33 hello -4.5 world(
|
[$0(
|
[print]

and get print: list
not 0 as now

or

[open mytext.txt 45(
|
[$0(
|
[print]

and get print: open
not 0 as now
(and nor 'other' as does [route])

So the first element is $0, the second is $1, etc.
I think it is not so difficult to understand for a beginner because  
it's logical.
We must explain that [33 hello 4.5 world( is a list without the word  
list in the message because the message begin by a number and has  
several elements : it is the same [list 33 hello 4.5 world(. Idem for  
float.
What do you think ?
++

Jack


Le 10 févr. 09 à 17:45, Mathieu Bouchard a écrit :

 On Sat, 7 Feb 2009, Frank Barknecht wrote:

 Messages don't have anything comparable to the canvas' $0.
 A possible alternative use for $0 in messages would be the selector
 (list, symbol, ...) as that is the thing before $1, but
 implementing that could be even more confusing to beginners.

 Why would that be confusing to beginners?

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Re: [PD] here I go again..dynamic abstractions

2009-02-10 Thread Chris McCormick
On Tue, Feb 10, 2009 at 11:57:06AM -0500, Mathieu Bouchard wrote:
 But it does
 make a lot more sense if we don't think about how else it could have
 been and instead just accept it as it is...

the winter sunshine,
cold hands connecting boxes;
Pd crashed again.

[bang(/[until],

Chris.

---
http://mccormick.cx

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Re: [PD] here I go again..dynamic abstractions

2009-02-10 Thread Phil Stone
Frank Barknecht wrote:
 Hallo,
 Mathieu Bouchard hat gesagt: // Mathieu Bouchard wrote:

   
 On Sat, 7 Feb 2009, Frank Barknecht wrote:

 
 Messages don't have anything comparable to the canvas' $0.
   

I missed this the first time it went by, and I think it's central to 
(my) confusion about this...

Messages don't have anything comparable to the canvas' $0, but *message 
boxes do*!  Why, therefore, is $0 not valid in a message box (as a way 
of embedding the canvas-identifier into a message), and further, why are 
people going so far as to suggest new, orthogonal meanings for $0 in a 
message box?  Please, don't do this; it would only make the situation 
much more confusing!

Arrgh!


Phil


 A possible alternative use for $0 in messages would be the selector
 (list, symbol, ...) as that is the thing before $1, but
 implementing that could be even more confusing to beginners.
   
 Why would that be confusing to beginners?
 

 Because it's not the $0 from object boxes.

 Ciao
   


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Re: [PD] here I go again..dynamic abstractions

2009-02-10 Thread Matt Barber
 From: Frank Barknecht f...@footils.org

 [1] Actually the $-variables 1,2,3,... in message boxes and those in
 object boxes aren't that different, because the contents of object
 boxes also are messages to Pd's objectmaker and they are used
 explicitely as messages when doing dynamic patching.



Yes, this is the case -- and probably one of the more elegant parts of
Pd -- but I still think this has less to do with Pd as an expressive
language and more to do with how it's implemented.

Even so, I think that a message box is not a message, any more than a
message to objectmaker is an object;  either way the $ values mean
something different in each context -- in the messages to objectmaker
they ultimately function more like environment variables or script
arguments, where in message boxes they're a little more like
substitution placeholders in something like a macro or a sed command.
I think the current $0 meaning is consistent with this interpretation.

I think my argument might be somewhat different if dynamic patching
were fully supported with an official API - a huge step would be the
ability to destroy individual objects with messages (can you?)...


