Re: [PD] Variable number of objects?

2011-10-03 Thread Jonathan Wilkes
- Original Message -

> From: Ingo 
> To: 'Ludwig Maes' ; 'Ingo' 
> Cc: 'Pd List' 
> Sent: Wednesday, September 28, 2011 2:37 PM
> Subject: Re: [PD] Variable number of objects?
> 
> Well, as I said in my case the voices are very complex. There are hundreds
> of audio objects in each voice. It takes a lot of time to adjust all of the
> signal flow and reallocate the memory I guess.
> 
> Control objects shouldn't be such a big problem.

Well, if you're sending hundreds of messages per second, and each message 
contains hundreds of elements (that's what I assume you meant since you said 
you'd be doing millions of checks), then you're getting dangerously close to 
basically doing signal processing in the control domain.  And a big benefit of 
doing things in the signal domain is to reduce the overhead that you'd have if, 
for example, you computed every sample of a sinewave by sending messages.

One way save cpu is to not send the values that don't change.  There must be 
a [list change] external somewhere to fit your needs.

-Jonathan

> 
> Ingo
> 
> 
> Von: Ludwig Maes [mailto:ludwig.m...@gmail.com] 
> Gesendet: Mittwoch, 28. September 2011 19:30
> An: Ingo
> Betreff: Re: [PD] Variable number of objects?
> 
> I actually meant more in general, also for non-~ signals (i.e. also control
> rate .pd patches). I referred to polysynth such that people would see more
> easily what I meant. Are there really no such primitives? That seems like
> quite a restriction...
> 
> How can that take 10 seconds?? I dont see what would cause such a huge
> overhead, i'd expect an increase in computations & memory though (say 
> from
> 10 voices to 11: 10% increase in cpu workload & ram dedicated to these
> voices..., I fail to see what would necessitate a long initialization...)
> 
> also, how is it done even with the long delays?
> On 28 September 2011 18:33, Ingo  wrote:
> To my experience there will be definitely audio dropouts with dynamic voice
> creation. In the case of my rather complex patch (with currently only 8
> voices) I have to wait up to ten seconds until the patch is ready again for
> playback. I am using a 3.2 GHz Athlon II X2 which is not that slow. Simpler
> synth voices might be faster, though.
> 
> I think it is much better to create as many voices as needed beforehand and
> turn unused voices off with the [switch~] object.
> 
> Ingo
> 
> ____________
> Von: pd-list-boun...@iem.at [mailto:pd-list-boun...@iem.at] Im Auftrag von
> Ludwig Maes
> Gesendet: Mittwoch, 28. September 2011 17:56
> An: Pd List
> Betreff: [PD] Variable number of objects?
> 
> Im not sure what the best way is to instantiate variable number of objects,
> for example consider polysynth.pd:
> 
> Theres a fixed number of manually placed voices, suppose I want to have the
> top patch to contain a counter through which one may increase or decrease
> the number of voices, how would I go about that (without manually placing a
> load of voices and disabling them...)?
> 
> Whats the vanilla way to do this? Whats the pd-extended way to do this? ...
> 
> 
> 
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Re: [PD] Variable number of objects?

2011-09-29 Thread Thomas Grill


The full conference proceedings are due to be published online any  
time soon.


Ok, good to hear that - my bad conscience is not as bad any more.

The Universal Polyphonic Player infrastructure i showed at a workshop  
at the pdconf would also be a feasible approach.
I actually have finished all the patches, it's only about writing up  
some accompanying text.


gr~~~


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Re: [PD] Variable number of objects?

2011-09-29 Thread abel . jerome
Hi,

I wrote an abstraction, using "pd-messages" to create objects, [index] to store 
their ID, and" mouse cut" method to delete them with an ID :
http://abel.jerome.free.fr/pd/dynamic-patching/patchs/dyn-objects/dynObjects.zip

For more informations, I wrote some lines about dynamic patching here :
http://abel.jerome.free.fr/pd/dynamic-patching/reviews/

+
Jérôme

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Re: [PD] Variable number of objects?

2011-09-28 Thread Jonathan Wilkes
>
>From: Ludwig Maes 
>To: Pd List 
>Sent: Wednesday, September 28, 2011 1:31 PM
>Subject: Re: [PD] Variable number of objects?
>
>
>Perhaps better rephrased: how does one use arrays of .pd objects? or variable 
>length vectors/lists?


