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Posted: 19 Apr 2015, 16:31
by ceasless
UPDATED:

The Grove now has builds for all modules on all platforns.

To keep up with the very latest, you can download the Grove as a zip file: https://github.com/ab5tract/hollyhock-g ... master.zip

Then you can add the modules from the right bin directory for your OS and (osx, win32, or win64) to Hollyhock and everything should be there for you to use directly from the HH browser.

If you would like to submit a module into the Grove, you can contribute directly through Github or simply by supplying code through a comment to this thread via a file sharing service. The benefits of having your module in the Grove include: cross-compilation for all platforms and a centralized location for your contribution to always remain available to the community.

For more information, please visit the project page: https://github.com/ab5tract/hollyhock-grove

ORIGINAL POST:

I am finally digging my teeth deeper into the SDK and really enjoying the possibilities so far. Learning Pascal was a trip, but once a script gets beyond a certain level of complexity, I start missing dynamic datastructures. C++ these days feels a lot like Perl to me, which means I should be able to move more quickly in terms of development.

I would like to present to you my idea of having a general "miscellaneous" add-on for user developed native modules which might not make sense to always package as separate add-ons. For instance, the first module is "Weave Array", which would be rather unimpressive as an add-on I think.

23fx23, maybe your new color selector could go in here. Certainly all of my 'midi-on-my-mind' scripts could go in here as well, once they are translated to C++.

By using decentralized version control, anyone can easily compile for a different platform and add it to the git repository. Anyone who adds code to it will get read/write permissions on the main repository.

For instance, I hope someone can add a VC project file and Windows binaries for WeaveArray.

Posted: 19 Apr 2015, 16:36
by 23fx23
yup nice idea

Posted: 19 Apr 2015, 21:48
by nay-seven
Thanks for all these contributions guys
i will let Martignasse give a more complete answer but maybe it will be better to keep all things on the same place..?
we can create a branch on soundforge with the SDK for user modules ?

Posted: 20 Apr 2015, 00:17
by parityflux
I bow. You guys are awesome.
-j

Posted: 20 Apr 2015, 00:35
by 23fx23
yup also true keeping all in one 'official' place might be better indeed

Posted: 20 Apr 2015, 09:12
by ceasless
I think official is a bad idea, to be honest. I mean obviously I believe in keeping things in one place, or I would not do it. But these are user contributions, not official sensomusic releases..

It seems weird to me, to say that trying to collect things which no one bothered to collect before should be stopped until something else happens. Why drag down an effort that is already underway?

Anyway, the idea of github is that no one is the authority, and if I were to stop caring tomorrow, someone else can pickup the work without a single problem. Sourceforge is less flexible. All updates will need to go through martignesse , who seems like a pretty busy guy.

But I will go along with how other people feel...

Posted: 20 Apr 2015, 12:34
by drakh
yeah, cool idea

Posted: 20 Apr 2015, 13:25
by oli_lab
I reckon we need a repository but there is a real issue as to keep the modules up-to-date, verified from bugs and various memory holes...
it is a big work.
sources should be available for modules to be cross-platform compiled as well.
what is needed also is an option in HH2 for a separate user module directory for them to be clearly identified as not being part of Usine vanilla ;-)

my two cents

Olivar

Posted: 20 Apr 2015, 13:58
by 23fx23
oh ceasless i didn't want to drag down this clever effort. sure we can continue this idea! maybe we could do "user" unoficial stuff on our own via the grove, and maybe when something seems ok/good/checked/tested ok
then it would be mirrored to a more official place easy to find near sdk? jusy a though. you know kind of a 'beta" place and 'release' one

Posted: 20 Apr 2015, 15:57
by ceasless
23fx23, yes, that does sound like a good idea!

oli_lab, my idea was that only module developers would really be interested in the Grove repository. But then we can create a small release script which will create a 'Grove' add-on that will be uploaded to sensomusic.org. This would keep the unofficial modules separate from the official ones, but also make things much easier for users to test and use these modules. Right now they have to find links placed all over the forums and install manually (and maybe manually for each release).