Matt

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Re: [PD] here I go again..dynamic abstractions

2009-02-10 Thread Mathieu Bouchard

On Wed, 11 Feb 2009, Chris McCormick wrote:


the winter sunshine,
cold hands connecting boxes;
Pd crashed again.
[bang(/[until],


#N canvas 599 200 450 300 10;
#X obj 30 49 t a;
#X obj 0 0 loadbang;
#X obj 0 19 t a a;
#X connect 0 0 2 0;
#X connect 1 0 2 0;
#X connect 2 0 0 0;
#X connect 2 1 0 0;

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[PD] exporting gem structures to cad

2009-02-10 Thread punchik punchik
Hello, i was  experimenting with gem combining diferent generatives techniques 
to create 3d iterative complex shapes. I would like to use these structures for 
architecture and I was wondering if its possible to export the generated 
structures to other 3d modelling software or maybe to autocad, so the 
structures generated can be built in the real world.
Do anybody have tried something like this?


In processing theres a library that allows to export 3d opengl shapes into dxf 
format that can be loaded in autocad, how difficult can it making something 
like this in pd?  http://www.processing.org/reference/libraries/dxf/index.html;

I was thinking that it would be possible to iterate over all the repeated geos 
in each shape and with gem_listinfo extract the information matrix 
corresponding to each geo, and then store into a text file , then use that info 
to rebuild the shapes in other program like autocad.

Do anybody have tried something like this?

any idea would be aprreciated

thanks


pun. 


  

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Re: [PD] japanese encoded chars in PD

2009-02-10 Thread IOhannes m zmölnig
august wrote:
 
 hey'aw.
 
 Can anyone give me hand on handling Japanese character encodings in PD.
 
 I feel like I've read every document on character encodings and still
 don't understand the messeven for my own pragrams that work with
 text.
 
 Is there a way to handle UTF-8  in PD?

hmm, depends on what you mean by handling characters.

at least in Gem, you should be able to display unicode characters, by
using the [string( message (in combination with [text3d]).
the arguments are numbers which enumerate the glyphs in your font (and
with unicode fonts this should map to unicode characters:)
report a bug if it does not.

however, you might be talking of something totally different...


fgamdsr
IOhannes

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Re: [PD] Crasher bug found...

2009-02-10 Thread IOhannes m zmölnig
Mathieu Bouchard wrote:
 
 if (!s-s_name) s = gensym(file.%d);
 vs
 if (!*s-s_name) s = gensym(file.%d);
 
 Because Pd uses s_ as default value for a symbol arg, not a null
 pointer, so s-s_name is never considered false... same bug, really.

btw, this has been fixed in some bugfix release of 0.42

gmadsr
IOhannes

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Re: [PD] here I go again..dynamic abstractions

2009-02-10 Thread IOhannes m zmölnig
Jack wrote:
 What do you think ?
s
this is basically what frank has been suggesting and what matju and me
have kind-of supported.
it would have been good if it was like that in the first place.

the rest frank, matju and me have written about it is, that it would be
a bad idea to add this to Pd as it is now.
it would make $0 be even more complicated to understand.

mfgads.r
IOhanne

PS: apologies to frank and matju if they do not agree and i made them
look like

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Re: [PD] exporting gem structures to cad

2009-02-10 Thread Claude Heiland-Allen
punchik punchik wrote:
 Hello, i was  experimenting with gem combining diferent generatives 
 techniques to create 3d iterative complex shapes. I would like to use these 
 structures for architecture and I was wondering if its possible to export the 
 generated structures to other 3d modelling software or maybe to autocad, so 
 the structures generated can be built in the real world.
 Do anybody have tried something like this?
 
 
 In processing theres a library that allows to export 3d opengl shapes into 
 dxf format that can be loaded in autocad, how difficult can it making 
 something like this in pd?  
 http://www.processing.org/reference/libraries/dxf/index.html;
 
 I was thinking that it would be possible to iterate over all the repeated 
 geos in each shape and with gem_listinfo extract the information matrix 
 corresponding to each geo, and then store into a text file , then use that 
 info to rebuild the shapes in other program like autocad.
 
 Do anybody have tried something like this?