Variable list message: [list] family objects and the list-abs library

Variable length glists: dynamic patching (search the list and see patches in 
doc/manuals/pd-msg/ )

Variable length vectors: hm.. not sure what this means ( [block~] ? )

Arrays of .pd objects: I don't think it's possible, but I'd love to do 
something like that with data structures.  

You'd have a "template" subpatch, define a field of the struct as type "glist", 
then use that struct as the 

template for an array:

[pd my-template-patch]

[struct foo float y glist my-template-patch]

[filledpolygon 900 0 1 -5 -5 5 -5 5 5 -5 5]


Then the container struct:

[struct bar float x float y array a foo]

[plot a 0 1 0 0 20]

Now when you create a scalar "bar", each element of array "a" would have a 
little red rectangle, 

a yvalue, and a glist copied from the contents of my-template-patch.


The issues are:
* for maximum expressivity you'd need a way for each element's glist to have 
access to it's other 

members (like "y" in the above example).
* I'm not sure how tilde objects inside "my-template-patch" would work when you 
increase the size of the array. 

(Seems like you'd have the same problem as with current dynamic-patching where 
you need to turn off dsp 

before the new objects get created, then turn it back on once they exist.

-Jonathan


>
>
>On 28 September 2011 19:29, Ludwig Maes  wrote:
>
>
>>
>>
>>-- Forwarded message --
>>From: Ludwig Maes 
>>Date: 28 September 2011 19:29
>>Subject: Re: [PD] Variable number of objects?
>>To: Ingo 
>>
>>
>>I actually meant more in general, also for non-~ signals (i.e. also control 
>>rate .pd patches). I referred to polysynth such that people would see more 
>>easily what I meant. Are there really no such primitives? That seems like 
>>quite a restriction...
>>
>>How can that take 10 seconds?? I dont see what would cause such a huge 
>>overhead, i'd expect an increase in computations & memory though (say from 10 
>>voices to 11: 10% increase in cpu workload & ram dedicated to these 
>>voices..., I fail to see what would necessitate a long initialization...)
>>
>>also, how is it done even with the long delays?
>>
>>
>>
>>On 28 September 2011 18:33, Ingo  wrote:
>>
>>To my experience there will be definitely audio dropouts with dynamic voice
>>>creation. In the case of my rather complex patch (with currently only 8
>>>voices) I have to wait up to ten seconds until the patch is ready again for
>>>playback. I am using a 3.2 GHz Athlon II X2 which is not that slow. Simpler
>>>synth voices might be faster, though.
>>>
>>>I think it is much better to create as many voices as needed beforehand and
>>>turn unused voices off with the [switch~] object.
>>>
>>>Ingo
>>>
>>>
>>>Von: pd-list-boun...@iem.at [mailto:pd-list-boun...@iem.at] Im Auftrag von
>>>Ludwig Maes
>>>Gesendet: Mittwoch, 28. September 2011 17:56
>>>An: Pd List
>>>Betreff: [PD] Variable number of objects?
>>>
>>>
>>>Im not sure what the best way is to instantiate variable number of objects,
>>>for example consider polysynth.pd:
>>>
>>>Theres a fixed number of manually placed voices, suppose I want to have the
>>>top patch to contain a counter through which one may increase or decrease
>>>the number of voices, how would I go about that (without manually placing a
>>>load of voices and disabling them...)?
>>>
>>>Whats the vanilla way to do this? Whats the pd-extended way to do this? ...
>>>
>>>
>>
>>
>
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Re: [PD] Variable number of objects?

2011-09-28 Thread Ingo
Well, as I said in my case the voices are very complex. There are hundreds
of audio objects in each voice. It takes a lot of time to adjust all of the
signal flow and reallocate the memory I guess.

Control objects shouldn't be such a big problem.

Ingo


Von: Ludwig Maes [mailto:ludwig.m...@gmail.com] 
Gesendet: Mittwoch, 28. September 2011 19:30
An: Ingo
Betreff: Re: [PD] Variable number of objects?

I actually meant more in general, also for non-~ signals (i.e. also control
rate .pd patches). I referred to polysynth such that people would see more
easily what I meant. Are there really no such primitives? That seems like
quite a restriction...

