项目作者: pd-l2ork

项目描述 :
This is pd-l2ork 2.x that integrates pd-l2ork 1.x and Purr-Data
高级语言: C
项目地址: git://github.com/pd-l2ork/pd-l2ork.git
创建时间: 2020-10-14T13:55:01Z
项目社区:https://github.com/pd-l2ork/pd-l2ork

开源协议:Other

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Pd-L2Ork

Maintainer:

Mailing List

One Paragraph Overview

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

Three Paragraph Overview

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.

Goals

Pd-L2ork has the following goals:

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

For Pd-L2Ork website see:

http://l2ork.music.vt.edu/main/make-your-own-l2ork/software

Relationship of Pd-L2Ork to Pure Data

There are two maintained distributions of Pure Data:

  1. This is the 2.x version of Pd-L2Ork. It ships with lots of
    external libraries and uses a modern GUI written using HTML5.
  2. Pure Data “Vanilla”. Miller Puckette’s personal version which he hosts on
    his website and maintains. It doesn’t come with external libraries
    pre-installed, but it does include an interface you can use to search
    and install external libraries maintained and packaged by other developers.

Downloads

Releases are provided on the L2Ork’s webpage:

http://l2ork.music.vt.edu/main/make-your-own-l2ork/software

Build Guide

Pd-L2Ork is usually built by just running make in the toplevel source directory after checking out the sources from its git repository. This works across all supported platforms (Linux, Mac and Windows at this time). The Makefile also offers the customary targets to clean (make clean, or make realclean to put the sources in pristine state again) and to roll a self-contained distribution tarball (make dist), as well as some other convenience targets (please check the comments at the beginning of the Makefile for more information).

However, to make this work, you will most likely have to install some prerequisites first: build tools such as a C/C++ compiler and the make program itself, as well as dependencies, the libraries that Pd-L2Ork needs. Detailed instructions for each of the supported platforms are given below.

Linux

Time to build: 10 minutes light install, 15-60 minutes full install
Hard drive space required: roughly 2.5 GB

  1. Install the dependencies (please note that the packages may be named
    slightly differently (or use different versions) for different Linux distributions; the given names are for the Ubuntu version currently used by the VT L2Ork ensemble). If the command is successful, you will get a printout on the terminal where command was invoked showing bunch of packages being downloaded from the internet and then installed.

    IMPORTANT! If any of the libraries below are tagged as unavailable, note
    that none of them will be installed until you specify correct replacement
    library or remove the missing libraries from this list.

    1. sudo apt-get install bison flex autoconf automake libasound2-dev \
    2. libjack-jackd2-dev libtool libbluetooth-dev libgl1-mesa-dev \
    3. libglu1-mesa-dev libglew-dev libmagick++-dev libftgl-dev \
    4. libgmerlin-dev libgmerlin-avdec-dev libavifile-0.7-dev \
    5. libmpeg3-dev libquicktime-dev libv4l-dev libraw1394-dev \
    6. libdc1394-dev rsync libfftw3-dev libvorbis-dev ladspa-sdk \
    7. dssi-dev tap-plugins invada-studio-plugins-ladspa blepvco \
    8. swh-plugins mcp-plugins cmt blop omins rev-plugins \
    9. dssi-utils vco-plugins wah-plugins fil-plugins \
    10. mda-lv2 libmp3lame-dev libspeex-dev libgsl0-dev \
    11. portaudio19-dev liblua5.4-dev python3-dev libsmpeg0 libjpeg-dev \
    12. flite1-dev libgsm1-dev libgtk2.0-dev git libstk-dev wget \
    13. libfluidsynth-dev fluid-soundfont-gm byacc cmake ninja-build \
    14. patchelf libtirpc-dev libnss3 libudev-dev

    For Ubuntu <= 24.04, also install gconf2 by typing:

    1. sudo apt-get install gconf2
  2. Clone the Pd-L2Ork repository

    1. git clone https://github.com/pd-l2ork/pd-l2ork.git
  3. Compile the code

    • to build only the core: make light
    • to build the core and all externals: make all (20 minutes to 1.5 hours)
    • to build everything except Gem: make incremental (10 to 20 minutes)
  4. If you’re using an apt-based Linux distribution and you have the necessary
    Debian packaging tools installed, there should now be an installer file in
    the main source directory, which can be installed as usual. Otherwise, run
    make install to install the software, and make uninstall to remove it
    again.

  5. If you plan on using the wiimote connectivity of pd-l2ork, make sure to reboot
    your machine before attempting to connect a wiimote, so that pd-l2ork’s udev
    rules can take effect.

