README.md 11.1 KB
Newer Older
pokergaming's avatar
pokergaming committed
1
## Pure Data L2ork
pokergaming's avatar
pokergaming committed
2
3

maintainer: Ivica Bukvic <ico@vt.edu>
pokergaming's avatar
pokergaming committed
4

pokergaming's avatar
pokergaming committed
5
6
maintainer: Jonathan Wilkes <jancsika@yahoo.com>

Jonathan Wilkes's avatar
Jonathan Wilkes committed
7
[test link](#installation-guide)
Jonathan Wilkes's avatar
Jonathan Wilkes committed
8

pokergaming's avatar
pokergaming committed
9
### One Paragraph Overview
pokergaming's avatar
pokergaming committed
10
11
12
13
14
15

Pure Data (aka Pd) is a visual programming.  That means you can use it to
create software graphically by drawing diagrams instead of writing lines of
code.  These diagram shows how data flows through the software, displaying on
the screen what text-based languages require you to piece together in your mind.

pokergaming's avatar
pokergaming committed
16
17
18
### Distributions of Pure Data

There are currently three main distributions of Pure Data:
pokergaming's avatar
pokergaming committed
19

pokergaming's avatar
pokergaming committed
20
21
22
23
24
25
26
27
28
1. Pd-l2ork.  Version used by Ivica Bukvic for his laptop orchestra.  This
   guide is for Pd-l2ork.
2. Pure Data "Vanilla".  Miller Puckette's personal version which he hosts on
   his website and maintains.  It doesn't include external libraries like
   objects for doing graphics, video, etc.
2. Pure Data Extended.  A monolithic distribution which ships with lots of
   external libraries.  At the moment it doesn't look to be maintained.

### Three Paragraph Overview
pokergaming's avatar
pokergaming committed
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45

Pd has been designed with an emphasis on generating sound, video,
2D/3D graphics, and connecting through sensors, input devices, and MIDI as well
as OSC devices.

Pd has a special emphasis on generating audio and/or video in real time, with
low latency.  Much of its design focuses on receiving, manipulating, and
delivering high-quality audio signals.  Specifically, the software addresses
the problem of how to do this efficiently and reliably on general purpose
operating systems like OSX, Windows, Debian, etc.-- i.e., systems designed
mainly for multi-tasking.

Pd can easily work over local and remote networks.  It can be used to integrate
wearable technology, motor systems, lighting rigs, and other equipment. Pd is
also suitable for learning basic multimedia processing and visual programming
methods, as well as for realizing complex systems for large-scale projects.

pokergaming's avatar
pokergaming committed
46
### Pd-l2ork Goals
pokergaming's avatar
pokergaming committed
47
48

Pd-l2ork has the following goals:
pokergaming's avatar
pokergaming committed
49

pokergaming's avatar
pokergaming committed
50
51
1. Documentation.  We like documentation.  It's like code, except friendly.
2. Be reliable.  Binary releases must be usable for performances and
pokergaming's avatar
pokergaming committed
52
53
   installations.  The git repo must always be in a workable state that can be
   compiled.  Regressions must be fixed quickly.
pokergaming's avatar
pokergaming committed
54
3. Be discoverable.  Undocumented features are buggy.  Missing help files are
pokergaming's avatar
pokergaming committed
55
   bugs.  Patches for new functionality that lack documentation are spam.
pokergaming's avatar
pokergaming committed
56
4. Be consistent.  Consistent interfaces are themselves a kind of
pokergaming's avatar
pokergaming committed
57
58
59
   documentation.  We like documentation, so it follows that we like consistent
   interviews.

Jonathan Wilkes's avatar
Jonathan Wilkes committed
60
### Installation Guide
pokergaming's avatar
pokergaming committed
61
62
63
64
65
66
67
68
69
70
To install using a pre-compiled binary, follow these instructions:
http://l2ork.music.vt.edu/main/?page_id=56

To set up a development environment, first make sure you have the following
package dependencies listed here:
http://l2ork.music.vt.edu/main/?page_id=56

Then follow the steps outlined here:
http://l2ork.music.vt.edu/main/?page_id=56#install-dev

pokergaming's avatar
pokergaming committed
71
### Contributor's Guide
pokergaming's avatar
pokergaming committed
72

pokergaming's avatar
pokergaming committed
73
Contributing is easy:
pokergaming's avatar
pokergaming committed
74

pokergaming's avatar
pokergaming committed
75
76
77
78
79
80
81
82
83
84
85
1. Join the development list:
   http://disis.music.vt.edu/cgi-bin/mailman/listinfo/l2ork-dev
2. Tell us what you'd like to work on.  Unfortunately there are _lots_ of
   externals and even core features that are poorly documented.  We can help 
   make sure you aren't duplicating functionality (or that you at least know
   what's already been implemented).
3. Send us your patch and we'll try it out.  If it's well-documented and
   there aren't any bugs we'll add it to the software.
4. If you want to do regular development and have commit access, just request
   it, then follow the Pd-l2ork goals above.