How can that take 10 seconds?? I dont see what would cause such a huge
overhead, i'd expect an increase in computations & memory though (say from
10 voices to 11: 10% increase in cpu workload & ram dedicated to these
voices..., I fail to see what would necessitate a long initialization...)

also, how is it done even with the long delays?
On 28 September 2011 18:33, Ingo  wrote:
To my experience there will be definitely audio dropouts with dynamic voice
creation. In the case of my rather complex patch (with currently only 8
voices) I have to wait up to ten seconds until the patch is ready again for
playback. I am using a 3.2 GHz Athlon II X2 which is not that slow. Simpler
synth voices might be faster, though.

I think it is much better to create as many voices as needed beforehand and
turn unused voices off with the [switch~] object.

Ingo


Von: pd-list-boun...@iem.at [mailto:pd-list-boun...@iem.at] Im Auftrag von
Ludwig Maes
Gesendet: Mittwoch, 28. September 2011 17:56
An: Pd List
Betreff: [PD] Variable number of objects?

Im not sure what the best way is to instantiate variable number of objects,
for example consider polysynth.pd:

Theres a fixed number of manually placed voices, suppose I want to have the
top patch to contain a counter through which one may increase or decrease
the number of voices, how would I go about that (without manually placing a
load of voices and disabling them...)?

Whats the vanilla way to do this? Whats the pd-extended way to do this? ...



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Re: [PD] Variable number of objects?

2011-09-28 Thread Hans-Christoph Steiner


I don't know if I posted this to this thread already, but try out the  
'many' lib, it has a few different approaches to managing many  
instances of Pd objects.


http://download.puredata.info/many

.hc

On Sep 28, 2011, at 1:31 PM, Ludwig Maes wrote:

Perhaps better rephrased: how does one use arrays of .pd objects? or  
variable length vectors/lists?


On 28 September 2011 19:29, Ludwig Maes  wrote:


-- Forwarded message --
From: Ludwig Maes 
Date: 28 September 2011 19:29
Subject: Re: [PD] Variable number of objects?
To: Ingo 


I actually meant more in general, also for non-~ signals (i.e. also  
control rate .pd patches). I referred to polysynth such that people  
would see more easily what I meant. Are there really no such  
primitives? That seems like quite a restriction...


How can that take 10 seconds?? I dont see what would cause such a  
huge overhead, i'd expect an increase in computations & memory  
though (say from 10 voices to 11: 10% increase in cpu workload & ram  
dedicated to these voices..., I fail to see what would necessitate a  
long initialization...)


also, how is it done even with the long delays?


On 28 September 2011 18:33, Ingo  wrote:
To my experience there will be definitely audio dropouts with  
dynamic voice
creation. In the case of my rather complex patch (with currently  
only 8
voices) I have to wait up to ten seconds until the patch is ready  
again for
playback. I am using a 3.2 GHz Athlon II X2 which is not that slow.  
Simpler

synth voices might be faster, though.

I think it is much better to create as many voices as needed  
beforehand and

turn unused voices off with the [switch~] object.

Ingo


Von: pd-list-boun...@iem.at [mailto:pd-list-boun...@iem.at] Im  
Auftrag von

Ludwig Maes
Gesendet: Mittwoch, 28. September 2011 17:56
An: Pd List
Betreff: [PD] Variable number of objects?

Im not sure what the best way is to instantiate variable number of  
objects,

for example consider polysynth.pd:

Theres a fixed number of manually placed voices, suppose I want to  
have the
top patch to contain a counter through which one may increase or  
decrease
the number of voices, how would I go about that (without manually  
placing a

load of voices and disabling them...)?

Whats the vanilla way to do this? Whats the pd-extended way to do  
this? ...





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Re: [PD] Variable number of objects?

2011-09-28 Thread Hans-Christoph Steiner


Anyone have a link to his paper on more/less?  I coudlnt' find it.

.hc

On Sep 28, 2011, at 2:02 PM, Charles Henry wrote:


I'd really hope to hear from Krzystof on this topic.  His
[more]/[less] objects presented at the PdCon were really interesting
for creating large numbers of voices.