I did something similar once, but for a special case of 2D with only a 
small number of [square]s (up to 8 or so).  But the principle I used (or 
that I would use now, if I were doing it again) is basically: wrap each 
kind of geo in an abstraction, like [cad_square] instead of using 
[square], that uses the Gemlist info to work out where it is in space, 
then send a message with that info (plus what kind of geo it is) to a 
receiver (which might write it to a textfile or do something else with 
it).  Optionally have a pre-render bang and a post-render bang for any 
headers/footers that the file format needs, and remember that you might 
need to get colours / materials too (I guess the GEMglVoodoo will do the 
trick there).

In my case I used pdlua to directly write a graphgrow-engine input file, 
while using Pd+Gem to generate realtime previews using texture feedback.

A blog post about that:
http://claudiusmaximus.goto10.org/cm/2008-03-23_graphgrow_realtime_preview.html

Some possibly-no-longer-working code:
svn export https://code.goto10.org/svn/maximus/2008/gg/ gg

 any idea would be aprreciated

I think you're on the right track, but I don't know if there's an 
existing exporter.


Claude
-- 
http://claudiusmaximus.goto10.org

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[PD] one gui for diferent subpatches

2009-02-10 Thread punchik punchik
Hi , i would like to use one gui to control diferent gem subpatches, one per 
time, for example i have 5 gem subpatches each one with a different gemhead but 
4 of them are turned off, each one of these subpatches has a set of recievers 
from the gui, so with the gui i just control the values of the subpatch that is 
turned on, but the 5 of them are recieving the messages from the gui, Is this a 
good practice in terms of computacional consumption? 
Or if there is a difference if i separate the receivers from each subpatch and 
just have one set of receivers for all the 5 subpatches and just route the 
messages from the gui . Which is the best way of doing something like this?

i ask this because this 4 subpatches turned off are still consuming cpu(they 
are very big), 4% por each turned off subpatch,  this isnt too much now, but im 
planning to add a lot of more subpatches , so this subpatches that doesnt do 
anything are gonna eat my cpu.  Which is the best way of doing this? maybe i 
should use dynamic patching? do you think is  a good option for what im trying 
to do?

any advice would be appreciated


thanks

pun.


  

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[PD] MIDI on OSX

2009-02-10 Thread enrique franco
Hi,

How can I play MIDI sounds from PD in OSX? It is necessary to have another
MIDI software running? Can I just play General MIDI from PD?

Cheers,

-- 
Enrique Franco
Telefono/Phone: +572 5552334 ext 388
Webpage: http://richie.idc.ul.ie/~enrique/
http://www.iua.upf.es/~ffranco/pfm.htm
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Re: [PD] exporting gem structures to cad

2009-02-10 Thread cyrille henry

hello,
i did use the same kind of technic to create .obj file, that i open and convert 
in blender.

here is an extern i make to speed things up and exemple how to export to a obj 
file...
(works only with cubes)

cyrille



Claude Heiland-Allen a écrit :

punchik punchik wrote:

Hello, i was  experimenting with gem combining diferent generatives techniques 
to create 3d iterative complex shapes. I would like to use these structures for 
architecture and I was wondering if its possible to export the generated 
structures to other 3d modelling software or maybe to autocad, so the 
structures generated can be built in the real world.
Do anybody have tried something like this?


In processing theres a library that allows to export 3d opengl shapes into dxf format 
that can be loaded in autocad, how difficult can it making something like this in pd?  
http://www.processing.org/reference/libraries/dxf/index.html;

I was thinking that it would be possible to iterate over all the repeated geos 
in each shape and with gem_listinfo extract the information matrix 
corresponding to each geo, and then store into a text file , then use that info 
to rebuild the shapes in other program like autocad.

Do anybody have tried something like this?


I did something similar once, but for a special case of 2D with only a 
small number of [square]s (up to 8 or so).  But the principle I used (or 
that I would use now, if I were doing it again) is basically: wrap each 
kind of geo in an abstraction, like [cad_square] instead of using 
[square], that uses the Gemlist info to work out where it is in space, 
then send a message with that info (plus what kind of geo it is) to a 
receiver (which might write it to a textfile or do something else with 
it).  Optionally have a pre-render bang and a post-render bang for any 
headers/footers that the file format needs, and remember that you might 
need to get colours / materials too (I guess the GEMglVoodoo will do the 
trick there).