OSX 64-bit using Homebrew

Time to build: 30-60 minutes
Hard drive space required: roughly 2 GB

  1. Install Homebrew
    (asks for password twice— once for command line tools, once for homebrew)

  2. Install the dependencies:

    1. brew install wget
    2. brew install autoconf
    3. brew install automake
    4. brew install libtool
    5. brew install fftw
    6. brew install python
    7. brew install lua
    8. brew install fluidsynth
    9. brew install faac
    10. brew install lame
    11. brew install libvorbis
    12. brew install speex
    13. brew install gsl
    14. brew install libquicktime
    15. brew install sdl2
    16. brew install pkg-config
    17. brew install gettext
    18. brew install freetype2
    19. brew install ftgl
    20. brew install jpeg
    21. brew install libtiff
    22. brew install sdl
    23. brew install glfw
    24. brew install ninja
    25. brew install cmake
  3. Clone the Pd-L2Ork repository

    1. git clone https://github.com/pd-l2ork/pd-l2ork.git
  4. Change to the source directory

    1. cd pd-l2ork
  5. Build the OSX app and the installer disk image (.dmg file)

    1. make
  6. There should now be a .dmg file in your current directory, which lets you install the app in the usual way

Windows 32-bit Using msys2

Time to build: roughly 30-60 minutes—most of this is for Gem alone
Hard drive space required to build: rougly 2.5 GB

Important note: We recommend doing the build under your msys2 home
directory (usually /home/username in the msys2 shell). This directory should
not have any spaces in it, which would otherwise cause trouble during the
build. Never try using your Windows home directory for this purpose instead,
since it will usually contain spaces, making the build fail.

  1. Download and install msys2
    There are two installers— one for 32-bit Windows systems (i686) and one for
    64-bit Windows (x86_64). Be sure you know which
    version
    of Windows you are running and download the appropriate installer.
    Note: don’t run the shell after installation finishes. You’ll do that
    manually in step 3.

  2. Download and install the inno setup Quickstart Pack which includes the Script Editor

  3. Run the “MSYS2 MinGW 32-bit” shell
    msys2 adds three Start Menu items for different “flavors” of shell:

    • MSYS2 MinGW 32-bit <- click this one!
    • MSYS2 MinGW 64-bit
    • MSYS2 MSYS
  4. Install the dependencies
    Once the shell opens, we need to install the dependencies for building
    Pd-L2Ork. First we need to update all the packages:

    1. pacman -Syu

    After closing and reopening the shell as prompted, you may need to do it
    again:

    1. pacman -Syu

    Now everything should be up-to-date. Issue the following command:

    1. pacman -S autoconf automake git libtool \
    2. make mingw-w64-i686-dlfcn mingw-w64-i686-fftw \
    3. mingw-w64-i686-fluidsynth \
    4. mingw-w64-i686-SDL2 \
    5. mingw-w64-i686-ftgl mingw-w64-i686-fribidi \
    6. mingw-w64-i686-ladspa-sdk mingw-w64-i686-lame \
    7. mingw-w64-i686-libsndfile mingw-w64-i686-libvorbis \
    8. mingw-w64-i686-lua mingw-w64-i686-toolchain \
    9. mingw-w64-i686-libjpeg-turbo \
    10. mingw-w64-i686-speex \
    11. rsync unzip wget mingw-w64-i686-cmake \
    12. mingw-w64-i686-ninja \
    13. mingw-w64-i686-glfw mingw-w64-i686-pcre \
    14. mingw-w64-i686-ntldd-git
  5. Download the source code
    Issue the following command to create a new directory “pd-l2ork” and clone
    the repository to it:

    1. git clone https://github.com/pd-l2ork/pd-l2ork.git
  6. Enter the source directory

    1. cd pd-l2ork
  7. Install older versions of dlfcn and binutils packages that are included in the pd-l2ork git. This is due to newer packages misssing one critical library that prevents certain externals from building. For an experimental 64-bit version (currently unsupported) replace win32_inno with win64_inno:

    1. cd packages/win32_inno/msys
    2. pacman -U mingw-w64-i686-dlfcn-1.2.0-1-any.pkg.tar.xz \
    3. mingw-w64-i686-binutils-2.39-3-any.pkg.tar.zst
  8. Finally, build Pd-L2Ork

    1. cd ~/pd-l2ork
    2. git config --global http.sslverify "false"
    3. make
  9. Look in the top level source directory and double-click the setup file to
    start installing Pd-L2Ork on your system.

