Re: [PD] Kitect in Pd ?

2010-11-28 Thread Koray Tahiroglu
We already got one in our lab, I guess tomorrow we will port it in Mac, then 
maybe I can contact you (skype?) later  for Kinect external. I will give a try 
before I call you. I guess this would be the best way to connect Kitect and Pd 
instead of any other OSC connections.

Koray


On Nov 28, 2010, at 5:33 AM, Hans-Christoph Steiner wrote:

 
 I have libusb/libhid code for Pd, in externals/hcs/usbhid.  It shouldn't be 
 too hard to make a Kinect external for Pd.
 
 .hc
 
 On Nov 27, 2010, at 6:12 AM, Koray Tahiroglu wrote:
 
 
 Hi all,
 
 Does anybody have any chance to get those nice sensory inputs in Pd? Seems 
 like its USB connection has been hacked and I was wondering if anybody 
 already used that with Pd. Any ideas/comments on its possible Pd connection?
 
 Best,
 
 Koray
 
 
 -
 M.Koray Tahiroğlu
 Media Lab,
 Aalto University,
 School of Art and Design
 http://mlab.taik.fi/~korayt
 
 
 
 
 
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 solution... It may sound small in theory, but it in practice, it can change 
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-
M.Koray Tahiroğlu
Media Lab,
Aalto University,
School of Art and Design
http://mlab.taik.fi/~korayt
tel: +358 45 233 6272





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Re: [PD] call for testers for L2Ork iteration of pd-extended (based on 0.42.x branch)

2010-11-28 Thread João Pais

This is that kind of thinking that led me to invent [#many]. I looked at
their matrix of toggle-like things and told myself I should make  
something

similar, except it would have a much shorter list of properties, and a
possibility to connect plugins (using an extra inlet and outlet) so that
any special behaviour can be user-specified. And then I wanted a variable
element-class, not just toggle. And thus it was born.

Apart from that, many things can be made using [#see]-[#mouse] with
various graphics processing in GF/GEM/PDP. [#see] displays a video in a
patch, and the video can be tiny, generated, and rendered on demand (it's
actually a picture viewer). This is most useful for high-color,
pixel-oriented data, or really complicated vector data, perhaps.


that's also true, but in this case I was speaking more about small user  
issues. Pd people (me as well) got used to the clean look of the  
patches, but sometimes this lack of options also means to waste lots of  
time when a decent gui has to be made. Clean guis should be the result of  
the programmer's choices, not of the limitations of the program.


I had a small look at [#many]. Do you think it would be better to use  
C-coded objects instead for this kind of complex gop abstractions? I use  
lots of abstractions with gop (from my library, specially [m-i] for midi  
input), and it seems to me that at some point I have so many abstractions,  
that my patches take longer to load. But I didn't do a real test to prove  
this.


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Re: [PD] L2Ork pd-extended release candidate 1 now available (was: Re: call for testers...)

2010-11-28 Thread András Murányi
On Sun, Nov 28, 2010 at 7:47 AM, Jonathan Wilkes jancs...@yahoo.com wrote:

 Small detail-- your 'Put' menu is tearoff-able.


...which is super cool, IMHO

Andras
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Re: [PD] L2Ork pd-extended release candidate 1 now available (was: Re: call for testers...)

2010-11-28 Thread Hans-Christoph Steiner


On Nov 28, 2010, at 11:11 AM, András Murányi wrote:

On Sun, Nov 28, 2010 at 7:47 AM, Jonathan Wilkes  
jancs...@yahoo.com wrote:

Small detail-- your 'Put' menu is tearoff-able.

...which is super cool, IMHO

Andras



Its one of those things that people love and hate.  That's where GUI  
plugins come in: people who love them can enable them with a simple  
GUI plugin.



.hc



Programs should be written for people to read, and only incidentally  
for machines to execute.

 - from Structure and Interpretation of Computer Programs

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Re: [PD] The Game of Life

2010-11-28 Thread András Murányi
On Sun, Nov 28, 2010 at 7:51 PM, Andrew Faraday jbtur...@hotmail.comwrote:

  Hey All

 Bit of an early Christmas present.

