Gate vs toggle clip launch in Max4Live patch - max-msp-jitter

I hope someone is able to help me with this.
Ableton Live when you set a clip's launch mode to gate, it only plays when you hold down the key. I'm using a patch that takes an OSC message to launch the clip, but it will not work as a gate - it needs to have the stop all clips message, and this won't help in my situation.
I need to "call fire" when 1 and "call stop all clips" when 0, but I'm not sure how to do this.
Can anyone help me with which object I should use? I've looked at various gates and swtiches, but I'm missing something.
Thanks.

Create a new object and type "togedge" or "select" (or its shorthand "sel"). Both of them will have 2 outputs: One for 0, one for not 0.
"togedge" will only output if the input changes.
"sel" will always output, and you can enter different numbers to match your input directly (like "sel 34 56").
Btw you can also use "call stop" on the clip_slot object directly instead of "stop_all_clips" on the track object.

After fiddling with the sel object, I discovered this: I needed to change the live.text object used to launch the clip from button to toggle.

Related

Anylogic detect that agent stopped on conveyor

is there any easy way to detect that agent stopped on a roller conveyor because there are other agents ahead? I tried to use dynamic variable and conditional event but it is consuming too much performence. I donĀ“t want to go for dynamically checking condition (with cyclic event) because I have some bad experience with it.
Thanks!
Try this:
Create a LinkedList<YourAgentType> agentsOnConveyor.
Whenever an agent enters the conveyor, call agentsOnConveyor.addLast(agent). When it leaves, call agentsOnConveyor.removeFirst(agent).
Now you have a linked representation of the agents on the conveyor.
Last, you use the "on stopped" field in the conveyor and pass the message "upstream" through the linked list, i.e. use a for-loop from the first to the last entry and send them a msg "conveyor stopped".
You may still need to check if the individual agent is moving itself or has also stopped, but it might put you on a working path

MaxMSP/Arcade Button Responding Incorrectly with HI Objject

I'm linking an arcade button connected to a USB encoder with a Max patch. The button is behaving strangely. Here's what happens:
I have the button mapped to the a key. When Max is open, this functionality breaks. Even outside of Max. Even once I close Max, I need to remap the key. I'm not using MAME or anything like that; just JoytoKey for the mapping.
This issue is negated partially through use of the HIobject. Max recognizes the button and I can use it, however it's not functioning as an on/off. Rather a bang is sent on button press and release. How do I make the button work normally (send a single bang on press, and none on release)?
Here's my patch, if it helps. I don't know how useful it is without my video files:
<pre><code>
----------begin_max5_patcher----------
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-----------end_max5_patcher-----------
</code></pre>
It's hard to give an exact answer without knowing what your USB device outputs, however in your patch whatever exits the [hi] object goes into the [live.text] button, which is set to Button mode, always converting it to a bang.
In the patch below I set the [live.text] button to Toggle mode. I also took the liberty of cleaning some other things up.
The next thing though is that you will need to find out what part of the output of the hi object is the information you are looking for. You can do that with a [print] object. Then you can select that number with an [unpack] and select the 1's and use that to trigger [random] (see the patch below).
----------begin_max5_patcher----------
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-----------end_max5_patcher-----------

MIT-Scratch : Sequential cloning without delay

I am just starting to play with this as an educational tool for a youngster and encounter strange behavior whilst attempting to clone sprites.
I setup a global variable for position x,y in sprite_1 and clone a sprite_2 object. This object immediately copies the global x,y to local x,y and exits. Later sprite_2 renders using the stored local x,y.
sprite_1:
sprite_2:
I expect the four sprites to clone diagonally up/right on the screen according to this small reproduce-able example. Instead I appear to get four sprite_2 objects all on top of each other:
If I add a delay of 1 second onto the end of the clone(x,y) function however all is well:
As all four sprite_2 objects appear to be where the last clone was placed, I have a suspicion that the clones are not created immediately but instead created as a batch all at once, at some time and therefore are all taking the last coordinates from the globals _clone_enemy_x/y.
Is this the case? is there are way to circumvent this behavior or what is the solution?
I have 2 possible solutions to this problem:
Go to the "define clone()()" block, right click it, open up the advanced dropdown, and tick "run without screen refresh".
Get rid of the custom block all together, but use the original source for that block in the actual code.
I hope this helps!

Editing Timeline from CCB file in cocos

I did some research into this and couldn't really find anything, so if this is a repetitive question I apologize. but anyway I have made a CCB file in CocosBuilder and I would like to start the timeline, for example, at one second instead of playing from the beginning. Is there a way to do this? Thanks for the help guys.
Edit: i would like this to be done in the code.
I am using 2.2.1 Cocos2DX version. I think there is no option to play it from given interval. But you can tweak yourself to get it done. (Not simple one)
You have to go to CCBAnimationManager and there you get "mNodeSequences".
It is dictionary and you get difference properties there like "rotation position etc..."
values there.
Internally AnimationManager reads this value (These values are specified in your CCB)
and puts in runAction queue.
So you have to break it as you want.(Ex. 5 min timeline you have. But you want to start
from 1 min then you have run first 1 min Actions without delay and for remaining you
have properly calculate tween intervals.
It's long procedure and needs calculation. If you don't know any other simpler way try this. If you know pls let us know (Post it).

Gtkmm - "Gdk::Window::pointer_grab" troubles

I am programming an FPS (First Person Shooter) game using "Gtkmm" as a window manager and I would like to do the "mouse-look". Therefore, I have to "grab" the mouse pointer to redirect all the mouse motion events to my application window.
There seems to be three overloaded functions to do that job and I have chosen the simplest one for the beginning:
Gdk::GrabStatus Gdk::Window::pointer_grab(bool owner_events, Gdk::EventMask event_mask, guint32 timestamp)
I have tried to put this function to my application but I have had "bad results" so far - it doesn't do what I want it to, it behaves "differently" on "Windows" than on "Linux", etc...
So I will write down what I have done so far, but first, what is my target: "I want to have my application in a window and want to be able to do the mouse-look with a mouse even when I leave the window with the mouse pointer".
So let's get to the function parameters:
-->bool owner_events: when I set it to "true", I got events only when I was inside the window, but (worse) when I set it to "false", I didn't get any events - so I set it to true (the better option :-) )
-->Gdk::EventMask event_mask: there should be those events which I want to catch. For now, I am interested only in mouse motion events, so I put there only "Gdk::POINTER_MOTION_MASK"
-->guint32 timestamp: this I also don't understand but when I put there pure "0", the grab status was OK, thus "GRAB_SUCCESS" (when I tried to set it to 1, 2 or whatever other number, it returned "GRAB_INVALID_TIME" as a grab status) - so I set it to "0"
And now when I run it on Linux, it although grabs the pointer and when I click somewhere outside the window, it doesn't react (thus my window stays always at the top, which is what "I want"), but the problem is that, that the application doesn't catch any events or catches it only when I am inside the window (when I set owner_events to true).
And on Windows it is yet worse: when I click somewhere outside the window, it switches me to the area where I clicked - so this is the same as "without grabbing".
Could someone tell me, what I am doing wrong, or give me a little example on using grabbing in Gtkmm?
For the event_mask, you should include Gdk::ENTER_NOTIFY_MASK and Gdk::BUTTON_RELEASE_MASK so you can ungrab the point when it either reenters the window or when the button is released.
For timestamp, either pass the GdkEvent...::time member, or Gdk::CURRENT_TIME.