Re: [PD] pduino test patch: old analog/digital controls

2011-11-09 Thread olsen

Thanks Hans for making this thing clear - I'll try to find an adequate solution 
for the rewritten pduino-help asap!

best
ø


On 11/03/2011 03:39 PM, Hans-Christoph Steiner wrote:


That confusion originates from the Arduino numbering scheme itself, since it 
uses A0 for analog pins in analog mode, but then it uses a number when using 
the same pin for digital things.

I think one way to represent this might be to allow the use of A0-A7 pin names 
in addition to the numbers, but then the confusing thing would be that the 
analog messages would then be [analog 14 0.2352(.  So that's why I thought to 
try to use only the numbers, no A0-A7, and try to make that as understandable 
as possible.

.hc

On Nov 3, 2011, at 6:57 AM, olsen wrote:


yo bonitos

due to the pduino rewrite I've to reanimate this threat ;)
I would like to remove the ambiguity and confusion about this old and new way 
of enabling the analog pins.

old way of enabling the analog 0 pin is sending the following to the arduino 
object:
[analogIns 0 1(

enabling the same pin(analog 0) the new school way:
[pinMode 14 analog(

is this correct? if so what's a bit byte confusing for people is that in the 
new way pin 14 equals the analog 0 pin - guess this is a peculiarity of 
firmata? isn't there a possability to use f.e. A0-A5 for adressing the analog 
pins?

thanks for info  salutis
ø





On 06/17/2011 10:52 AM, olsen wrote:



On 06/17/2011 12:24 AM, Matteo Sisti Sette wrote:

On 06/16/2011 05:44 PM, olsen wrote:

it's all in the
arduino-help.pd by Gerda Strobl and Georg Holzmann!


Which one???

Not the one that is distributed together with [arduino] and [arduino-test] at 
http://at.or.at/hans/pd/objects.html,
right?

yo it's in Pduino-0.5beta8 linked on this page



in the last subpatch [pd SWITCHING-INPUTS] you'll find the apropriate
messages.


There I find the same analogIns messages that are supposed to be the old ones 
(but are the only ones I've found that
work for analog pins with the latest version of Firmata)

jep i agree they're the same - i think it's a matter of wrong denotation so due 
to my knowledge there's nothing like old
and newer messages -  the current 'contemporary' message for enabling the 
analog inputs is:
[analogIns pinumber 1=on; 0=off(
f.e. to enable analog pin 1:
[analogIns 1 1(
correct me if i'm wrong!




i don't know why this is commented with (optional)


I must have another version of the help patch, as I don't see such a comment

right behind the [pd SWITCHING-INPUTS] is a comment - example of switching inputs 
on and off (optional)



How are the messages you're talking about?



i guess it's a firmata peculiarity that you've explicit have to enable
the analog pins as in arduino they are enabled by default - but correct
me if i'm wrong.


Yes, I guess what you have to explicitly enable is to have the firmware _send_ 
the values to the computer. It would be
undesirable to have a constant flood of values of all pins whether you use them 
or not.

jep right so with firmata the analogIns have to be enabled explicitly to use 
them. i think the (optional) comment
somehow makes it ambiguous. as told i'll try to consider this in the 
improvements we're working on!

salutis
ø







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[PD] pix_mask and gemframebuffer

2011-11-09 Thread Max
dear list,

i'm trying to generate a b/w mask in gemframebuffer for a pix_mask
pix_mask seems to ignore the texture from gemframbuffer.
hints appreciated.
m.



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Re: [PD] pix_mask and gemframebuffer

2011-11-09 Thread cyrille henry

hello,
pix_masque need a pix, not a texture.
(one is in the CPU, the other in the GPU).
you need a pix_snap to pass the texture to a pix object.
beware, this is slow.
i recommend using a shader to emulate pix_masque, but using 2 texture and not 2 
pix.
it will be hundred time faster.


Cyrille


Le 09/11/2011 11:52, Max a écrit :

dear list,

i'm trying to generate a b/w mask in gemframebuffer for a pix_mask
pix_mask seems to ignore the texture from gemframbuffer.
hints appreciated.
m.




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Re: [PD] pix_mask and gemframebuffer

2011-11-09 Thread Max
thanks cyrille,
am i getting closer?



masking2.pd
Description: Binary data


it's ok if it is slow, but i want to use gem objects to make a mask i can 
animate in gem, so there is now way around the snapping if i understand that 
correctly.

max


Am 09.11.2011 um 14:07 schrieb cyrille henry:

 hello,
 pix_masque need a pix, not a texture.
 (one is in the CPU, the other in the GPU).
 you need a pix_snap to pass the texture to a pix object.
 beware, this is slow.
 i recommend using a shader to emulate pix_masque, but using 2 texture and not 
 2 pix.
 it will be hundred time faster.
 
 
 Cyrille
 
 
 Le 09/11/2011 11:52, Max a écrit :
 dear list,
 
 i'm trying to generate a b/w mask in gemframebuffer for a pix_mask
 pix_mask seems to ignore the texture from gemframbuffer.
 hints appreciated.
 m.
 