 It's a pure-data based, 16x16 version of Jon Conways Game of Life (
 http://en.wikipedia.org/wiki/Conway%27s_Game_of_Life). Perhaps the
 geekiest thing I've ever done.

 It's all zipped up because I've used a few abstractions, just uncompress to
 a single folder and open OpenMe.pd

 Would love to hear what you guys think of this. Particularly interested in:

 * Does anyone know if it's been done in puredata before? Can I get hold of
 it?
 * Is it well documented enough?
 * Does it work on different operating systems (was made on ubuntu (netbook
 remix) so some of it may not transfer)?
 * How might you improve on this?

 I may, in the longer run, be planning to use this for a generative music
 patch. Don't know if that means anything to you.

 Cheers

 Andrew


I wouldn't mention if it was a real Christmas present :o) but it throws some
r13 ... couldn't create errors and hooks my CPU (2,2GHz Opteron) heavily
without clicking start. When clicking start nothing happens, perhaps
because of the subpatches that didn't create. (Pd-ex autobuild of
2010-11-23)
Repair it, Daddy! :o)

Andras
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Re: [PD] big soundfiles

2010-11-28 Thread Mathieu Bouchard

On Sat, 27 Nov 2010, Derek Holzer wrote:

Thank you Roman, this is exactly the kind of concise and clear information I 
was looking for to include in the chapters on sample playback in the Pd FLOSS 
Manual!


But that is relevant to [tabread~] and [tabread], NOT [tabread4~], which 
is normally used with more resolution : in the latter case, you divide the 
6 minutes into the number of steps you expect to need between samples. If 
you play at speed 1.125, that's 9/8, so, you need 1/8 steps, so, divide 
6m20s by 8. With different denominators (1.1 = 11/10) it can get 
complicated though.


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Re: [PD] The Game of Life

2010-11-28 Thread Jack
It was done under GEM and GridFlow ;) :
GEM - examples - 10.GLSL - 04.game_of_life
GridFlow examples - game_of_life.pd
Should work on Linux, MacOSX and Windows, take a look !
++

Jack



Le dimanche 28 novembre 2010 à 18:51 +, Andrew Faraday a écrit :
 Hey All
 
 Bit of an early Christmas present.
 
 It's a pure-data based, 16x16 version of Jon Conways Game of
 Life (http://en.wikipedia.org/wiki/Conway%27s_Game_of_Life). Perhaps
 the geekiest thing I've ever done. 
 
 It's all zipped up because I've used a few abstractions, just
 uncompress to a single folder and open OpenMe.pd
 
 Would love to hear what you guys think of this. Particularly
 interested in:
 
 * Does anyone know if it's been done in puredata before? Can I get
 hold of it?
 * Is it well documented enough? 
 * Does it work on different operating systems (was made on ubuntu
 (netbook remix) so some of it may not transfer)?
 * How might you improve on this? 
 
 I may, in the longer run, be planning to use this for a generative
 music patch. Don't know if that means anything to you.
 
 Cheers
 
 Andrew
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Re: [PD] The Game of Life

2010-11-28 Thread Andrew Faraday

also, I can't get this to work on my mac, not entirely sure why, oh well. never 
mind. 

 Subject: Re: [PD] The Game of Life
 From: j...@rybn.org
 To: jbtur...@hotmail.com
 CC: pd-list@iem.at
 Date: Sun, 28 Nov 2010 21:05:03 +0100
 
 It was done under GEM and GridFlow ;) :
 GEM - examples - 10.GLSL - 04.game_of_life
 GridFlow examples - game_of_life.pd
 Should work on Linux, MacOSX and Windows, take a look !
 ++
 
 Jack
 
 
 
 Le dimanche 28 novembre 2010 à 18:51 +, Andrew Faraday a écrit :
  Hey All
  
  Bit of an early Christmas present.
  
