[L2Ork-dev] feature request, view object number
Liam Goodacre
liamg_uw at hotmail.com
Tue May 24 06:34:19 UTC 2016
Yes, that's what I was thinking--the first object is 0, the second is 1, etc. They would also have to update in real time, ie. if I delete the first object, then the old object 1 is now object 0, the old object 2 is now 1, etc. [iemguts/canvasselect] can already identify and print these numbers, but of course they're not visible in the patch.
I was thinking the same for the connection wires (ie. ordinal numbers, as you said) although the more I think about it the less sense this makes, as connections aren't numbered per se. The only instance where it would be useful to know these numbers would be to disambiguate an object with multiple connections coming out of the same outlet, but this is a practice that is discouraged anyway.
What do you think?
Date: Mon, 23 May 2016 15:28:05 -0400
From: ico at vt.edu
To: l2ork-dev at disis.music.vt.edu
Subject: Re: [L2Ork-dev] feature request, view object number
So, if I understand you correctly the first object ever created on the canvas would have ordinal number of 0 and the second object would have number one and so on and so forth. I assume the same would be true for all connection wires or would they be more specific to each object they are connected to?
--
Ivica Ico Bukvic, D.M.A.
Associate Professor
Computer Music
ICAT Senior Fellow
Director -- DISIS, L2Ork
Virginia Tech
School of Performing Arts – 0141
Blacksburg, VA 24061
(540) 231-6139
ico at vt.edu
www.performingarts.vt.edu
disis.icat.vt.edu
l2ork.icat.vt.edu
ico.bukvic.net
On May 23, 2016 14:20, "Liam Goodacre" <liamg_uw at hotmail.com> wrote:
I don't know what the glist stack is. I'm talking about the object creation order that corresponds to the object's placement in the pd file. For example, in the command "connect x 0 y 1", x and y are the object numbers.
To: l2ork-dev at disis.music.vt.edu
From: ico at vt.edu
Date: Mon, 23 May 2016 13:03:05 -0400
Subject: Re: [L2Ork-dev] feature request, view object number
Thank you for the suggestion. Are you talking about the memory
location on the glist stack? (e.g. like the one that canvas name
has)
On 5/23/2016 8:56 AM, Liam Goodacre
wrote:
What do you think about this for a new L2Ork
feature? A new option in the edit menu that places little
numbers next to each object on the canvas, according to their
creation order. This would be really useful for dynamic
patching, ie. if you're trying to connect or delete objects
and you need to know their number. It would also fit nicely
with the "send to front/back" feature that you've already
made.
A couple of other thoughts:
1. It would probably be best if this could only come into
effect when edit mode is on, a bit like the little re-size
dots in the corner of a "bang". It's probably also best if
it's an additional option rather than contiguous with edit
mode, as the numbers might get confusing or annoying in larger
patches.
2. A further possibility would be to have the same option for
connection numbers. This would be immediately useful, as
connection order is integral to PD functioning. On the other
hand it might also provide less incentive to use trigger, and
hence lead to sloppy patching.
_______________________________________________
L2Ork-dev mailing list
L2Ork-dev at disis.music.vt.edu
http://disis.music.vt.edu/listinfo/l2ork-dev
_______________________________________________
L2Ork-dev mailing list
L2Ork-dev at disis.music.vt.edu
http://disis.music.vt.edu/listinfo/l2ork-dev
_______________________________________________
L2Ork-dev mailing list
L2Ork-dev at disis.music.vt.edu
http://disis.music.vt.edu/listinfo/l2ork-dev
_______________________________________________
L2Ork-dev mailing list
L2Ork-dev at disis.music.vt.edu
http://disis.music.vt.edu/listinfo/l2ork-dev
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://disis.music.vt.edu/pipermail/l2ork-dev/attachments/20160524/336fd764/attachment-0001.html>
More information about the L2Ork-dev
mailing list