 
 
 
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Re: [PD] pix_mask and gemframebuffer

2011-11-09 Thread cyrille henry



Le 09/11/2011 12:23, Max a écrit :

thanks cyrille,
am i getting closer?

yes, a bit.
except that :
- gemframbuffer does not have the same camera position than gemhead.
you need to add translateXYZ 0 0 -4
- pix_snap snap the curent frambuffer, you don't need to pass the framebuffer 
texture.
see attachment.









it's ok if it is slow, but i want to use gem objects to make a mask i can 
animate in gem, so there is now way around the snapping if i understand that 
correctly.

it's possible with shader : render 1st scene in a frambuffer
other scene in a 2nd frambuffer. set it to use texunit 1
then, use something like the example : 10.glsl/5.multitexture, and change a bit 
the mixing equation.

cyrille



max


Am 09.11.2011 um 14:07 schrieb cyrille henry:


hello,
pix_masque need a pix, not a texture.
(one is in the CPU, the other in the GPU).
you need a pix_snap to pass the texture to a pix object.
beware, this is slow.
i recommend using a shader to emulate pix_masque, but using 2 texture and not 2 
pix.
it will be hundred time faster.


Cyrille


Le 09/11/2011 11:52, Max a écrit :

dear list,

i'm trying to generate a b/w mask in gemframebuffer for a pix_mask
pix_mask seems to ignore the texture from gemframbuffer.
hints appreciated.
m.




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Re: [PD] pix_mask and gemframebuffer

2011-11-09 Thread Max


masking4.pd
Description: Binary data



Am 09.11.2011 um 14:41 schrieb cyrille henry:
 Le 09/11/2011 12:23, Max a écrit :
 thanks cyrille,
 am i getting closer?
 yes, a bit.
 except that :
 - gemframbuffer does not have the same camera position than gemhead.
 you need to add translateXYZ 0 0 -4

ah, right.
works! but looks terrible. i am wondering why the resolution and edge looks so 
bad.

 - pix_snap snap the curent frambuffer, you don't need to pass the framebuffer 
 texture.
 see attachment.
 
 it's ok if it is slow, but i want to use gem objects to make a mask i can 
 animate in gem, so there is now way around the snapping if i understand that 
 correctly.
 it's possible with shader : render 1st scene in a frambuffer
 other scene in a 2nd frambuffer. set it to use texunit 1
 then, use something like the example : 10.glsl/5.multitexture, and change a 
 bit the mixing equation.

ok, seems that the answer on anything gem related i try lately is glsl.
max


 cyrille
 
 
 max
 
 
 Am 09.11.2011 um 14:07 schrieb cyrille henry:
 
 hello,
 pix_masque need a pix, not a texture.
 (one is in the CPU, the other in the GPU).
 you need a pix_snap to pass the texture to a pix object.
 beware, this is slow.
 i recommend using a shader to emulate pix_masque, but using 2 texture and 
 not 2 pix.
 it will be hundred time faster.
 
 
 Cyrille
 
 
 Le 09/11/2011 11:52, Max a écrit :
 dear list,
 
 i'm trying to generate a b/w mask in gemframebuffer for a pix_mask
 pix_mask seems to ignore the texture from gemframbuffer.
 hints appreciated.
 m.
 
 
 
 
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Re: [PD] pix_mask and gemframebuffer

2011-11-09 Thread cyrille henry



Le 09/11/2011 14:01, Max a écrit :




Am 09.11.2011 um 14:41 schrieb cyrille henry:

Le 09/11/2011 12:23, Max a écrit :

thanks cyrille,
am i getting closer?

yes, a bit.
except that :
- gemframbuffer does not have the same camera position than gemhead.
you need to add translateXYZ 0 0 -4


ah, right.
works! but looks terrible. i am wondering why the resolution and edge looks so 
bad.

there is no oversampling in framebuffer.
your mask resolution is 320x240.
try resizing the pix_video to 640x480. (and then the frammbuffer and the 
pix_snap).





- pix_snap snap the curent frambuffer, you don't need to pass the framebuffer 
texture.
see attachment.


it's ok if it is slow, but i want to use gem objects to make a mask i can 
animate in gem, so there is now way around the snapping if i understand that 
correctly.

it's possible with shader : render 1st scene in a frambuffer
other scene in a 2nd frambuffer. set it to use texunit 1
then, use something like the example : 10.glsl/5.multitexture, and change a bit 
the mixing equation.


ok, seems that the answer on anything gem related i try lately is glsl.

It's not only Gem, the shift is made by openGL.
cyrille



max



cyrille



max


Am 09.11.2011 um 14:07 schrieb cyrille henry:


hello,
pix_masque need a pix, not a texture.
(one is in the CPU, the other in the GPU).
you need a pix_snap to pass the texture to a pix object.
beware, this is slow.
i recommend using a shader to emulate pix_masque, but using 2 texture and not 2 
pix.
it will be hundred time faster.


Cyrille


Le 09/11/2011 11:52, Max a écrit :

dear list,

i'm trying to generate a b/w mask in gemframebuffer for a pix_mask
pix_mask seems to ignore the texture from gemframbuffer.
hints appreciated.
m.