  It's a pure-data based, 16x16 version of Jon Conways Game of
  Life (http://en.wikipedia.org/wiki/Conway%27s_Game_of_Life). Perhaps
  the geekiest thing I've ever done. 
  
  It's all zipped up because I've used a few abstractions, just
  uncompress to a single folder and open OpenMe.pd
  
  Would love to hear what you guys think of this. Particularly
  interested in:
  
  * Does anyone know if it's been done in puredata before? Can I get
  hold of it?
  * Is it well documented enough? 
  * Does it work on different operating systems (was made on ubuntu
  (netbook remix) so some of it may not transfer)?
  * How might you improve on this? 
  
  I may, in the longer run, be planning to use this for a generative
  music patch. Don't know if that means anything to you.
  
  Cheers
  
  Andrew
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Re: [PD] The Game of Life

2010-11-28 Thread martin brinkmann
On 11/28/2010 09:21 PM, Andrew Faraday wrote:

 also, I can't get this to work on my mac, not entirely sure why, oh well. 
 never mind.

works here on macos in pd extended 0.42.5. the cpu load is a bit heavy
though, on my 2009 mac mini. (about 70 percent) i also got a few
r13 couldn't create.

on my ubuntu (10.4) it did not work very well, but that is
probably because i use basicly pd vanilla and a few externals
(and no gridflow for example).
after randomize the next iteration is completely black.
cpu is about 50 percent (3 ghz intel core duo)


 Does anyone know if it's been done in puredata before? Can I get
 hold of it?

 I may, in the longer run, be planning to use this for a generative
 music patch. Don't know if that means anything to you.

in my sequenzquadrat-patch is a live-player, which modifies
the current pattern according to game-of-life rules.
musically it is not that interessting though.
maybe it would be a better idea to use the game-of-life in a different
way than i did, for example as a monophonic sequence, with nr of dots
per column as velocity or something like that.
or maybe clusters of dots as different sequences...

bis denn!
martin

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Re: [PD] The Game of Life

2010-11-28 Thread Martin Peach

On 2010-11-28 13:51, Andrew Faraday wrote:

Hey All

Bit of an early Christmas present.

It's a pure-data based, 16x16 version of Jon Conways Game of Life
(http://en.wikipedia.org/wiki/Conway%27s_Game_of_Life). Perhaps the
geekiest thing I've ever done.

Would love to hear what you guys think of this. Particularly interested in:

* Does anyone know if it's been done in puredata before? Can I get hold
of it?


There's mrpeach/life2x that contains the engine with no display.

Martin

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[PD] pd pcap crash on Mac OS X

2010-11-28 Thread Hans-Christoph Steiner


I'm trying to use the new pcap library on Mac OS X, and opening three  
of the four help patches (pdpcap-help.pd, pcap-help.pd, pcap_device- 
help.pd) all cause this crash:


Thread 0 Crashed:
0   libSystem.B.dylib   0x956160be __sfvwrite + 393
1   libSystem.B.dylib   0x95615c3e __vfprintf + 18730
2   libSystem.B.dylib   0x956499b5 vsnprintf + 505
3   pd	0x0006190d sys_vgui + 113  
(s_inter.c:668)
4   pd	0x00064a32 dopost + 320 (s_print.c: 
42)

5   pd  0x00064ac9 post + 78 (s_print.c:55)


.hc



I have the audacity to believe that peoples everywhere can have three  
meals a day for their bodies, education and culture for their minds,  
and dignity, equality and freedom for their spirits.  - Martin  
Luther King, Jr.




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Re: [PD] The Game of Life

2010-11-28 Thread Chris McCormick
As-salamu alaykum,

On Sun, Nov 28, 2010 at 06:51:57PM +, Andrew Faraday wrote:
 * Does anyone know if it's been done in puredata before? Can I get hold of it?

http//lists.puredata.info/pipermail/pd-list/2006-08/041323.html

Unfortunately the links in that post don't resolve correctly, but you can get
the same files from here: http://mccormick.cx/dev/s-abstractions/

Using that you can build CA fields of arbitrary size. There is a small bug
where cells shift one unit when crossing some boundaries - I think the top and
bottom of the field but I can't remember - but it doesn't have too disruptive an
effect and the whole structure still functions ok.