The difference in approach embeds the new instances (without having a
graphical representation) into the same abstraction and sums their
outputs on the outlets provided.  It behaves a lot like MPI
programming where each program instance is an exact copy,
differentiated only by index.  Messages piped in can be sent to
specific embedded instances through [less] if I remember correctly.

Increasing or decreasing the number of voices sounds like a dynamic
patching application.  I don't know much about it, myself.

Chuck

On Wed, Sep 28, 2011 at 10:55 AM, Ludwig Maes  
 wrote:
Im not sure what the best way is to instantiate variable number of  
objects,

for example consider polysynth.pd:

Theres a fixed number of manually placed voices, suppose I want to  
have the
top patch to contain a counter through which one may increase or  
decrease
the number of voices, how would I go about that (without manually  
placing a

load of voices and disabling them...)?

Whats the vanilla way to do this? Whats the pd-extended way to do  
this? ...


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Re: [PD] Variable number of objects?

2011-09-28 Thread Charles Henry
On Wed, Sep 28, 2011 at 1:13 PM, Ludwig Maes  wrote:
> Where do I learn more about the more/less objects?

Here's the abstract:
http://www.uni-weimar.de/medien/wiki/PDCON:Conference/Self-replication:_how_to_do_more_using_less

The full conference proceedings are due to be published online any time soon.

> On 28 September 2011 20:02, Charles Henry  wrote:
>>
>> I'd really hope to hear from Krzystof on this topic.  His
>> [more]/[less] objects presented at the PdCon were really interesting
>> for creating large numbers of voices.
>>
>> The difference in approach embeds the new instances (without having a
>> graphical representation) into the same abstraction and sums their
>> outputs on the outlets provided.  It behaves a lot like MPI
>> programming where each program instance is an exact copy,
>> differentiated only by index.  Messages piped in can be sent to
>> specific embedded instances through [less] if I remember correctly.
>>
>> Increasing or decreasing the number of voices sounds like a dynamic
>> patching application.  I don't know much about it, myself.
>>
>> Chuck
>>
>> On Wed, Sep 28, 2011 at 10:55 AM, Ludwig Maes 
>> wrote:
>> > Im not sure what the best way is to instantiate variable number of
>> > objects,
>> > for example consider polysynth.pd:
>> >
>> > Theres a fixed number of manually placed voices, suppose I want to have
>> > the
>> > top patch to contain a counter through which one may increase or
>> > decrease
>> > the number of voices, how would I go about that (without manually
>> > placing a
>> > load of voices and disabling them...)?
>> >
>> > Whats the vanilla way to do this? Whats the pd-extended way to do this?
>> > ...
>> >
>> > ___
>> > Pd-list@iem.at mailing list
>> > UNSUBSCRIBE and account-management ->
>> > http://lists.puredata.info/listinfo/pd-list
>> >
>> >
>
>

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Re: [PD] Variable number of objects?

2011-09-28 Thread Charles Henry
I'd really hope to hear from Krzystof on this topic.  His
[more]/[less] objects presented at the PdCon were really interesting
for creating large numbers of voices.

The difference in approach embeds the new instances (without having a
graphical representation) into the same abstraction and sums their
outputs on the outlets provided.  It behaves a lot like MPI
programming where each program instance is an exact copy,
differentiated only by index.  Messages piped in can be sent to
specific embedded instances through [less] if I remember correctly.

Increasing or decreasing the number of voices sounds like a dynamic
patching application.  I don't know much about it, myself.

Chuck

On Wed, Sep 28, 2011 at 10:55 AM, Ludwig Maes  wrote:
> Im not sure what the best way is to instantiate variable number of objects,
> for example consider polysynth.pd:
>
> Theres a fixed number of manually placed voices, suppose I want to have the
> top patch to contain a counter through which one may increase or decrease
> the number of voices, how would I go about that (without manually placing a
> load of voices and disabling them...)?
>
> Whats the vanilla way to do this? Whats the pd-extended way to do this? ...
>
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> http://lists.puredata.info/listinfo/pd-list
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Re: [PD] Variable number of objects?

2011-09-28 Thread Mathieu Bouchard

Le 2011-09-28 à 19:31:00, Ludwig Maes a écrit :


Perhaps better rephrased: how does one use arrays of .pd objects? or variable 
length vectors/lists?