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Re: [PD] pix_mask and gemframebuffer

2011-11-09 Thread Max
yes, that's a nice patch.
i am still wondering though why it doesn't look the same (sharp) when done 
without glsl.
i remember someone said that he was working on making glsl abstractions to 
replace some of the pix_ es
m.

(posting back to pd-list, hope that's okay for you)

Am 09.11.2011 um 16:23 schrieb Guido Tamino:

 Hello,
 
 I've put together this quick and dirty glsl patch for alpha masking.
 http://www.mediafire.com/file/c5cey458piu1d47/glslMask.zip
 
 Hope it helps.
 
 Best,
 Guido
 
 Il giorno 09/nov/11, alle ore 15:01, Max ha scritto:
 
 masking4.pd
 
 
 Am 09.11.2011 um 14:41 schrieb cyrille henry:
 Le 09/11/2011 12:23, Max a écrit :
 thanks cyrille,
 am i getting closer?
 yes, a bit.
 except that :
 - gemframbuffer does not have the same camera position than gemhead.
 you need to add translateXYZ 0 0 -4
 
 ah, right.
 works! but looks terrible. i am wondering why the resolution and edge looks 
 so bad.
 
 - pix_snap snap the curent frambuffer, you don't need to pass the 
 framebuffer texture.
 see attachment.
 
 it's ok if it is slow, but i want to use gem objects to make a mask i can 
 animate in gem, so there is now way around the snapping if i understand 
 that correctly.
 it's possible with shader : render 1st scene in a frambuffer
 other scene in a 2nd frambuffer. set it to use texunit 1
 then, use something like the example : 10.glsl/5.multitexture, and change a 
 bit the mixing equation.
 
 ok, seems that the answer on anything gem related i try lately is glsl.
 max
 
 
 cyrille
 
 
 max
 
 
 Am 09.11.2011 um 14:07 schrieb cyrille henry:
 
 hello,
 pix_masque need a pix, not a texture.
 (one is in the CPU, the other in the GPU).
 you need a pix_snap to pass the texture to a pix object.
 beware, this is slow.
 i recommend using a shader to emulate pix_masque, but using 2 texture and 
 not 2 pix.
 it will be hundred time faster.
 
 
 Cyrille
 
 
 Le 09/11/2011 11:52, Max a écrit :
 dear list,
 
 i'm trying to generate a b/w mask in gemframebuffer for a pix_mask
 pix_mask seems to ignore the texture from gemframbuffer.
 hints appreciated.
 m.
 
 
 
 
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[PD] crash with reactivision

2011-11-09 Thread Max
this patch freezes Pd. it needs the tuio, and you need to wave around with the 
ID1 in front of the camera for about 30 seconds.
never the less it is actually is the [route] that causes the crash, if you 
remove that and replace it with a OSC over local udpsend it is stable.





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m.

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Re: [PD] drag n' drop OSX tkdnd

2011-11-09 Thread Hans-Christoph Steiner

On Nov 1, 2011, at 2:52 PM, m.e.grimm wrote:

 ok thanks for that! yeah I also independently verified this too
 
 so here is the crazy report:
 
 http://pastebin.com/H3VSbyvJ
 
 and i noticed i noticed:
 
 1)   0x7fff8de93000 - 0x7fff8e1b7fff  com.apple.HIToolbox 1.8
 (???) A3BE7C59-52E6-3A7F-9B30-24B7DD3E95F2
 /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/HIToolbox.framework/Versions/A/HIToolbox
 
 Carbon? isnt this supposed to be using Cocoa?

I think there is a portion of Carbon that is maintained and ported to 64-bit.  
I think it was the Carbon UI stuff that was dropped.
http://www.carbondev.com/site/?page=64-bit+Carbon

 2) 10 -[NSWindow(NSWindowResizing)
 _hitTestWithHysteresisCheck:forEvent:allowWindowDragging:] + 346 (in
 AppKit) [0x7fff89d9ecf9]
10 +[NSWindow(NSWindowResizing)
 _mouseHysteresisCheck:withExpiration:andDistance:finalMouseLocation:]
 + 483 (in AppKit) [0x7fff89dea25f]
 
 crash is related all to the window resizing

That code is Obj-C, so probably Cocoa...

.hc

 
 cheers
 m
 
 
 
 2011/10/27 András Murányi muran...@gmail.com:
 Since CGSRegisterCursorWithImages is a private function and it is not called
 directly form Pd, one could say it's a bug in CG per se - because the
 function that calls it from inside CG shall not pass on any illegal calls.
 
 Andras
 
 On Thu, Oct 27, 2011 at 21:19, m.e.grimm megr...@gmail.com wrote:
 
 yeah had a few min today to take some more look at this.
 
 been reading up on the whole tk-cocoa thing too...
 
 as far as I can tell, there are not multiple issues but one larger one
 narrowed down to:
 
 Oct 27 15:01:49 megrimm-mbp.local Pd-0.43.1-extended-20111027[15460]
 Error: kCGErrorIllegalArgument: CGSRegisterCursorWithImages: Invalid
 hot spot (outside of size)
 
 which occurs specifically when switching with the mouse between the PD
 console window and the canvas/patch window.
 
 also I was totally wrong here:
 
 You can resize on the left, right, and bottom left now?  I guess
 that's a
 Lion thing.
 