 I may, in the longer run, be planning to use this for a generative music
 patch. Don't know if that means anything to you.

I made some music with my implementation which you can hear here:
http://sciencegirlrecords.com/chr15m/music/CD004/ca1.ogg

If I recall correctly, notes/parameters/rhythms were triggered as cells in
certain rows were crossed. I made liberal use of the Glider:
http://en.wikipedia.org/wiki/Glider_%28Conway%27s_Life%29.

Also check out the replies in that thread:

Frank's Game of Life in datastructures:
http://lists.puredata.info/pipermail/pd-list/2006-08/041386.html

Mathieu's implementation in gridflow:
http://lists.puredata.info/pipermail/pd-list/2006-08/041382.html

Enjoy,

Chris.

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[PD] Parsing Pd patches in Javascript, Python, Java

2010-11-28 Thread Chris McCormick
Hi,

Here is how you can parse Pd patches into rows of atoms in three languages 
using regular expressions:

/*** Javascript ***/

var lines_re = new 
RegExp((#((.|\r|\n)*?)[^])\r{0,1}\n{0,1};\r{0,1}\n, gi);
for (pdline = lines_re.exec(patchtext)) {
var atoms = pdline[1].split(/ |\r\n?|\n/);
}

### Python ###

lines_re = re.compile((#(.*?)[^\\\])\r{0,1}\n{0,1};\r{0,1}\n, 
re.MULTILINE | re.DOTALL)
split_re = re.compile( |\r\n?|\n, re.MULTILINE)
for found in lines_re.finditer(patch):
line = found.group(1)
atoms = split_re.split(line)

/*** Java ***/

private static final String line_re = 
(#((.|\r|\n)*?)[^])\r{0,1}\n{0,1};\r{0,1}\n;
private static final String token_re =  |\r\n?|\n;

Pattern pattern = Pattern.compile(line_re, Pattern.MULTILINE);
Pattern token_pattern = Pattern.compile(token_re, Pattern.MULTILINE);
Matcher matcher = pattern.matcher(patchtext);
ArrayListString[] atomlines = new ArrayListString[]();
while (matcher.find()) {
String[] s = token_pattern.split(matcher.group(1));
atomlines.add(token_pattern.split(matcher.group(1)));
}

Also here is a regular expression for matching dollar args: 

/(?:\\{0,1}\$)(\d+)/g;

Hopefully this is useful to someone else.

Cheers,

Chris.

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Re: [PD] L2Ork pd-extended release candidate 1 now available (was: Re: call for testers...)

2010-11-28 Thread Ivica Ico Bukvic
On Sat, 2010-11-27 at 22:47 -0800, Jonathan Wilkes wrote:
 Small detail-- your 'Put' menu is tearoff-able.

This is intentional.

Best wishes,

Ico


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Re: [PD] L2Ork pd-extended release candidate 1 now available (was: Re: call for testers...)

2010-11-28 Thread Ivica Ico Bukvic
On Sat, 2010-11-27 at 23:18 -0800, Jonathan Wilkes wrote:
 Hi,
  Here are some scrolling observations:
 In the attached patch, drag the [pd] object far down into the 
 bottom right-hand corner, so that you get some scrollbars to appear.  
 Now, on the current pd-extended, you can scroll down to that object, 
 and when you drag it back to its original location, the scrollbars 
 respond in realtime so that the object swoops back up the patch 
 until, finally, the scrollbars disappear.  In your version the 
 scrollbars don't react until you stop dragging and release the mouse 
 button.  Just an observation-- I suppose both methods have their 
 strengths and weaknesses.  I prefer the current Pd-ext behavior-- 
 for example, if I happen to paste an object into another patch with a smaller 
 window size, it makes it quick to drag it back up.
 