pokergaming's avatar
pokergaming committed
86
87
Here are some of the current tasks:

pokergaming's avatar
pokergaming committed
88
89
90
* coming up with a better name than Pd-l2ork. :)
  * skills needed: creativity, basic knowledge about programming in Pd
  * status: no work done on this yet
pokergaming's avatar
pokergaming committed
91
* writing small audio/visual Pd games or demos to include in the next release
pokergaming's avatar
pokergaming committed
92
  * skills needed: ability to write Pd programs
pokergaming's avatar
pokergaming committed
93
94
95
96
97
98
99
  * status: I wrote a little sprite-based game that will ship with the next
    version of Pd-l2ork.  In it, the character walks around in an actual
    Pd diagram shoots at the objects to progress, and to make realtime
    changes to the music.
    What I'd like is to include a new, smallish game with each release
    that has a link in the Pd console.  It can be a little demo or game,
    just something fun that shows off what can be done using Pure Data.
pokergaming's avatar
pokergaming committed
100
* porting Pd-l2ork's graphical user interface from Tcl/Tk to Qt.
pokergaming's avatar
pokergaming committed
101
  * skills needed: knowledge about Qt5/QML, threading, and Pd's core design
pokergaming's avatar
pokergaming committed
102
103
    and deterministic message-dispatching and scheduling
  * status: under active development
pokergaming's avatar
pokergaming committed
104
* designing/implementing regression test template
pokergaming's avatar
pokergaming committed
105
  * skills needed: knowledge about... regression tests. :)  But also some
pokergaming's avatar
pokergaming committed
106
107
108
109
110
111
112
113
114
115
116
117
118
    expertise in using Pd so that the tests themselves can
    be written in Pure Data.  At the same time, they should
    be able to be run as part of the automated packaging
    process (i.e., in -nogui mode).
  * status: some externals have their own testing environments, but they are
    limited as they require manual intervention to run and read the
    results inside a graphical window.
    Here's an email thread with Katja Vetter's design, which looks to
    be automatable:
    http://markmail.org/message/t7yitfc55anus76i#query:+page:1+mid:chb56ve7kea2qumn+state:results
    And Mathieu Bouchard's "pure unity" (not sure if this is the most
    recent link...):
    http://sourceforge.net/p/pure-data/svn/HEAD/tree/tags/externals/pureunity/pureunity-0.0/
pokergaming's avatar
pokergaming committed
119

pokergaming's avatar
pokergaming committed
120
### Project "Underview" (Implementation and Code Style)
pokergaming's avatar
pokergaming committed
121

pokergaming's avatar
pokergaming committed
122
123
The following is adapted from Pd Vanilla's original source notes.  (Found
in pd/src/CHANGELOG.txt for some reason...)
pokergaming's avatar
pokergaming committed
124
125
126
127

Sections 2-3 below are quite old.  Someone needs to check whether they even
hold true for Pd Vanilla any more.

pokergaming's avatar
pokergaming committed
128
129
130
#### Structure definition roadmap.

First, the containment tree of things
pokergaming's avatar
pokergaming committed
131
132
133
134
that can be sent messages ("pure data").  (note that t_object and t_text,
and t_graph and t_canvas, should be unified...)

BEFORE 0.35:
pokergaming's avatar
pokergaming committed
135

pokergaming's avatar
pokergaming committed
136
137
138
139
140
141
142
143
    m_pd.h	    t_pd    	    	    anything with a class
                    t_gobj	    	    "graphic object"
                        t_text  	    text object
    g_canvas.h  
                        t_glist 	    list of graphic objects
    g_canvas.c  	    	t_canvas    Pd "document"

AFTER 0.35:
pokergaming's avatar
pokergaming committed
144

pokergaming's avatar
pokergaming committed
145
146
147
148
149
150
    m_pd.h	    t_pd    	    	    anything with a class
                    t_gobj	    	    "graphic object"
                        t_text  	    patchable object, AKA t_object
    g_canvas.h     	    	t_glist     list of graphic objects, AKA t_canvas

Other structures:
pokergaming's avatar
pokergaming committed
151
152
153
154
155
156
157

    g_canvas.h  t_selection -- linked list of gobjs
                t_editor -- editor state, allocated for visible glists
    m_imp.h     t_methodentry -- method handler
                t_widgetbehavior -- class-dependent editing behavior for gobjs
                t_parentwidgetbehavior -- objects' behavior on parent window
                t_class -- method definitions, instance size, flags, etc.
pokergaming's avatar
pokergaming committed
158

pokergaming's avatar
pokergaming committed
159
#### 1. Coding Style
pokergaming's avatar
pokergaming committed
160

pokergaming's avatar
pokergaming committed
161
1.0  C coding style.  The source should pass most "warnings" of C compilers
pokergaming's avatar
pokergaming committed
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
(-Wall on linux, for instance; see the makefile.)  Some informalities
are intentional, for instance the loose use of function prototypes (see
below) and uncast conversions from longer to shorter numerical formats.
The code doesn't respect "const" yet.