 No I actually CAN NOT with the autobuild ONLY with my special tk/cocoa
 build
 
 windows CAN be resized on lion from any corner (Any Corner Resizing)
 although again, on my tk-cocoa build PD will crash when trying to
 resize from the bottom right or left. This is NOT true of the PD
 console window though which can be resized without a problem from any
 corner.
 
 my question is: whats the difference between the code for the PD
 console window that allows for resizing at any corner and the PD
 canvas windows that do not? I think this may be the heart of the prob
 with the crashes and weird error (CGSRegisterCursorWithImages) 
 maybe.
 
 other thing i am noticing is the mouse pointer keeping weird states
 (double pointer, etc) without reverting back to a pointer. I also get
 no hand2 in edit mode. not sure if this is related to the windowing
 problem though...
 
 I know that feeling all to well, it's nice to have some company in it.
 
 i think im just starting to get old
 
 m
 
 
 On Wed, Oct 26, 2011 at 10:51 PM, Hans-Christoph Steiner h...@at.or.at
 wrote:
 
 On Oct 25, 2011, at 6:37 PM, m.e.grimm wrote:
 
 from that.  Can you run Pd-extended 0.43 and trigger that crash, and
 post
 the crash log to a pastebin.com?
 
 you mean with the autobuilds? I can not trigger that crash with those.
 those are fine...
 
 but maybe more importantly:
 
 Duh, sorry, the point was to test Pd without the included Tcl/Tk and to
 use
 Mac OS X's Tk/Cocoa.
 
 
 You can resize on the left, right, and bottom left now?  I guess
 that's a
 Lion thing.
 
 No I actually CAN NOT with the autobuild ONLY with my special tk/cocoa
 build
 
 my eyes are bleeding so more from me will have to wait until tomorrow.
 
 I know that feeling all to well, it's nice to have some company in it.
 
 .hc
 
 
 On Tue, Oct 25, 2011 at 4:02 PM, Hans-Christoph Steiner h...@at.or.at
 wrote:
 
 On Oct 25, 2011, at 3:51 PM, m.e.grimm wrote:
 
 well commenting out lines 84 - 86 in pdwindow.tcl stops the message:
 
 ---
 UNHANDLED ERROR: can't find package tkdnd
  while executing
 package require tkdnd
  (uplevel body line 1)
  invoked from within
 uplevel #0 $tclcode
 FAILED TO LOAD /Library/Pd/tkdnd-plugin.tcl
 ---
 
 
 from appearing in the pd window.
 
 maybe thats something. IDK.
 
 That's a red herring, you really want those lines in pdwindow.tcl
 since
 they
 show you Tcl errors.  The UNHANDLED ERROR that you are seeing is
 caused
 by
 the file /Library/Pd/tkdnd-plugin.tcl.  Remove that file and it will
 go
 away.
 
 
 i will have to mess with i more when i get time. I also wanted to
 mention that I get spinning beachball and prog crash when I try to
 resize a new doc only starting from the bottom right. all other
 window
 resizing (upper left and right, bottom left) work fine. does that
 mean
 anything to you?
 
 You can resize on the left, right, and bottom left now?  I guess
 that's a
 Lion thing.
 
 
 

[PD] biquad and like addition, subtraction, multiplication, division in source code

2011-11-09 Thread Olivier Baudry

Dear all

I upload all pd-svn source code si I research a  code of biquad object 
so biquad.help is in pddp folder not a source code , and where is a code 
of object like addition, subtraction, multiplication, division  : * ; -; 
+ ; /
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Re: [PD] biquad and like addition, subtraction, multiplication, division in source code

2011-11-09 Thread Hans-Christoph Steiner

I find the best way to find the source of an object is to run this in the 
terminal:

find ~/code/pure-data/trunk -type f -print0 | xargs -0 grep 'biquad~'

The class name needs to be declared using gensym(biquad~), so if you search 
for the object name with double quotes around it, you'll find that gensym 
statement:

./pd/src/d_filter.c:sigbiquad_class = class_new(gensym(biquad~), 
(t_newmethod)sigbiquad_new,

.hc

On Nov 9, 2011, at 12:15 PM, Olivier Baudry wrote:

 Dear all 
 
 I upload all pd-svn source code si I research a  code of biquad object so 
 biquad.help is in pddp folder not a source code , and where is a code of 
 object like  addition, subtraction, multiplication, division  : * ; -; + 
 ; / 
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Re: [PD] how to capture window-related mouse-events when toxy is discontinued?

2011-11-09 Thread Jonathan Wilkes
- Original Message -

 From: katja katjavet...@gmail.com
 To: pd-list@iem.at
 Cc: 
 Sent: Thursday, November 3, 2011 6:10 AM
 Subject: Re: [PD] how to capture window-related mouse-events when toxy is 
 discontinued?
 