 But notice that once you drag the [pd] object back near its original 
 position, the [f] object looks as if it's at (0,0), when it's really 
 at (10,10).  However, if you save the patch and reopen it the [f] 
 will appear at its proper, original position-- (10,10).  I think this 
 is a bug, because it means any time one adds or takes away the 
 scrollbars the absolute positioning of the objects on the canvas is 
 temporarily lost, forcing the user to close and open to see the 
 real positioning.
 
 -Jonathan

Both of these are actually a feature. I actually used to have real-time
scrollbar updates but that simply bogged the cpu down too much, so I
opted to updating them only once an object has stopped moving which in
most if not all cases makes perfect sense.

The reason canvas is displaced in l2ork version is because our
philosophy is if a patch can fit in a window, it should. Granted, it
has some shortcomings like patches opening and then having to readjust
as well as having them not (0,0)-centric which makes them potentially
less compatible with vanilla version. That said, I believe this is a
much better way of dealing with patches, and if one really wants to
lock-in patch positioning, they should simply use a cnv (canvas)
object whose name in many ways suggests exactly that.

NB: repositioning of window upon load can be avoided only if the format
of saving the patch also includes the top-left corner of the canvas,
which current format does not support.

Please note that l2ork's scrolling algorithm also accounts for all other
operations, such as undo/redo/cut/copy/paste, even key presses that may
extend the width of an object.

Cheers!

Ico



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Re: [PD] L2Ork pd-extended release candidate 1 now available (was: Re: call for testers...)

2010-11-28 Thread Ivica Ico Bukvic
OK, release candidate 2 is now up with following changes:

*This one was *really* bad: Cut/Paste/Undo/Redo creates double entries
on gop-in-gop patches. Basically, after literally a day of
troubleshooting and posting hooks all over the pd source (heck, I even
got to study binbuf stuff :-) it appears in these instances window_name
never changes upon restore (in other words tcl/tk canvas's documentation
lies about not reusing id with every new object--why am I not
surprised?) NB: this finally solves every instance I am familiar with in
which pd suddenly starts spewing two or more objects per each
key-press/action. Consequently, even though I've said it many times
before, I finally believe this solves all of the GOP redraw/bug issues.

To best test this problem you can simply create a simple patch using
either vanilla pd or pd-extended with a GOP abstraction that has another
visible GOP abstraction inside it. Now on the parent window cut and undo
(or paste) the GOP-ed abstraction and open it. Try creating a new object
inside it and presto, everything is doubled. As you do more cut/undos
you can get as many of them per action as you like :-). This can also
result in a crash as window close will be also registered multiple
times.

If you are wondering how the fix works, it's the ugliest hack on the
planet made for the comparably attractive toolkit: every time the
undo/copy queue is copied I insert a bogus object prior to the selection
(in this case a comment with an appropriately redundant name) and offset
all connections by one. Once the buffer is restored, the fact it is
different from the original scene (seems to me that the tcl/tk might be
caching things id-wise without properly disconnecting HID hooks to those
widgets, hence multiple entries per action) forces tcl/tk to assign
truly unique ids to newly pasted objects. Upon restoring the queue, I
erase the bogus object. Now, how ugly is that?

So, the next time you have an opportunity to read tcl/tk documentation
don't forget to take it with a boulder of salt.

Other fixes:
*recreation of gop-ed objects when selecting their text (a.k.a.
activating them) must not apply to gop-ed pd patchers (when clicked to
change their names)
*changing name on a gop-ed pd patcher automatically resizes patcher gop
window and correctly positions outlets
*Added ctrl+enter reselect option
*cleaned up stderr errors about canvases/widgets not found
*when closing dirty patch and dirty abstraction, prompts are incorrectly
focusing on and pointing to wrong windows
*cord inspector uses globally defined font size
*removed xy stretch option from the font menu as it appears to be
unstable
*corrected text color on pd patcher

Latest snapshot is available at:
http://l2ork.music.vt.edu/main/?page_id=56

As always, feedback is most appreciated.

Cheers!

Ico




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