From 2c0b722536a4ec2f723c289b695b983741c678f8 Mon Sep 17 00:00:00 2001 From: Hans-Christoph Steiner Date: Fri, 2 Nov 2012 14:25:59 +0000 Subject: commit windows binaries from old rsync auto-build setup, including Gem 0.93.1 svn path=/trunk/; revision=16520 --- .../noncvs/windows/extra/Gem/manual/Utility.html | 149 +++++++++++++++++++++ 1 file changed, 149 insertions(+) create mode 100644 packages/noncvs/windows/extra/Gem/manual/Utility.html (limited to 'packages/noncvs/windows/extra/Gem/manual/Utility.html') diff --git a/packages/noncvs/windows/extra/Gem/manual/Utility.html b/packages/noncvs/windows/extra/Gem/manual/Utility.html new file mode 100644 index 00000000..c8f6e17e --- /dev/null +++ b/packages/noncvs/windows/extra/Gem/manual/Utility.html @@ -0,0 +1,149 @@ + + + + + + + Utility objects + + + +
+

+Utility objects

+There are a number of objects which were written to make it easier to use +both GEM and pd.  For instance, you often pass around 3 floats at +a time in GEM, either for position or colors.  To help with this, +there are a collection of vector objects.  Use the list below to find +out about the objects. +

These objects used to be in a separate library called MarkEx, but they +have now been folded into GEM. +

counter - count the number of bangs +
average - average a series of numbers together +
change - only output when there is a change in +the number +
invert - invert a number +
randomF/randF - floating point random number +
tripleLine - line object for 3 values +
tripleRand - three random numbers +
vector objects - process a series of numbers +
hsv2rgb and rgb2hsv - convert between RGB and +HSV color space +

+

+counter

+ +
+ +

The inlets are: +
bang (increment or decrement the counter) +
set direction (1 = count up, 2 = count down, 3 = count up and down) +
set low value +
set hight value +
The outlet is the current count. +

So in this case, the top counter will count up from 1 to 10.  +The bottom counter will count up from 2 to 5. +

The counter also accepts the messages reset and clear.  +Reset immediately sets the counter to its low value and outputs the value.  +The clear message means that the next bang will set the counter +to its low value. +

+

+average

+The average object just averages a series of numbers as they come +in.  The left inlet accepts a single float.  It then outputs +the current average.  The default number of floats to average together +is 10, but that can be changed by sending a new value to the right inlet. +

The average object also accepts the messages clear and reset.  +Clear will immediately set all of the values that the object has been storing +for averaging to 0.  With the reset message, you must pass in a number +to set all of the values. +

+

+change

+Change only accepts a number into its left inlet.  If the number +is the same as the last number sent to the change object, then it +does nothing.  If the number is different, then the change +object will output the new number and store it for the next comparision. +

This object is very useful for the == object and others like it, since +they send a 0 or a 1 every time they do a comparision, and you usually +only care when the state actually changes. +

+

+invert

+The invert object is very simple.  If the number sent to its +left inlet is equal to 0., then invert outputs a 1.  If the +number is not equal to 0., the invert outputs a 0. +

+

+randomF/randF

+One problem with the random object in pd is that it only sends out +integers.  This a real problem in GEM, where you often want a value +between 0 and 1.  randomF is exactly like the random +object. +

When the left inlet gets a bang, randomF outputs a random number +between 0 and the given range.  The range can be set with a number +to the right inlet. +

randF is just an alternate name for randomF. +

+

+tripleLine

+ +
+ +

The line object is really great for dealing with a single number.  +To do a line with 3 values, like an RGB color value, means that you have +to unpack, do a line, then repack the number.  Not only is +it a pain, but it expensive computationally. +

tripleLine behaves just like the line object, only it +accepts three numbers to interpolate between.  In the example, tripleLine +will interpolate from the current values to 1., .2, .4 over 1000 milliseconds.  +The default output resolution is 50 milliseconds, which is the same default +rendering time.  Going faster with GEM objects will not produce any +benefit, unless you increase the frames per second. +

+

+tripleRand

+ +
+ +

Just as using tripleLine makes it easier to interpolate between +3 values at once, tripleRand makes it easy to generate three random +values.  In the above example, when the bang is sent, tripleRand +will create three values and output them, with the first between 0 - 1, +the second between 0 - .5, and the third from 0 - .8. +

+

+Vector objects

+The vector math objects are +
vector+ or v+ +
vector- or v- +
vector* or v* +
vector/ or v/ +
All of the above objects perform math on a list of numbers.  The +left inlet accepts a list of numbers of any length.  The right inlet +accepts a single value, which is the operand for the computation.  +In other words, they work just like the normal *, +, -, and / objects, +except they can handle more than one number in the left inlet. +

There are two other objects which are also useful. +

The first is vectorabs or vabs. It computes the absolute +value on a list of numbers. +

The second object is vectorpack or vpack. vpack +accepts a list of numbers in the left inlet and a single number into the +right inlet.  The output is a single list of numbers that is the vector +with the single number appended to the end.  This is very useful when +you want to change the time for a tripleLine without unpacking and +repacking all of the data. +

+

+hsv2rgb and rgb2hsv

+These two objects convert three numbers between HSV and RGB color space.  +HSV stands for hue, saturation, and value.  The simple way to think +of HSV space is that hue is the "color", such as red, blue, etc, the saturation +is how intense the color is, and the value is how bright the color is. +

You can get some really nice effects by varying the hue of a color, +because the brightness will not change while you do it. +

+

[return] + + -- cgit v1.2.1