 On Thu, Nov 3, 2011 at 1:30 AM, Jonathan Wilkes jancs...@yahoo.com 
 wrote:
 
  How does the cpu usage in my demo compare to your patch where you use
  a radiobutton?
 
 Here's a cpu load comparison of objects dragged continuously (on intel
 mac 2GHz):
 
 polygon in movable_box2.pd: 23 %
 polygon in 07.sequencer.pd (help browser): 16%
 radiobutton in moving_objects.pd: 12 %
 regular Pd slider: 13 %
 2D geo in a gem window: 2.5%

The old joke:
If the black box can survive a crash, why don't they just build the whole 
airplane 
out of the black box?

Similarly:
If a 2D geo in a gem window is the most efficient way to draw an object, why 
not 
just make canvases be opengl windows?

I imagine the answer might be because it's not that simple, but I thought I'd 
ask anyway.

-Jonathan

 
 Your polygon method is plain vanilla Pd and that makes it attractive
 for a widely shared Pd patch. No risk of broken dependencies. But I am
 afraid it is too cpu-intensive, particularly on Windows. Thanks for
 sharing the idea though, it is inspiring.
 
 Katja
 
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Re: [PD] how to capture window-related mouse-events when toxy is discontinued?

2011-11-09 Thread Hans-Christoph Steiner

On Nov 9, 2011, at 12:33 PM, Jonathan Wilkes wrote:

 - Original Message -
 
 From: katja katjavet...@gmail.com
 To: pd-list@iem.at
 Cc: 
 Sent: Thursday, November 3, 2011 6:10 AM
 Subject: Re: [PD] how to capture window-related mouse-events when toxy is 
 discontinued?
 
 On Thu, Nov 3, 2011 at 1:30 AM, Jonathan Wilkes jancs...@yahoo.com 
 wrote:
 
 How does the cpu usage in my demo compare to your patch where you use
 a radiobutton?
 
 Here's a cpu load comparison of objects dragged continuously (on intel
 mac 2GHz):
 
 polygon in movable_box2.pd: 23 %
 polygon in 07.sequencer.pd (help browser): 16%
 radiobutton in moving_objects.pd: 12 %
 regular Pd slider: 13 %
 2D geo in a gem window: 2.5%
 
 The old joke:
 If the black box can survive a crash, why don't they just build the whole 
 airplane 
 out of the black box?
 
 Similarly:
 If a 2D geo in a gem window is the most efficient way to draw an object, why 
 not 
 just make canvases be opengl windows?
 
 I imagine the answer might be because it's not that simple, but I thought 
 I'd ask anyway.

That's what TkZinc is: a Tk canvas written to use OpenGL. http://www.tkzinc.org

.hc







It is convenient to imagine a power beyond us because that means we don't have 
to examine our own lives., from The Idols of Environmentalism, by Curtis 
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Re: [PD] how to capture window-related mouse-events when toxy is discontinued?

2011-11-09 Thread Mathieu Bouchard

Le 2011-11-09 à 12:39:00, Hans-Christoph Steiner a écrit :

That's what TkZinc is: a Tk canvas written to use OpenGL. 
http://www.tkzinc.org


In 2007, Chun wanted to look into TkZinc. I came up with the idea of a 
compatibility layout class, so that TkZinc could become a drop-in 
replacement for TkCanvas (because it isn't fully compatible). In the end, 
we gave up. It's possible that it would work better now.


But I think that modifying part of TkCanvas's source to improve its speed 
(while still using X11) is another possible avenue...


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Re: [PD] how to capture window-related mouse-events when toxy is discontinued?

2011-11-09 Thread Mathieu Bouchard

Le 2011-11-09 à 09:33:00, Jonathan Wilkes a écrit :

Similarly: If a 2D geo in a gem window is the most efficient way to draw 
an object, why not just make canvases be opengl windows?


Are we comparing percentages with an equivalent 2-D GEO ? E.g. a 
radiobutton that has n=8 needs between 9 and 12 canvas items. This has to 
translate to between 9 and 12 GEM Geos. How many geos were used in the GEM 
test ?


I'd believe it if GEM is fastest anyway, but the numbers shouldn't be made 
to be more dramatic than they deserve, so, that's why I'm asking.


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Re: [PD] how to capture window-related mouse-events when toxy is discontinued?

2011-11-09 Thread Hans-Christoph Steiner

On Nov 9, 2011, at 12:54 PM, Mathieu Bouchard wrote:

 Le 2011-11-09 à 12:39:00, Hans-Christoph Steiner a écrit :
 
 That's what TkZinc is: a Tk canvas written to use OpenGL. 
 http://www.tkzinc.org
 
 In 2007, Chun wanted to look into TkZinc. I came up with the idea of a 
 compatibility layout class, so that TkZinc could become a drop-in replacement 
 for TkCanvas (because it isn't fully compatible). In the end, we gave up. 
 It's possible that it would work better now.
 
 But I think that modifying part of TkCanvas's source to improve its speed 
 (while still using X11) is another possible avenue...

ANother idea is to make a [tkzinc] object that allows people to make all sorts 
of GUI objects in Pd that are built on top of TkZinc's OpenGL.