Windows 64-bit Using msys2

The instructions are exactly the same as for the 32 bit build (see above), but the build needs to be done using mingw64 instead of mingw32. That is:

  • Install the mingw64 packages for the dependencies. See the i686 packages listed under dependencies above, and replace i686 with x86_64 in the package names when installing.

  • Use the MSYS2 MinGW 64-bit shell (rather than the 32-bit shell) to do the build.

Code of Conduct

Please be kind, ask questions, and offer help wherever possible. Our community is small but nonetheless strong and its greatest strength is its collegiality.

Contributor Guide

Contributing is easy:

  1. Join the development list:
    http://disis.music.vt.edu/cgi-bin/mailman/listinfo/l2ork-dev
  2. Fork Pd-L2Ork using the gitlab UI and then try to build it from source
    for your own platform using the Build Guide above.
    If you run into problems ask on the development list for help.
  3. Once you have successfully built Pd-L2Ork, install it and make sure it
    runs correctly.
  4. Start making changes to the code with brief, clear commit messages.
  5. One you are done fixing the bug or adding your feature, make a merge request
    in the Gitlab UI so we can merge the fix for the next release.

A few guidelines:

  • There should be a short and clear commit message for each merge request.
  • Short and clear title and description are required for each merge request.
  • There should be a short branch name related to the issue, like “update-readme”.
  • No prototypes, please. Pd-L2Ork’s biggest strength is that users can
    turn an idea into working code very quickly. But a prototyping language that
    is itself a prototype isn’t very useful. That means Pd-L2Ork’s core code
    and libraries must be stable, consistent, well-documented, and easy to use.
  • Develop incrementally. Small, solid improvements to the software are
    preferable to large, disruptive ones.
  • Try not to duplicate existing functionality.
    For backwards compatibility Pd-L2Ork ships many legacy
    libraries which unfortunately duplicate the same functionality. This makes
    it harder to learn how to use Pd, and makes it burdensome to read patches
    and keep track of all the disparate implementations.
  • Keep dependencies to a minimum. Cross-platform dependency handling is
    unfortunately still an open research problem.

Human Interface Guidelines

General Look and Feel

Pd is a multi-window application that consists of three parts:

  1. A main window, called the “Pd Window” or “Console Window”. This window
    displays informational and error messages for Pd programs.
  2. One or more “canvas” windows— aka “patch” windows, used to display the
    diagrams that make up a Pd program.
  3. One or more dialog windows used to configure the various parts of Pd.

All should look simple and uncluttered. Although “canvas” windows cannot
(yet) be traversed and edited using only the keyboard, all three parts of Pd
should be designed so that they can be manipulated using only the keyboard.

Hooks for new users

It should also be possible to produce sound and interact when a new user runs
program for the very first time. In every release, there should be a link at
the bottom of the Console Window to a short game written in Pd that demonstrates
one or more of the capabilities of the Pd environment. The game should be
designed to be fun outside of its efficacy as a demonstration of Pd.

Fonts

Pd ships with “DejaVu Sans Mono”, which is used for the text in canvas windows.
Fonts are sized to fit the hard-coded constraints in Pd Vanilla. This way box
sizes will match as closely as possible across distributions and OSes.

These hard-coded sizes are maximum character widths and heights. No font
fits these maximums exactly, so it’s currently impossible to tell when looking
at a Pd canvas whether the objects will collide on a system using a different
font (or even a different font-rendering engine).

Dialogs and console button labels may use variable-width fonts. There is not
yet a suggested default to use for these.

The console printout area currently uses “DejaVu Sans Mono”. Errors are printed
as a link so that the user can click them to highlight the corresponded canvas
or object that triggered the error.

Colors

Nothing set in stone yet.

Core Pd Notes

The following is adapted from Pd Vanilla’s original source notes. (Found
in pd/src/CHANGELOG.txt for some reason…)

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

Structure definition roadmap.

First, the containment tree of things
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:

  1. m_pd.h t_pd anything with a class
  2. t_gobj "graphic object"
  3. t_text text object
  4. g_canvas.h
  5. t_glist list of graphic objects
  6. g_canvas.c t_canvas Pd "document"

AFTER 0.35:

  1. m_pd.h t_pd anything with a class
  2. t_gobj "graphic object"
  3. t_text patchable object, AKA t_object
  4. g_canvas.h t_glist list of graphic objects, AKA t_canvas

Other structures:

  1. g_canvas.h t_selection -- linked list of gobjs
  2. t_editor -- editor state, allocated for visible glists
  3. m_imp.h t_methodentry -- method handler
  4. t_widgetbehavior -- class-dependent editing behavior for gobjs
  5. t_parentwidgetbehavior -- objects' behavior on parent window
  6. t_class -- method definitions, instance size, flags, etc.