In my case I used pdlua to directly write a graphgrow-engine input file, 
while using Pd+Gem to generate realtime previews using texture feedback.


A blog post about that:
http://claudiusmaximus.goto10.org/cm/2008-03-23_graphgrow_realtime_preview.html

Some possibly-no-longer-working code:
svn export https://code.goto10.org/svn/maximus/2008/gg/ gg


any idea would be aprreciated


I think you're on the right track, but I don't know if there's an 
existing exporter.



Claude

//
// GEM - Graphics Environment for Multimedia
//
// zmoel...@iem.kug.ac.at
//
// Implementation file
//
//Copyright (c) 1997-2000 Mark Danks.
//Copyright (c) Günther Geiger.
//Copyright (c) 2001-2002 IOhannes m zmoelnig. forum::für::umläute. IEM
//For information on usage and redistribution, and for a DISCLAIMER OF ALL
//WARRANTIES, see the file, GEM.LICENSE.TERMS in this distribution.
//
/

#include cube2obj.h
#include Base/GemState.h

CPPEXTERN_NEW_WITH_ONE_ARG(cube2obj, t_floatarg, A_DEFFLOAT)

/
//
// cube2obj
//
/
// Constructor
//
/
cube2obj :: cube2obj(t_floatarg size)
  : GemShape(size)
{  
	m_outletObj = outlet_new(this-x_obj, 0);
	m_size = size;
	if (size == 0) size = 1;
m_snap = 0;
}

/
// Destructor
//
/
cube2obj :: ~cube2obj()
{   outlet_free(m_outletObj);
}

/
// render
//
/
void cube2obj :: render(GemState *state)
{
	float mi[16]={0};
	t_atom alist[5];

	if(m_snap==1)
	{
		glGetFloatv(GL_MODELVIEW_MATRIX,mi);

		SETSYMBOL(alist+0, gensym(v));
		SETFLOAT(alist+1,  mi[12] + mi[0] * m_size + mi[4] * m_size + mi[8]  * m_size );
		SETFLOAT(alist+2,  mi[13] + mi[1] * m_size + mi[5] * m_size + mi[9]  * m_size );
		SETFLOAT(alist+3,  mi[14] + mi[2] * m_size + mi[6] * m_size + mi[10] * m_size );
		outlet_list (m_outletObj, s_list, 4, alist); // 1 1 1
		SETFLOAT(alist+1,  mi[12] + mi[0] * m_size + mi[4] * m_size - mi[8]  * m_size );
		SETFLOAT(alist+2,  mi[13] + mi[1] * m_size + mi[5] * m_size - mi[9]  * m_size );
		SETFLOAT(alist+3,  mi[14] + mi[2] * m_size + mi[6] * m_size - mi[10] * m_size );
		outlet_list (m_outletObj, s_list, 4, alist); // 1 1 -1
		SETFLOAT(alist+1,  mi[12] + mi[0] * m_size - mi[4] * m_size - mi[8]  * m_size );
		SETFLOAT(alist+2,  mi[13] + mi[1] * m_size - mi[5] * m_size - mi[9]  * m_size );
		SETFLOAT(alist+3,  mi[14] + mi[2] * m_size - mi[6] * m_size - mi[10] * m_size );
		outlet_list (m_outletObj, s_list, 4, alist); // 1 -1 -1
		SETFLOAT(alist+1,  mi[12] + mi[0] * m_size - mi[4] * m_size + mi[8]  * m_size );
		SETFLOAT(alist+2,  

Re: [PD] MIDI on OSX

2009-02-10 Thread IOhannes m zmölnig
IOhannes m zmölnig wrote:
 - build your own synthesizer which could be controlled by MIDI. if you
 are truely lazy, there's an object called [fluid~] that let's you import
 soundfonts...


