Wednesday, September 18, 2013

Using the Max Help System

Using the Max help system, find an object related to one of the objects we have covered in class and write a paragraph about its functions and possible uses.


13 comments:

  1. The Button.

    The Button is a very simple object in Max that has an expansive amount of potential. It can be used to send a simple 'bang' to many other Max objects regardless of input. The button can also be used to add some visual interactive fun by changing the colors of the blink, the background, etc., and by linking multiple buttons together you can create your own light show.

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  2. The clocker object is related to the metro object. Using the Max standard time format, it reports the time elapsed using a user-defined interval of fixed or tempo-relative nature. It can be started or reset from a bang message. Reports interval times with a bang. It can also be set with an autostart, which will start the clocker at future time specified through an attribute. It could be used to send bangs at predefined intervals to coordinate various events, sensor readings, or sync with a score or video.

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  3. Key Object:

    I found the help file on the Key object while browsing related objects to the message object. First I found the atoi object, which converts ASCII characters to integers and from there I saw the key object, which tracks and outputs the various versions of character set according to which keyboard key is pressed. The key object is somewhat simple, with 4 outlets that each reports the platform independent key code value, the modifier keys if any are pressed, for example the shift or Caps lock key, the platform specific key code value, and the ASCII value of each key. The key object can also be used in conjunction with the select object to search for a specific key being pressed and using that output as a message or data input.

    I can see a number of uses for the key object, especially when a user wants to work more extensively with keyboard output. I can see someone assigning keyboard values to control data input with other modules, using MIDI objects when working with audio processing, as well as creating coded messages that could be deciphered by their numerical output. The Key object takes the potential of any alphanumeric symbol and increases its range of data uses, making it even more of a malleable object. The use of ASCII is important when dealing with other coding formats in case not all pieces of data are of the same type.

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  4. Pictctrl

    A pictctrl is an image that is capable of acting as a button, switch, or any general toggle. It works by substituting any button, dial, or switch with a picture, and functions the same as one. This would be useful for creating custom user interfaces that may be more approachable to someone unfamiliar with Max, for example - a gallery operator.

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  5. Pipe Object.

    This Pipe Object thing is related to the delay object. It apparentily delays lists of data. This could be useful when it is desired to have multiples values sent into something. Perhaps one use could be if during a performance one wants to change a range of values multiple times, therefore Pipe could be utilized to output those different sets over time.

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  6. The jstrigger object acts like the trigger object however; you send information in parentheses in JavaScript after you type jstrigger and a space. Numbers or symbols can be passed into the jstigger operator, and an outlet is created for each one of the numbers or symbols and is read from right to left. The JavaScript instructions must be in parentheses and there can be multiple instructions, however semicolons must separate these instructions. The jstrigger can be used for making and storing lists or arrays, ordering lists, or math calculations. Basically anything that is allowed in JavaScript can probably be passed through the jstrigger object. Any messages that this object receives are read from right to left. Also, The expressions are sent out are in the order they are read, so they are also sent out form right to left. For example if a list was created and the rightmost number was a 9, then 9 would also show up as the rightmost number in a message box in an outgoing message. Information that is sent out can be sent as floats, ints, lists, or a bang.

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  7. The Imovie Object An Be Used In A Similar Fashion As The Vizzie Playr Module. When Combined With ThE Play BarIt Can Be Used As A Simple Video Player. You Can Use This Object To Do Things You Cant With The Vizzie Module. For Example, YouCanTrack The Mouse Pointer X And Y CoorInates Within The Clip And Output Them To Values Or Skip Around In The Movie Based On Specific values.The Control Is Also Closer To A Common Video Player.

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  8. The transport object controls object controls the global time in Max. Objects connected to a transport object will be synced with the time settings. It can show time information like tempo/bpm, bars, beats, and units.

    This object would be useful for music based Max projects due to the ability to control bpm and being able to count bars and beats.

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  9. Connected to the Delay function, the Transport object has a performative nature and begins and ends the “passage” of time to control instrumental settings. A user can individually apply a name to a Transport to affect specific time settings. If tied to specific parameters, a user can use a Transport to control timing or the speed between beats, bpm, and whatever parameters wanted.

    If not associated to a specific instance, the functionality will automatically control the entire Max Transport object. It appears that the Transport works as a controlling clock. I would like to explore this more.

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  10. closebang sends a bang when a patcher window is closed. The outlet of the closebang can send a print message if the patcher window is closed. For example if you are running a project in a gallery and someone accidentally closes the patcher window you can automate an error pop-up message to alert the user that the patcher window / project has been closed.

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  11. The loadmess object performs similarly to the loadbang object. The main difference is that the loadmess object takes an argument and outputs the arugment whenever the patch is started. The message can be a list, a float, an int, a bang, etc. When the patch is loading the loadmess function can be cancelled by shift + cmd + clicking on the loadmess object. The loadmess object can always be triggered to send the message by receiving a bang or double clicking the object. You can set the argument of a loadmess object by using the word set and then a message connected to a loadmess object with no argument.

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  12. jit.cellblock:
    The jit.cellblock object is used for two-dimensional storage, viewing, and editing of data. The display format of the jit.cellblock is set up like a grid that encompasses 25 message command capabilities. With these commands in place the user can add, remove and set data in each cell using the mouse or Max messages. The grid can be personalized by changing the background color, text color, the overall grid color and a variety of other border and header color features. This object would be useful when you need to output various values and need an organized way to store those messages. It can also output symbols or the entire list of values in a cell. This object is mostly useful in regards to efficiently using space in a manner that makes the patch easier to control data.

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  13. The object error in Max is a an objects that helps indentify an error by catching it than outputting into a message. To make sure it will produce output there cannot be a 0 connected inputted to the error object but rather a one. This object is handy when you cannot identify an error within the max window.

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