.hc




Looking at things from a more basic level, you can come up with a more direct 
solution... It may sound small in theory, but it in practice, it can change 
entire economies. - Amy Smith



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Re: [PD] how to capture window-related mouse-events when toxy is discontinued?

2011-11-09 Thread Jonathan Wilkes




- Original Message -
 From: Mathieu Bouchard ma...@artengine.ca
 To: Jonathan Wilkes jancs...@yahoo.com
 Cc: katja katjavet...@gmail.com; pd-list@iem.at pd-list@iem.at
 Sent: Wednesday, November 9, 2011 1:00 PM
 Subject: Re: [PD] how to capture window-related mouse-events when toxy is 
 discontinued?
 
 Le 2011-11-09 à 09:33:00, Jonathan Wilkes a écrit :
 
  Similarly: If a 2D geo in a gem window is the most efficient way to draw an 
 object, why not just make canvases be opengl windows?
 
 Are we comparing percentages with an equivalent 2-D GEO ? E.g. a radiobutton 
 that has n=8 needs between 9 and 12 canvas items.

In katja's demo the radiobutton had n=1, so I guess it's just two rectangles.

 This has to translate to 
 between 9 and 12 GEM Geos. How many geos were used in the GEM test ?
 
 I'd believe it if GEM is fastest anyway, but the numbers shouldn't be 
 made to be more dramatic than they deserve, so, that's why I'm asking.
 
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Re: [PD] how to capture window-related mouse-events when toxy is discontinued?

2011-11-09 Thread Mathieu Bouchard

Le 2011-11-09 à 14:01:00, Hans-Christoph Steiner a écrit :

ANother idea is to make a [tkzinc] object that allows people to make all 
sorts of GUI objects in Pd that are built on top of TkZinc's OpenGL.


You mean that each [tkzinc] object would be a TkCanvas-like widget 
embedded inside of the TkCanvas that would still be used ?


It wouldn't solve the problem that people are talking about.

But perhaps you mean something else.

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Re: [PD] how to capture window-related mouse-events when toxy is discontinued?

2011-11-09 Thread Mathieu Bouchard

Le 2011-11-09 à 11:10:00, Jonathan Wilkes a écrit :

In katja's demo the radiobutton had n=1, so I guess it's just two 
rectangles.


How useful and typical is a radiobutton with n=1 ?

The demo ought to have something realistic to it.

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[PD] [PD-announce] Pd workshop in Istanbul

2011-11-09 Thread Aykut Caglayan
There will be a free Pd workshop in Istanbul this weekend! 
http://www.amberplatform.org/en/festival/item/25-pure-data

 
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Re: [PD] how to capture window-related mouse-events when toxy is discontinued?

2011-11-09 Thread Jonathan Wilkes
- Original Message -

 From: Mathieu Bouchard ma...@artengine.ca
 To: Jonathan Wilkes jancs...@yahoo.com
 Cc: katja katjavet...@gmail.com; pd-list@iem.at pd-list@iem.at
 Sent: Wednesday, November 9, 2011 2:45 PM
 Subject: Re: [PD] how to capture window-related mouse-events when toxy is 
 discontinued?
 
 Le 2011-11-09 à 11:10:00, Jonathan Wilkes a écrit :
 
  In katja's demo the radiobutton had n=1, so I guess it's just two 
 rectangles.
 
 How useful and typical is a radiobutton with n=1 ?

Getting user input by dragging a rectangle is very useful and typical.  (See 
[cnv] help.)

 
 The demo ought to have something realistic to it.

I can think of some things a clear demo would have:

base level gui interaction (moving a single rectangle)
changing text by scrolling (scrolling in a numberbox)
multi-slider (drawing in an array)
complex polygon (tkzinc svg tiger or something like it)

A tcl/tkzinc comparison would be nice, but I'd also like to see the results 
with a 
toolkit like Qt.  (Unfortunately I had trouble last time I tried to get the Qt 
dev stuff 
running on my laptop.)

-Jonathan

 
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Re: [PD] how to capture window-related mouse-events when toxy is discontinued?

2011-11-09 Thread katja
On Wed, Nov 9, 2011 at 7:00 PM, Mathieu Bouchard ma...@artengine.ca wrote:

 Are we comparing percentages with an equivalent 2-D GEO ? E.g. a radiobutton
 that has n=8 needs between 9 and 12 canvas items. This has to translate to
 between 9 and 12 GEM Geos. How many geos were used in the GEM test ?

 I'd believe it if GEM is fastest anyway, but the numbers shouldn't be made
 to be more dramatic than they deserve, so, that's why I'm asking.

How many geos doesn't seem to matter much. A 'Gem gui object' could
for example be a draggable geo with a texture, or a set of 5 geo's
moving together when dragged. The cpu load caused by dragging is the
same in both cases. The percentages in my small test were rough
indications as seen in top, for Pd and Pd-extended processes. In OSX's
Activity Monitor, the process WindowServer (not shown in top), does a
few % as well for any mouse activity, that's what I saw only later.