to be more precise:
i meant that you can build your own software synthesizer in Pd (you can
also build your own hardware synthesizer, if you like to)

and [fluid~] is an external by frank barknecht, so it doesn't come with
Pd-vanilla (and i don't know whether it comes with Pd-extended; afair it
is flext based and there seem to be still no flexternals in pd-ext) but
i guess somebody has already compiled it for osx)

fgamdsr
IOhannes

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Re: [PD] exporting gem structures to cad

2009-02-10 Thread marius schebella
hi,
there was some talk about exporting gem to obj files on the gem-dev 
list. but afaik nobody got it working. I think the closest was an object 
by cyrille, which probably never made it into the svn...
http://lists.puredata.info/pipermail/gem-dev/2008-02/003303.html
there are also some experimental vertex_array objects, that might 
support this??
marius.

Claude Heiland-Allen wrote:
 punchik punchik wrote:
 Hello, i was  experimenting with gem combining diferent generatives 
 techniques to create 3d iterative complex shapes. I would like to use these 
 structures for architecture and I was wondering if its possible to export 
 the generated structures to other 3d modelling software or maybe to autocad, 
 so the structures generated can be built in the real world.
 Do anybody have tried something like this?


 In processing theres a library that allows to export 3d opengl shapes into 
 dxf format that can be loaded in autocad, how difficult can it making 
 something like this in pd?  
 http://www.processing.org/reference/libraries/dxf/index.html;

 I was thinking that it would be possible to iterate over all the repeated 
 geos in each shape and with gem_listinfo extract the information matrix 
 corresponding to each geo, and then store into a text file , then use that 
 info to rebuild the shapes in other program like autocad.

 Do anybody have tried something like this?
 
 I did something similar once, but for a special case of 2D with only a 
 small number of [square]s (up to 8 or so).  But the principle I used (or 
 that I would use now, if I were doing it again) is basically: wrap each 
 kind of geo in an abstraction, like [cad_square] instead of using 
 [square], that uses the Gemlist info to work out where it is in space, 
 then send a message with that info (plus what kind of geo it is) to a 
 receiver (which might write it to a textfile or do something else with 
 it).  Optionally have a pre-render bang and a post-render bang for any 
 headers/footers that the file format needs, and remember that you might 
 need to get colours / materials too (I guess the GEMglVoodoo will do the 
 trick there).
 
 In my case I used pdlua to directly write a graphgrow-engine input file, 
 while using Pd+Gem to generate realtime previews using texture feedback.
 
 A blog post about that:
 http://claudiusmaximus.goto10.org/cm/2008-03-23_graphgrow_realtime_preview.html
 
 Some possibly-no-longer-working code:
 svn export https://code.goto10.org/svn/maximus/2008/gg/ gg
 
 any idea would be aprreciated
 
 I think you're on the right track, but I don't know if there's an 
 existing exporter.
 
 
 Claude


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Re: [PD] MIDI on OSX

2009-02-10 Thread Max
there is a wrapper application which lets you use the general midi  
instruments in quicktime


http://notahat.com/simplesynth/

it's only 204 KB big. this is the simplest solution afaik.


Am 10.02.2009 um 19:45 schrieb enrique franco:


Hi,

How can I play MIDI sounds from PD in OSX? It is necessary to have  
another MIDI software running? Can I just play General MIDI from PD?


Cheers,

--
Enrique Franco
Telefono/Phone: +572 5552334 ext 388
Webpage: http://richie.idc.ul.ie/~enrique/
http://www.iua.upf.es/~ffranco/pfm.htm
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PGP.sig
Description: Signierter Teil der Nachricht
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Re: [PD] japanese encoded chars in PD

2009-02-10 Thread august
 august wrote:
  
  hey'aw.
  
  Can anyone give me hand on handling Japanese character encodings in PD.
  