1. Coding Style

1.0 C coding style. The source should pass most “warnings” of C compilers
(-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)
  • 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:

  1. if (x)
  2. {
  3. x = 0;
  4. }

Lines should fit within 80 spaces.

2. Compatibility with Max

2.0. Max patch-level compatibility. “Import” and “Export” functions are
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.

3. Source-level Compatibility with Max

3.0. Compatibility with Max 0.26 “externs”— source-level compatibility. Pd
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:

  1. t_floatarg, t_intarg for arguments passed by the message system
  2. t_float, t_int for the "word" union (in atoms, for example.)

3.3. Badly-named entities got name changes:

  1. 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.

4. Function name prefixes

4.0. Function name prefixes.
Many function names have prefixes which indicate what “package” they belong
to. The exceptions are:

  1. typedmess, vmess, getfn, gensym (m_class.c)
  2. getbytes, freebytes, resizebytes (m_memory.c)
  3. post, error, bug (s_print.c)

which are all frequently called and which don’t fit into simple categories.
Important packages are:

  1. (pd-gui:) pdgui -- everything
  2. (pd:) pd -- functions common to all "pd" objects
  3. obj -- fuctions common to all "patchable" objects ala Max
  4. sys -- "system" level functions
  5. binbuf -- functions manipulating binbufs
  6. class -- functions manipulating classes
  7. (other) -- functions common to the named Pd class

5. Source file prefixes

5.0. Source file prefixes.

PD:

  1. s system interface
  2. m message system
  3. g graphics stuff
  4. d DSP objects
  5. x control objects
  6. z other

PD-GUI:

  1. gui GUI front end

6. Javascript style

  1. Brackets on the same line as declaration or expression: if (a) {
  2. Single line comments only: //
  3. Use double-quotes for strings
  4. Use underscores to separate words of function names and variables

GUI Messaging Specification

Public GUI interface

Purpose: a set of functions to communicate with the gui without putting
language-specific strings (like tcl) into the C code. The new interface is a
step toward separating some (but not all) of the GUI logic out from the C code.
Of course the GUI can still be designed to parse and evaluate incoming messages
as commands. But the idiosyncracies of the GUI toolkit can be limited to
either the GUI code itself or to a small set of modular wrappers around
sys_vgui.

The public interface consists of the following:

  1. gui_vmess(const char *msg, const char *format, ...);

where const char *format consists of zero or more of the following:

  • f - floating point value (t_float)
  • i - integer (int)
  • s - c string (`char* )
  • x - hexadecimal integer value, with a precision of at least six digits.
    1. (hex value is preceded by an 'x', like `x123456`)

For some of Pd’s internals like array visualization, the message length may
vary. For these special cases, the following functions allow the developer
to iteratively build up a message to send to the GUI.

  1. gui_start_vmess(const char *msg, const char *format, ...);
  2. gui_start_array(); // start an array
  3. gui_f(t_float float); // floating point array element (t_float)
  4. gui_i(int int); // integer array element (int)
  5. gui_s(const char *str); // c string array element
  6. gui_end_array(); // end an array
  7. gui_end_vmess(); // terminate the message

The above will send a well-formed message to the GUI, where the number of array
elements are limited by the amount of memory available to the GUI. Because of
the complexity of this approach, it may only be used when it is necessary to
send a variable length message to the GUI. (Some of the current code may
violate this rule, but that can be viewed as a bug which needs to get fixed.)

The array element functions gui_f, gui_i, and gui_s may only be used inside an
array. Arrays may be nested, but this adds complexity and should be avoided if
possible.

Private Wrapper for Nw.js Port

The public functions above should fit any sensible message format.
Unfortunately, Pd’s message format (FUDI) is too simplistic to handle arbitrary
c-strings and arrays, so it cannot be used here. (But if it happens to improve
in the future it should be trivial to make a wrapper for the public interface
above.)

The current wrapper was made with the assumption that there is a Javascript
Engine at the other end of the message. Messages consist of a selector,
followed by whitespace, followed by a comman-delimited list of valid Javascript
primitives (numbers, strings, and arrays). For the arrays, Javascript’s array
notation is used. This is a highly idiosyncratic, quick-and-dirty approach.
But the point is that the idiosyncracy exists in a single file of the source
code, and can be easily made more modular (or replaced entirely by something
else) without affecting any of the rest of the C code.