I've done a rather intensive attempt to do all gui's in Gem some time
ago. It was promising, but there were a couple disadvantages as well.
It's documented on the Pd forum:

http://puredata.hurleur.com/sujet-5515-gem-alternative-guis

A demo patch 'WaveRefinery.pd' is there (login, post #5), with
animated pictogram buttons, toggles and xy-controls in a Gem window.
It gives a nice impression of possibilities.

Katja

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Re: [PD] how to capture window-related mouse-events when toxy is discontinued?

2011-11-09 Thread Mathieu Bouchard

Le 2011-11-09 à 12:40:00, Jonathan Wilkes a écrit :


How useful and typical is a radiobutton with n=1 ?
Getting user input by dragging a rectangle is very useful and typical.  
(See [cnv] help.)


But does that work outside of [cnv], and does that work with 
radiobuttons ?


Anyway, I think that it's better to concentrate on testing large sets of 
GUI elements because it is with those large sets that responsiveness 
problems do occur, and the CPU percentages are rarely obvious (not so 
proportional). The large sets ought to be as realistic as possible, 
though, not insane stress tests. But it's hard to be representative with 
Pd, because everybody is using Pd in a different way.


Perhaps the MTL libraries (by Thomas O. Fredericks) could be good tests, 
because they contain a fair amount of sophisticated and useful GOP 
abstractions meant to be used by Pd users of all levels. But I have rarely 
used them personally.


A tcl/tkzinc comparison would be nice, but I'd also like to see the 
results with a toolkit like Qt.  (Unfortunately I had trouble last time 
I tried to get the Qt dev stuff running on my laptop.)


What was wrong with the Qt dev stuff ? I think that it might be 
enlightening to know that.


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Re: [PD] how to capture window-related mouse-events when toxy is discontinued?

2011-11-09 Thread Jonathan Wilkes




- Original Message -
 From: Mathieu Bouchard ma...@artengine.ca
 To: Jonathan Wilkes jancs...@yahoo.com
 Cc: katja katjavet...@gmail.com; pd-list@iem.at pd-list@iem.at
 Sent: Wednesday, November 9, 2011 5:30 PM
 Subject: Re: [PD] how to capture window-related mouse-events when toxy is 
 discontinued?
 
 Le 2011-11-09 à 12:40:00, Jonathan Wilkes a écrit :
 
  How useful and typical is a radiobutton with n=1 ?
  Getting user input by dragging a rectangle is very useful and typical.  
 (See [cnv] help.)
 
 But does that work outside of [cnv], and does that work with radiobuttons ?

If by that you mean dragging in edit mode, then no.  If by that you mean 
getting user input by dragging a rectangle then see also [grid], [vsl], [hsl] 
and 
probably lots of others that I'm forgetting.

I think katja was using [tot] to get radiobutton to act as a draggable ui 
rectangle.

 
 Anyway, I think that it's better to concentrate on testing large sets of GUI 
 elements because it is with those large sets that responsiveness problems do 
 occur, and the CPU percentages are rarely obvious (not so proportional). The 
 large sets ought to be as realistic as possible, though, not insane stress 
 tests. But it's hard to be representative with Pd, because everybody is 
 using Pd in a different way.
 
 Perhaps the MTL libraries (by Thomas O. Fredericks) could be good tests, 
 because 
 they contain a fair amount of sophisticated and useful GOP abstractions meant 
 to 
 be used by Pd users of all levels. But I have rarely used them personally.
 
  A tcl/tkzinc comparison would be nice, but I'd also like to see the 
 results with a toolkit like Qt.  (Unfortunately I had trouble last time I 
 tried 
 to get the Qt dev stuff running on my laptop.)
 
 What was wrong with the Qt dev stuff ? I think that it might be enlightening 
 to 
 know that.

I didn't mean to imply there was anything wrong with it.  It had to do with 
accidentally enabling a testing repo on my OS and ending up with some Qt libs 
from one version and some from another.  From what I've seen so far Qt's 
documentation 
is excellent, as are the development tools.

-Jonathan

 
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Re: [PD] how to capture window-related mouse-events when toxy is discontinued?

2011-11-09 Thread Mathieu Bouchard

Le 2011-11-09 à 15:39:00, Jonathan Wilkes a écrit :

- Original Message -

From: Mathieu Bouchard ma...@artengine.ca


(why does it always look like you click «Forward» to do a reply ?)


But does that work outside of [cnv], and does that work with radiobuttons ?

If by that you mean dragging in edit mode, then no.


Oh ok.

I think katja was using [tot] to get radiobutton to act as a draggable 
ui rectangle.


Ah, somehow I had forgotten that and thought that we were in a more 
general discussion about Tk vs GEM/GL.


What was wrong with the Qt dev stuff ? I think that it might be enlightening to 
know that.


I didn't mean to imply there was anything wrong with it.


Sorry, I meant : « what problems did you encounter with it ? »

It had to do with accidentally enabling a testing repo on my OS and 
ending up with some Qt libs from one version and some from another. 


Oh yeah. Sounds like fun ! ;)

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Re: [PD] how to capture window-related mouse-events when toxy is discontinued?