  I feel like I've read every document on character encodings and still
  don't understand the messeven for my own pragrams that work with
  text.
  
  Is there a way to handle UTF-8  in PD?
 
 hmm, depends on what you mean by handling characters.
 
 at least in Gem, you should be able to display unicode characters, by
 using the [string( message (in combination with [text3d]).
 the arguments are numbers which enumerate the glyphs in your font (and
 with unicode fonts this should map to unicode characters:)
 report a bug if it does not.
 
 however, you might be talking of something totally different...
 


that is one part I was looking for.  thank you.

are there also objects for handling conversions between character
encodings?   Or, an object to convert between utf8 or UCS-2 and the unicode
char code numbers that GEM takes?


Is there a default character encoding for PD messages? I assume it is
LATIN1 because I have seen umlauts in comments before(I think).   It
doesn't look like I can make comments in UTF8 encoded chars.

I have my char problems solved right now, but now as I discover more
about the difficulties of character encodings and the treachery that
ASCII has causedI am just curious.


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[PD] [PD-announce] Pure Data Basics: a Project-Oriented Workshop with Derek Holzer

2009-02-10 Thread Derek Holzer
Pure Data Basics: a Project-Oriented Workshop with Derek Holzer

Wednesday 11 March - Sunday 15 March 2009
11.00-19.00 daily with one hour lunch break
Final presentation Sunday 15 March, 19.00

Location: eNKa /  ElsenStr. 52 (2.Hof) Berlin, Germany
Telephone: +49 (0)176 20626386

Course Participation fee: 100 euros
Registration is required for this workshop and can only be done via  
email to: e...@gmx.de
Please register early to ensure a place. Places are limited to 12.  
Participants should indicate ahead of time what their background and  
areas of interest are (sound, video, sensors, etc) as well as give a  
short description of any project they might want to develop during the  
workshop.


Pure Data is a powerful, free and open-source software environment for  
producing and manipulating sound, image, data and connections to  
sensors, motors and other physical computing functions, all in real  
time. Because the programming is done visually, many artists find it a  
more intuitive tool than traditional text-oriented programming  
languages. This 5 day workshop will cover the basic grammar and  
vocabulary of the Pure Data language through a mix of lecture and  
demonstration in the mornings and project-based mentoring in the  
afternoons. This workshop is open to those with no previous computer  
programming experience, however basic computer literacy is assumed as  
well as a working familiarity with either digital audio or video. A  
manual-in-progress for Pure Data by Derek Holzer can be found here:

http://flossmanuals.net/puredata

5 DAY CURRICULUM

DAY ONE:
1) Meeting PD: the interface and how to play with it
2) Basic PD: participants learn to make a simple synthesizer, and  
learn basic PD grammar in the process
3) Workshop: discussions of examples and work on student projects

DAY TWO:
1) PD audio: more on oscillators, noise, delays, feedback, filters and  
signal analysis for all your sonic needs
2) Events in PD: participants explore the timing of events with  
sequencers, delays, messages
3) Workshop: discussions of examples and work on student projects

DAY THREE:
1) Working with soundfiles: loading audio for use in samplers,  
granulators and other file-based sound manipulation systems
2) Basic GEM: how to create simple 3D objects, play videos and get  
camera input
3) Workshop: discussions of examples and work on student projects

DAY FOUR:
1) Physical PD: an introduction to physical computing using Pure Data  
alongside a microcontroller-based board such as the Arduino or  
xAVR/HID--or even a hacked USB gamepad--to work with sensors,  
motors, lights, etc.
2) Workshop: discussions of examples and work on student projects

DAY FIVE:
1) Workshop: discussions of examples and work on student projects
2) The Wrap Up: public presentation of student works + closing party.

