[PD-dev] initbang and friends WAS: run-up to release 0.43
Jonathan Wilkes
jancsika at yahoo.com
Wed Aug 25 19:16:49 CEST 2010
--- On Wed, 8/25/10, IOhannes m zmoelnig <zmoelnig at iem.at> wrote:
> From: IOhannes m zmoelnig <zmoelnig at iem.at>
> Subject: Re: [PD-dev] initbang and friends WAS: run-up to release 0.43
> To: pd-dev at iem.at
> Date: Wednesday, August 25, 2010, 9:13 AM
> On 2010-08-24 22:17, Jonathan Wilkes
> wrote:
> >
> >
> > I'd love to see an example of this in action.
> Just from your
> > description I'm wondering why you wouldn't do the fade
> from inside
> > the abstraction, and just delay destroying it until
> the fade out has
> > finished.
>
> ever tried to delay destroying an object?
With mouse and cut messages, yes. With your objects, no. What
happens?
> i'm mainly talking about objects that get automatically
> recreated by Pd
> (not where i just chose to remove the object because i
> don't like it any
> more)
>
> >
> > Rumors can only start when people don't choose their
> words carefully.
> >
>
> you are very optimistic.
> at least i would rephrase to: "Rumors start because people
> cannot choose
> their words carefully."
>
> >>
> >> as a matter of fact, i think [loadbang] has a bad
> naming as
> >> well.
> >
> > But unless you have some extraordinarily clear name in
>
> > mind as a replacement that outweighs the problems of
> replacing an object
>
> i'm not suggesting to replace the name [loadbang].
>
> > that is currently Max compatible and has a startup
> flag with its name in
> > it (not to mention however many people's patches that
> depend upon it),
> > there's not much to be done about it.
> >
> > Hm, looking at Max's docs I see [loadbang] sends out a
> bang on double
> > click. That's pretty nifty!
> >
>
> i think it's pretty daft, as a [loadbang] is a way to
> automate things
> without user interaction whereas double clicking only makes
> sense in
> user interaction.
Both Max and Pd's [loadbang] objects are a way to automate things
without user interaction-- at _load_ time. Unless there is currently a
way to imagine a patch into existence, one has to build a patch through
interaction with Pd (or build the patch that dynamically builds a
patch). In the course of doing so one probably wants to
test that particular object chain. In Pd, you add an extra [bng] and
connect it to whatever the [loadbang] connects to (or use the
File->Message window but that takes longer and triggers any other
[loadbang] in the patch). In Max, you add nothing-- you just
double-click [loadbang]. It takes less time to add nothing than it does
to add something, so in Max you save time when testing your [loadbang]
patch.
I know it's a small amount of effort saved, but small amounts of effort
start to add up over time, like [t b 0], having anchors to resize GUI
objects with the mouse (like [entry]), etc.
> anyhow, if you think it's really missing roll your own (or
> use the attached)
It's certainly missing, in the sense of, "If it were there, I would
certainly use it." But given the difficulty of just advocating for
[initbang], which has been around for years and (I find) necessary, I'm
not sure I want to push for or code an addition to [loadbang] that
merely adds a convenience.
Also, if you roll too many of your own in Pd, you end up doing so at the
expense of portability. I don't want to send a library of my hacks to
standard objects with every patch I show to someone else.
-Jonathan
>
>
>
> fgmadr
> IOhannes
>
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