1.1.  Prefixes in structure elements.  The names of structure elements always
have a K&R-style prefix, as in ((t_atom)x)->a_type, where the "a_" prefix
indicates "atom."  This is intended to enhance readability (although the
convention arose from a limitation of early C compilers.)  Common prefixes are
"w_" (word), "a_" (atom), "s_" (symbol), "ob_" (object), "te_" (text object),
"g_" (graphical object), and "gl_" (glist, a list of graphical objects).  Also,
global symbols sometimes get prefixes, as in "s_float" (the symbol whose string
is "float).  Typedefs are prefixed by "t_".  Most _private_ structures, i.e.,
structures whose definitions appear in a ".c" file, are prefixed by "x_".

1.2.   Function arguments.  Many functions take as their first
argument a pointer named "x", which is a pointer to a structure suggested
by the function prefix; e.g., canvas_dirty(x, n) where "x" points to a canvas
(t_canvas *x).

1.3.  Function Prototypes.  Functions which are used in at least two different
files (besides where they originate) are prototyped in the appropriate include
file. Functions which are provided in one file and used in one other are
prototyped right where they are used.  This is just to keep the size of the
".h" files down for readability's sake.

1.4.  Whacko private terminology.  Some terms are lifted from other historically
relevant programs, notably "ugen" (which is just a tilde object; see d_ugen.c.)

1.5.  Spacing.  Tabs are 8 spaces; indentation is 4 spaces.  Indenting
curly brackets are by themselves on their own lines, as in:

    if (x)
    {
	x = 0;
    }

Lines should fit within 80 spaces.

pokergaming's avatar
pokergaming committed
201
202
203
#### 2. Compatibility with Max

2.0.  Max patch-level compatibility.  "Import" and "Export" functions are
pokergaming's avatar
pokergaming committed
204
205
206
207
208
209
210
provided which aspire to strict compatibility with 0.26 patches (ISPW version),
but which don't get anywhere close to that yet.  Where possible, features
appearing on the Mac will someday also be provided; for instance, the connect
message on the Mac offers segmented patch cords; these will devolve into
straight lines in Pd.  Many, many UI objects in Opcode Max will not appear in
Pd, at least at first.

pokergaming's avatar
pokergaming committed
211
212
213
#### 3. Source-level Compatibility with Max

3.0.  Compatibility with Max 0.26 "externs"-- source-level compatibility. Pd
pokergaming's avatar
pokergaming committed
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
objects follow the style of 0.26 objects as closely as possible, making
exceptions in cases where the 0.26 model is clearly deficient.  These are:

3.1.  Anything involving the MacIntosh "Handle" data type is changed to use
char * or void * instead.

3.2.  Pd passes true single-precision floating-point arguments to methods;
Max uses double.
Typedefs are provided:
    t_floatarg, t_intarg for arguments passed by the message system
    t_float, t_int for the "word" union (in atoms, for example.)

3.3.  Badly-named entities got name changes:

    w_long --> w_int (in the "union word" structure)

3.4.  Many library functions are renamed and have different arguments;
I hope to provide an include file to alias them when compiling Max externs.

pokergaming's avatar
pokergaming committed
233
234
235
#### 4. Function name prefixes

4.0.  Function name prefixes.
pokergaming's avatar
pokergaming committed
236
237
Many function names have prefixes which indicate what "package" they belong
to.  The exceptions are:
pokergaming's avatar
pokergaming committed
238

pokergaming's avatar
pokergaming committed
239
240
241
242
243
    typedmess, vmess, getfn, gensym (m_class.c)
    getbytes, freebytes, resizebytes (m_memory.c)
    post, error, bug (s_print.c)
which are all frequently called and which don't fit into simple categories.
Important packages are:
pokergaming's avatar
pokergaming committed
244
245
246
247
248
249
250
    (pd-gui:)   pdgui -- everything
    (pd:)	    pd -- functions common to all "pd" objects
                obj -- fuctions common to all "patchable" objects ala Max
                sys -- "system" level functions
                binbuf -- functions manipulating binbufs
                class -- functions manipulating classes
                (other) -- functions common to the named Pd class
pokergaming's avatar
pokergaming committed
251

pokergaming's avatar
pokergaming committed
252
253
254
#### 5. Source file prefixes

5.0. Source file prefixes. 
pokergaming's avatar
pokergaming committed
255
256
257
258
259
260
261
262
263
264
PD:
s    system interface
m    message system
g    graphics stuff
d    DSP objects
x    control objects
z    other

PD-GUI:
t    TK front end