It's an engineering term, it just means you take a value +/- a tolerance -
i.e. we check if the interpolation output is 1.0 +/- 0.1, so we'll get a
result if the output is in the range 0.9-1.1. In this case the tolerance is
0.1.

Chris


On 2 November 2010 16:07, Charlie Francis <[email protected]>wrote:

> I don't want to interrupt this discussion, but can someone please explain
> Tolerance.
>
> Regards
> Charlie
>
> On 2 November 2010 15:53, Alastair Leith <[email protected]> wrote:
>
>> I think he's using 'backwards' to say second half (duration) in a mirrored
>> loop interpolation. Nothing to do with in or out values.
>>
>> Here's a comp you can assume the direction of the change (derivative if
>> you're comparing frames) has anything to do with 'phase' or
>> none/loop/mirror-loop.
>>
>>
>>
>> On 03/11/2010, at 1:00 AM, George Toledo wrote:
>>
>>
>>
>> On Tue, Nov 2, 2010 at 9:50 AM, Chris Wood <[email protected]> wrote:
>>
>>> Well, depends on what you mean by 'backwards'. In the default
>>> interpolation, it rises to one then resets to zero - when it does that, it
>>> effectively 'goes backwards' for one frame.
>>>
>>> Chris
>>>
>>
>> Yeah.... or it simply restarts sequence of something happening over a
>> duration. I guess it depends on how you're looking at it. There's no point
>> in a semantic melt down ;)
>>
>> I mean that for all cases, there can always be a single frame where Result
>> Value equals end value, but only two cases where values reverse sequence and
>> those are mirrored loop and mirrored loop once. That kind of makes the
>> backwards premise odd to me.
>>
>> It is equally constructive to simply see if something is increasing or
>> decreasing, which isn't synonymous with the interpolate being on the front
>> side or back side of the loop either, since start value can be greater than
>> end value. The requested functionality of "backwards" strikes me as odd, off
>> the top.
>>
>>
>>
>> -GT
>>
>>>
>>>
>>> On 2 November 2010 13:33, George Toledo <[email protected]> wrote:
>>>
>>>> Something can only "go backwards" in mirror loop, so in that way, the
>>>> requested function of being able to tell "backwards" was kind of a quirky
>>>> premise in and of itself.
>>>>
>>>> -GT
>>>>
>>>>
>>>> On Tue, Nov 2, 2010 at 9:30 AM, Chris Wood <[email protected]> wrote:
>>>>
>>>>> Yep, if the point at which it hits 1.0 isn't the exact time it gets
>>>>> rendered, you don't get 1.0 and have to use tolerance. Problem there is
>>>>> getting the fudge factor low enough - and if you don't use a queue you 
>>>>> don't
>>>>> know if the value is rising or falling, so it's as likely to trigger
>>>>> slightly early as slightly late.
>>>>>
>>>>> Add into the mix the random variable of framerate - if you get a
>>>>> particularly slow frame near the peak, your tolerance has to be bigger to
>>>>> catch it. So you have tight tolerance and possibly fail to catch it
>>>>> sometimes, or you have a loose tolerance and sloppy timing.
>>>>>
>>>>> Chris
>>>>>
>>>>>
>>>>> On 2 November 2010 13:20, George Toledo <[email protected]> wrote:
>>>>>
>>>>>> Chris Wood, ftw. That's the framebased way of accurately doing this.
>>>>>> The other most direct way would be built in tolerance, except that 
>>>>>> tolerance
>>>>>> (in any route, whether built in or via math) involves fudge factor.
>>>>>>
>>>>>> -GT
>>>>>>
>>>>>>
>>>>>> On Tue, Nov 2, 2010 at 9:16 AM, Chris Wood <[email protected]> wrote:
>>>>>>
>>>>>>> This is how I'd handle it. It simply detects when the output starts
>>>>>>> to fall, so it'll happily work with either loop or mirrored loop, and 
>>>>>>> most
>>>>>>> curves / tension settings. It'll detect when any value goes from
>>>>>>> rising/stable to falling, so you can use it elsewhere too (I tend to use
>>>>>>> other methods in place of interpolation, at that point there's no 
>>>>>>> guarantee
>>>>>>> you're going to have a convenient way of determining state based on 
>>>>>>> time).
>>>>>>>
>>>>>>> Chris
>>>>>>>
>>>>>>> On 2 November 2010 12:55, George Toledo <[email protected]> wrote:
>>>>>>>
>>>>>>>> "Forget about all this rigamorole way, extra patches, or getting
>>>>>>>> last frames with queues, and just make it perform quick:"
>>>>>>>>
>>>>>>>> Use the Tolerance control on the Conditional method that I
>>>>>>>> suggested. I think it was included for a reason ;)
>>>>>>>>
>>>>>>>> -GT
>>>>>>>>
>>>>>>>>
>>>>>>>> On Tue, Nov 2, 2010 at 8:34 AM, Boštjan Čadež <[email protected]>wrote:
>>>>>>>>
>>>>>>>>>
>>>>>>>>> The easyest way i can think of doing this would be to use a square
>>>>>>>>> wave LFO alongside the interpolation patch. That will basically give 
>>>>>>>>> you the
>>>>>>>>> phase port you describe. Add a watcher after that and you have your 
>>>>>>>>> bounce
>>>>>>>>> pulses.
>>>>>>>>>
>>>>>>>>> Cheers,
>>>>>>>>> fsk
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> On 2. nov. 2010, at 05:56, Keith Lang <[email protected]>
>>>>>>>>> wrote:
>>>>>>>>>
>>>>>>>>> > Wondering if other people ever want this feature before I submit
>>>>>>>>> it…
>>>>>>>>> >
>>>>>>>>> > Basically, I often want to know when an Interpolation patch has
>>>>>>>>> just
>>>>>>>>> > 'bounced' from one of it's Start or End values, and sometimes,
>>>>>>>>> which
>>>>>>>>> > direction it's heading in.
>>>>>>>>> > This would be useful for triggering events at the end of the
>>>>>>>>> > interpolation, loop, etc.
>>>>>>>>> >
>>>>>>>>> > There's no clean way to know this currently — I don't think we
>>>>>>>>> can
>>>>>>>>> > assume it will pass through 0.
>>>>>>>>> >
>>>>>>>>> > So I'm suggesting a Phase boolean output port that changes to 1
>>>>>>>>> when
>>>>>>>>> > it's in reverse.
>>>>>>>>> >
>>>>>>>>> > If I'm missing an existing way, or a better implementation I'd
>>>>>>>>> love to hear it.
>>>>>>>>> >
>>>>>>>>> >
>>>>>>>>> > Keith
>>>>>>>>> > <Interpolation-request.png>
>>>>>>>>> > _______________________________________________
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>>>>>>>>
>>>>>>>> --
>>>>>>>> George Toledo
>>>>>>>> [email protected]
>>>>>>>> www.georgetoledo.com
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>>>>>>
>>>>>>
>>>>>> --
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>>>>>>
>>>>>
>>>>
>>>>
>>>> --
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>>>> [email protected]
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>>>
>>
>>
>> --
>> George Toledo
>> [email protected]
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