2011-11-09 Thread Mathieu Bouchard

Le 2011-11-09 à 21:57:00, katja a écrit :

How many geos doesn't seem to matter much. A 'Gem gui object' could for 
example be a draggable geo with a texture, or a set of 5 geo's moving 
together when dragged. The cpu load caused by dragging is the same in 
both cases.


It's like that whenever the textures are already uploaded (and are not 
being reuploaded) and that there's a GPU that does nearly all of the work. 
In that case, all the CPU has to do is run the Pd/GEM objects, and when 
pix objects are idle, all that GEM does it tell the GPU what to do, so 
it's really fast, even when it's repetitive.


But with certain «light» kinds of GPU, the work is split between the CPU 
and GPU (I don't know whether there are still new devices like that, but 
my 2005 laptop was like that and I only got a new one this year).


A demo patch 'WaveRefinery.pd' is there (login, post #5), with animated 
pictogram buttons, toggles and xy-controls in a Gem window. It gives a 
nice impression of possibilities.


When you try dragging a circle or square from its edge, it does not 
work (the click detection does not work, seems to be using a 
different radius). If you click inside, then the shape jumps so as to 
become centered, which is not what I'd expect.


But it does seem like a quite good patch.

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Re: [PD] Interruption of audio / Loading sound into array

2011-11-09 Thread Mathieu Bouchard

Le 2011-11-08 à 10:40:00, Hans-Christoph Steiner a écrit :

You have to remember that words can have different meanings in different 
contexts.  We are not CS professors, this is the Pd list, so this 
context changes which meaning are most likely to be understood.


If I were a CS professor or trying to use exactly the same vocabulary as 
them, I would have never ever claimed that PureData is dataflow, and I 
would have argued against using the word «dataflow» to describe PureData.


The use of the word «parallel» that I'm talking about, has a much 
widespread use than just CS departments.


And I still don't understand what you're trying to say about objects 
running in parallel or concurrently. The point is that you're not trying 
to make yourself understood because you're not giving us the context for 
understanding your meaning of the words «parallel» and «concurrency» that 
you still haven't stated after writing 
http://lists.puredata.info/pipermail/pd-list/2011-11/092330.html which 
looks plain wrong with the standard definitions that all developers use 
for this.


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Re: [PD] how to capture window-related mouse-events when toxy is discontinued?

2011-11-09 Thread Hans-Christoph Steiner

On Nov 9, 2011, at 2:44 PM, Mathieu Bouchard wrote:

 Le 2011-11-09 à 14:01:00, Hans-Christoph Steiner a écrit :
 
 ANother idea is to make a [tkzinc] object that allows people to make all 
 sorts of GUI objects in Pd that are built on top of TkZinc's OpenGL.
 
 You mean that each [tkzinc] object would be a TkCanvas-like widget embedded 
 inside of the TkCanvas that would still be used ?
 
 It wouldn't solve the problem that people are talking about.
 
 But perhaps you mean something else.

You can't put a tkzinc canvas into a window on a canvas?  That's what I mean.

.hc



I hate it when they say, He gave his life for his country.  Nobody gives 
their life for anything.  We steal the lives of these kids.  -Admiral Gene 
LeRocque


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Re: [PD] biquad and like addition, subtraction, multiplication, division in source code

2011-11-09 Thread Hans-Christoph Steiner

My guess is that your 'pd-svn' is actually my 'trunk', so try this:


find ~/pd-svn/ -type f -print0 | xargs -0 grep 'biquad~'

.hc

On Nov 9, 2011, at 9:35 PM, Olivier Baudry wrote:

 
 Hans-Christoph
 
 Thanks but this command dont work , There isn't a folder trunk inside pd-svn :
 
 Last login: Wed Nov  9 22:20:16 on ttys000
 MacBook-Pro-de-Olivier-Baudry:~ olivierbaudry$ cd pd-svn
 MacBook-Pro-de-Olivier-Baudry:pd-svn olivierbaudry$ find 
 ~/code/pure-data/trunk -type f -print0 | xargs -0 grep 'biquad~'
 find: /Users/olivierbaudry/code/pure-data/trunk: No such file or directory
 MacBook-Pro-de-Olivier-Baudry:pd-svn olivierbaudry$
 
 and I see d_filter.c but I don't see any line who turn arround biquad~  
 structure.
 
 
 
 
 
 Le 09/11/11 18:20, Hans-Christoph Steiner a écrit :
 I find the best way to find the source of an object is to run this in the 
 terminal:
 
 find ~/code/pure-data/trunk -type f -print0 | xargs -0 grep 'biquad~'
 
 The class name needs to be declared using gensym(biquad~), so if you 
 search for the object name with double quotes around it, you'll find that 
 gensym statement:
 
 ./pd/src/d_filter.c:sigbiquad_class = class_new(gensym(biquad~), 
 (t_newmethod)sigbiquad_new,
 
 .hc
 
 On Nov 9, 2011, at 12:15 PM, Olivier Baudry wrote:
 
 Dear all
 
 I upload all pd-svn source code si I research a  code of biquad object so 
 biquad.help is in pddp folder not a source code , and where is a code 
 of object like  addition, subtraction, multiplication, division  : * ; 
 -; + ; /
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