I'm not sure what would make a video either dull or dated, but certainly 
the thought that goes into the making can anchor it, structure it; this 
happens in a lot of conceptual work and may well happen in what you 
describe below...

- Alan


On Fri, 21 May 2010, James Morris wrote:

>
> naive implementation II
>
> i've been posting about it enough. i've been thinking it constantly over
> the past month. free space. boxes of free space. boxes of used space.
> unused space. placement algorithms. window-manager-like. boundary. grid.
> free space grid. 128 x 128.
>
> block placement algorithm. bin-packing like algorithm.
>
> real-time context.
>
> bit manipulation, bit shifting, bit-masks, data types.
>
> speed.
>
> so i make a video for you all to see. i post it also to a non-arts related
> list, but linux related.
>
> and then i decide after writing so much and posting it here, why do i not
> just write it in my website's journal.
>
> so i do.
>
> i write it up and then watch the video trying to assess what people who
> are not me might see.
>
> all this time i always think there's a chance people won't see anything
> interesting here. but after writing the journal entry for my website i
> watch the video again and suddenly i look at it and it's dull and quite
> boring. like something they were doing in the sixties. like a screen saver
> from the nineties.
>
> all the work i put into it evaporates. all the effort i put into it so it
> would make efficient usage of memory while performing fast - meaning i had
> to use bit-twiddling-hacks (a google search term for you if ever you
> needed one).
>
> so why do i let it out into the world knowing it looks so dated? if they
> could have done that in the sixties... put another way, if me being me,
> could i have done it in the sixties? no, there were no such thing as home
> computers.
>
> and so why don't i make all the boxes pretty and different colours using
> OpenGL or SDL or some other graphics library more suitable for impression
> people?
>
> because it's prototyping, it's research, it's under development. i don't
> need boxes rendered in pretty colours to test the algorithms i've coded.
> the simplest method is enough to see if it's working or not, and in fact,
> any other more fanciful rendering would be a major distraction for my
> easily distract-able brain.
>
> so is it a naive implementation?
>
> for every box that appears, depending on where it appears and the
> placement strategy used to discover where it could be placed, anywhere
> from a tiny portion of the grid, to the entire grid, was scanned by the
> algorithm.
>
> well, the bit-twiddling stuff means that a one element in the array can
> represent up to 64 elements in the grid. so if we create a 64bit binary
> mask, and we have an offset of N 0s and then a width of N 1s followed by
> more 0s, we can test with a single condition if that width will fit where
> we think it might. so that does improve things.
>
> But what about implementations of Conway's Game of Life? The grids they
> use are... very big, much bigger...
>
> I don't think that's a fair comparison.
>
> But I don't know for sure.
>
> One day it will be pretty, and each box that appears will send forth MIDI
> note-on messages to synthesizers, sequencing, and each box that disappears
> will send MIDI note-off messages to those same synthesizers, and keyboards
> or other sequencers will play into the grid, blocking the boxes and adding
> to them. and it will all still be good in my eyes at least. but that's
> sure a long way off.
>
>
>
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>


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