[#many tgl] makes mosaïcs of toggles, [#many nbx] makes mosaïcs of 
numberboxes, like this :


  http://gridflow.ca/help/%23many-help.html

It's probably not anywhere close to what you are interested in, but it's 
an example of something quite different from what the other automatic 
dynamic patchers are doing : it's GOP, it's 2-D, it has a properties 
dialogue, etc.


 __
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Re: [PD] Variable number of objects?

2011-09-28 Thread Ludwig Maes
Perhaps better rephrased: how does one use arrays of .pd objects? or
variable length vectors/lists?

On 28 September 2011 19:29, Ludwig Maes  wrote:

>
>
> -- Forwarded message --
> From: Ludwig Maes 
> Date: 28 September 2011 19:29
> Subject: Re: [PD] Variable number of objects?
> To: Ingo 
>
>
> I actually meant more in general, also for non-~ signals (i.e. also control
> rate .pd patches). I referred to polysynth such that people would see more
> easily what I meant. Are there really no such primitives? That seems like
> quite a restriction...
>
> How can that take 10 seconds?? I dont see what would cause such a huge
> overhead, i'd expect an increase in computations & memory though (say from
> 10 voices to 11: 10% increase in cpu workload & ram dedicated to these
> voices..., I fail to see what would necessitate a long initialization...)
>
> also, how is it done even with the long delays?
>
>
> On 28 September 2011 18:33, Ingo  wrote:
>
>> To my experience there will be definitely audio dropouts with dynamic
>> voice
>> creation. In the case of my rather complex patch (with currently only 8
>> voices) I have to wait up to ten seconds until the patch is ready again
>> for
>> playback. I am using a 3.2 GHz Athlon II X2 which is not that slow.
>> Simpler
>> synth voices might be faster, though.
>>
>> I think it is much better to create as many voices as needed beforehand
>> and
>> turn unused voices off with the [switch~] object.
>>
>> Ingo
>>
>> ____
>> Von: pd-list-boun...@iem.at [mailto:pd-list-boun...@iem.at] Im Auftrag
>> von
>> Ludwig Maes
>> Gesendet: Mittwoch, 28. September 2011 17:56
>> An: Pd List
>> Betreff: [PD] Variable number of objects?
>>
>> Im not sure what the best way is to instantiate variable number of
>> objects,
>> for example consider polysynth.pd:
>>
>> Theres a fixed number of manually placed voices, suppose I want to have
>> the
>> top patch to contain a counter through which one may increase or decrease
>> the number of voices, how would I go about that (without manually placing
>> a
>> load of voices and disabling them...)?
>>
>> Whats the vanilla way to do this? Whats the pd-extended way to do this?
>> ...
>>
>>
>
>
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Re: [PD] Variable number of objects?

2011-09-28 Thread Ingo
To my experience there will be definitely audio dropouts with dynamic voice
creation. In the case of my rather complex patch (with currently only 8
voices) I have to wait up to ten seconds until the patch is ready again for
playback. I am using a 3.2 GHz Athlon II X2 which is not that slow. Simpler
synth voices might be faster, though.

I think it is much better to create as many voices as needed beforehand and
turn unused voices off with the [switch~] object.

Ingo


Von: pd-list-boun...@iem.at [mailto:pd-list-boun...@iem.at] Im Auftrag von
Ludwig Maes
Gesendet: Mittwoch, 28. September 2011 17:56
An: Pd List
Betreff: [PD] Variable number of objects?

Im not sure what the best way is to instantiate variable number of objects,
for example consider polysynth.pd:

Theres a fixed number of manually placed voices, suppose I want to have the
top patch to contain a counter through which one may increase or decrease
the number of voices, how would I go about that (without manually placing a
load of voices and disabling them...)?

Whats the vanilla way to do this? Whats the pd-extended way to do this? ...


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[PD] Variable number of objects?

2011-09-28 Thread Ludwig Maes
Im not sure what the best way is to instantiate variable number of objects,
for example consider polysynth.pd:

Theres a fixed number of manually placed voices, suppose I want to have the
top patch to contain a counter through which one may increase or decrease
the number of voices, how would I go about that (without manually placing a
load of voices and disabling them...)?

Whats the vanilla way to do this? Whats the pd-extended way to do this? ...
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