Anyway, nothing is locked down at the moment. Glad to spark discussion!

Posted: 22 Apr 2015, 01:34
by ceasless
oli_lab, your modules have been added to the Grove!

By the way, I was on Sourceforge checking out Faust when I saw them advertising easy integration with github. So it seems like it will not be a problem to create an official "community add-ons" release out of the Grove when it makes sense to do so.

I haven't had time to try, but I would like to have both Windows and OS X builds for all modules before releasing the current set of modules as an add-on.

Posted: 22 Apr 2015, 12:04
by drakh
23fx23, you don't need two "repositories" for "unofficial" and released stuff. GIT provides branching, so you can have dev branch, for the unofficial stuff, and master branch for the release stuff, people should submit to that dev branch, and after testing then just commit that tested parts to the master branch.

Posted: 22 Apr 2015, 12:47
by 23fx23
ok cool good news :) im not used to repository stuff but think i get the idea :)

Posted: 22 Apr 2015, 17:29
by martignasse
hey guys

lots of great ideas and contributions, like it

We (the sensomusic team) were thinking about something similar in addition to the SDK repository, a kind of community repository for user module developer

About the "official aspect", We see it more in the sens of offering to the community an unified and guaranteed access to the SDK and user contributed modules in the same place.

Of course this SDKCommunity repository would be completely independent and separate of the SDK and any official release.
Just a place to centralize published user module, and a good place for the community to help each other and grow.
ceasless wrote:Anyway, the idea of github is that no one is the authority, and if I were to stop caring tomorrow, someone else can pickup the work without a single problem.
yep, interesting, and github is surely more suited for this kind of use, we are open
oli_lab wrote:I reckon we need a repository but there is a real issue as to keep the modules up-to-date, verified from bugs and various memory holes...
it is a big work.
sources should be available for modules to be cross-platform compiled as well.
well, a repository is a good start in the right direction.
about update, maintenance, cross-compile, we can't and don't want to provide any support or services but with good tools, a growing community can be very surprising :P
ceasless wrote:oli_lab, my idea was that only module developers would really be interested in the Grove repository. But then we can create a small release script which will create a 'Grove' add-on that will be uploaded to sensomusic.org. This would keep the unofficial modules separate from the official ones, but also make things much easier for users to test and use these modules. Right now they have to find links placed all over the forums and install manually (and maybe manually for each release).
sorry one this one, but it's typically what we try to avoid, i mean we don't want to distribute some user modules package officially.
it's where we think ' official is a bad idea' ;)
But a Community driven addons Pack is more than welcome and we will promote it, for sure

But you are the community, so let discuss this, i'm sure we'll found a good solution for all of us :)
ex: do you think github is a better tool for the task, what about the git integration on sourceforge ?

Posted: 31 May 2015, 14:20
by ceasless
Hey all, sorry I have been missing recently.

I have successfully compiled for OS X all of the module code that has been added to the Grove so far. The only exception was oli_lab's 'Wander' module, which requires a library called 'Eigen' which I did not look into fixing yet.

oli_lab, if you can add this library to the '17 wander' directory, I can give it another go!

I haven't had a chance to test the modules yet, but I do not expect them to be broken. Any help testing would be appreciated.

You can find the modules in the 'bin/os-x' directory.

Posted: 31 May 2015, 14:33
by nay-seven
Thanks a lot ceasless !
and here the link cause i don't see anymore it in this post

https://github.com/ab5tract/hollyhock-grove

Posted: 31 May 2015, 14:44
by ceasless
Your welcome nay!

Here is a link to download the Grove as a zip file: https://github.com/ab5tract/hollyhock-g ... master.zip

Then you can add the modules from the right bin directory for your OS and (osx, win32, or win64) to Hollyhock and everything should be there for testing.

oli_lab/23fx23, can you update/add add-ons with the new OS X binaries too? This may help find any bugs more quickly as well.