WHAT PARTICIPANTS SHOULD BRING

Essential:

1) Laptop running Linux, OS X or Windows
2) Pure Data Extended installed from: http://puredata.info/downloads  
(please make sure it is Extended package!)
3) Soundcard
4) Headphones

Recommended/Suggested:

1) MIDI controller/keyboard
2) Microphone/piezoelectric contact microphone
3) USB Joystick/Gamepad
4) Sensors or other input devices (please bring your own sensors if  
you are interested in working with them, as only a few light sensors  
will be provided at the workshop)
5) Small motors or motor-driven objects
6) USB webcam/Firewire camera
7) Arduino boards (Available from Segor in Berlin: www.segor.de)  
and/or the xAVR/HID board (http://www.1010.co.uk/avrhid.html,  
please inquire via the x webpage about preordering!)
8) Your own projects and ideas to realize!

ABOUT THE INSTRUCTOR

BIOGRAPHY
Derek Holzer [USA 1972] is a sound artist with a background in radio,  
webstreaming and environmental recording. His work focuses on  
capturing and transforming small, unnoticed sounds from various  
natural and urban locations, networked collaboration strategies,  
experiments in improvisational sound and the use of free software such  
as Pure-Data. He has released tracks under the Nexsound, Sirr,  
and/OAR, Frozen Elephants Music, Mandorla and Gruenrekorder labels,  
and has co-initiated several internet projects for field recording and  
collaborative soundscapes including Soundtransit.nl. His recent  
projects include the opto-electronic audiovisual performance  
TONEWHEELS, solo performances for analog synthesizer and a manual for  
Pure Data. He was also co-curator of the Tuned City event for sound  
and architecture, which took place in Berlin during July 2008.

http://umatic.nl/info_derek.html
http://www.myspace.com/macumbista



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Re: [PD] japanese encoded chars in PD

2009-02-10 Thread Hans-Christoph Steiner


On Feb 10, 2009, at 3:14 PM, august wrote:


august wrote:


hey'aw.

Can anyone give me hand on handling Japanese character encodings  
in PD.


I feel like I've read every document on character encodings and  
still

don't understand the messeven for my own pragrams that work with
text.

Is there a way to handle UTF-8  in PD?


hmm, depends on what you mean by handling characters.

at least in Gem, you should be able to display unicode characters, by
using the [string( message (in combination with [text3d]).
the arguments are numbers which enumerate the glyphs in your font  
(and

with unicode fonts this should map to unicode characters:)
report a bug if it does not.

however, you might be talking of something totally different...




that is one part I was looking for.  thank you.

are there also objects for handling conversions between character
encodings?   Or, an object to convert between utf8 or UCS-2 and the  
unicode

char code numbers that GEM takes?


Is there a default character encoding for PD messages? I assume it is
LATIN1 because I have seen umlauts in comments before(I think).   It
doesn't look like I can make comments in UTF8 encoded chars.

I have my char problems solved right now, but now as I discover more
about the difficulties of character encodings and the treachery that
ASCII has causedI am just curious.


Its a weird bastard mix currrently of Latin1 and UTF-8.  The Tk GUI  
can handle UTF-8 and uses UTF-8 natively.  The C side is basically  
Latin1 but doesn't really check:




unibarf.pd
Description: Binary data



This is something that I would really like to have working properly in  
Pd-devel.  Tcl/Tk is natively UTF-8, so it seems that we should  
support UTF-8 in Pd.  Anyone feel like trying to fix it?  I don't  
understand encodings so well.


.hc




There is no way to peace, peace is the way.   -A.J. Muste


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Re: [PD] String Port

2009-02-10 Thread Kyle Klipowicz
Beautiful objects!!!

On Tue, Feb 10, 2009 at 7:38 AM, Frank Barknecht f...@footils.org wrote:

 Hi,

 look at this: http://www.keithmcmillen.com/stringport/index.html It's
 Miller's pd~conv Montreal paper in hardware. Congratulation!

 Actually I found this URL in a comment of bonk~.c when trying to make
 it use canvas_open()

 Ciao
 --
  Frank BarknechtDo You RjDj.me?  _ __footils.org__

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