I will add links to the first post.

Posted: 31 May 2015, 19:25
by ceasless
ceasless wrote:oli_lab/23fx23, can you update/add add-ons with the new OS X binaries too? This may help find any bugs more quickly as well.
And sorry for the long delay! It should not take so long with any of your future contributions.

oli_lab, I had to remove the "../../sdk/" part of the ' #include "UserDefinitions.h" ' in your .h files. It is better if we take care of this in the project files themselves. Usually you can include files into the project and they become "visible" to the compiler without any directory stuff. This makes it much easier to move projects around between computers.

There was one more change I made, which was to change '_sleep(160)' to 'std::this_thread::sleep_for( std::chrono::milliseconds(160) );', because '_sleep' is only available on Windows. This was in the antiPOe12 module. If it gives you any trouble, let me know! It requires C++11, but that's okay for most cases I think. It means the minimum version of OS X is 10.7 for this module. But C++11 makes so many things so much nicer, I don't think there is enough reason to avoid it.

It was an honor compiling your code :)

Posted: 31 May 2015, 23:44
by oli_lab
thank you Ceasless for this !

I uploaded modules.

>>oli_lab, I had to remove the "../../sdk/" part of the ' #include "UserDefinitions.h" ' in your .h files. It is better if we take care of this in the project files themselves. Usually you can include files into the project and they become "visible" to the compiler without any directory stuff.

do you mean I have to copy "UserDefinitions.h" in the project directory ?

Posted: 01 Jun 2015, 11:57
by ceasless
This is one option.

But in Visual Studio, you should be able to add files to the project without adding them to the directory itself.

So if you open one of the projects, you should be able to add the files that are found in hollyhock-grove/sdk to the project, and then the compiler should be able to find them without the "../../sdk" part.

At least in Xcode it works this way.

Posted: 01 Jun 2015, 19:37
by oli_lab
Hi !
I had a try at the../../sdk less solution but to no avail.
I can't find anything in visual studio that allows me to point to the files without the ../../sdk part in the .h file.
as it is not a life threatening situation as well as I am not a purist (!) that will stay as long as I sort it out the easy way.

maybe a window-sdk user can help ?

thanx

Posted: 18 Jun 2015, 15:05
by oli_lab
I made a couple new modules, but each time I'm trying to use this GitHub seems it's the first time...
can't upload on my fork !

edit : it is done now !

Olivar

Posted: 18 Jun 2015, 18:56
by ceasless
Hmm.. What is the error message?

git can be tricky. Usually if you google around with the error, you can find something. I will help with whatever I can too.

Posted: 19 Jun 2015, 08:47
by oli_lab
I think I managed to sync 2 new folders to your grove : n°21 et 22

Posted: 24 Jun 2015, 16:39
by oli_lab
Hi,
what software should I use to compile SDK module in OSX ?

thanx

Posted: 24 Jun 2015, 19:53
by martignasse
oli_lab wrote:Hi,
what software should I use to compile SDK module in OSX ?

thanx
xcode, which should be freely downloadable from the apple store.

ideally, xcode v3.2.6 on osx 10.6 to be compatible with osx 10.6

xcode, starting from osx 10.7 to 10.10 cant compile for 10.6 because of coreaudio change in osx

Posted: 02 Jul 2015, 22:08
by oli_lab
ok, now we have Xcode up and running, but how to read .vcxproj files with xcode on mac ?:/

Posted: 03 Jul 2015, 10:32
by ceasless
Hey oli_lab,

I guess you got tired of waiting for me... I'm sorry about that. So many projects at once, and a summer to enjoy as well.

You should modify one of the existing Xcode project files. Then there is a 'Rename' option.

Honestly it took a while for me to figure it out, and it is still kind of annoying even after I have figured it out.

I hope I will have time to put together some screenshots for how to do it.

Posted: 03 Jul 2015, 11:44
by oli_lab
Don't worry I m not tired !
We'll try that
Many thanks
Olivar