Rethinking the Computer Music Language: SuperCollider
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ion Description and Purpose Variable names Provide human readable names to data addresses Function names Provide human readable names to function addresses Control structures Eliminate ‘‘spaghetti’’ code (The ‘‘goto’’ statement is no longer necessary.) Argument passing Default argument values, keyword specification of arguments, variable length argument lists, etc. Data structures Allow conceptual organization of data Data typing Binds the type of the data to the type of the variable Static Insures program correctness, sacrificing generality. Dynamic Greater generality, sacrificing guaranteed correctness. Inheritance Allows creation of families of related types and easy re-use of common functionality Message dispatch Providing one name to multiple implementations of the same concept Single dispatch Dispatching to a function based on the run-time type of one argument Multiple dispatch Dispatching to a function based on the run-time type of multiple arguments. Predicate dispatch Dispatching to a function based on run-time state of arguments Garbage collection Automated memory management Closures Allow creation, combination, and use of functions as first-class values Lexical binding Provides access to values in the defining context Dynamic binding Provides access to values in the calling context (.valueEnvir in SC) Co-routines Synchronous cooperating processes Threads Asynchronous processes Lazy evaluation Allows the order of operations not to be specified. Infinitely long processes and infinitely large data structures can be specified and used as needed. Applying Language Abstractions to Computer Music The SuperCollider language provides many of the abstractions listed above. SuperCollider is a dynamically typed, single-inheritance, single-argument dispatch, garbage-collected, object-oriented language similar to Smalltalk (www.smalltalk.org). In SuperCollider, everything is an object, including basic types like letters and numbers. Objects in SuperCollider are organized into classes. The UGen class provides the abstraction of a unit generator, and the Synth class represents a group of UGens operating as a group to generate output. An instrument is constructed functionally. That is, when one writes a sound-processing function, one is actually writing a function that creates and connects unit generators. This is different from a procedural or static object specification of a network of unit generators. Instrument functions in SuperCollider can generate the network of unit generators using the full algorithmic capability of the language. For example, the following code can easily generate multiple versions of a patch by changing the values of the variables that specify the dimensions (number of exciters, number of comb delays, number of allpass delays). In a procedural language like Csound or a ‘‘wire-up’’ environment like Max, a different patch would have to be created for different values for the dimensions of the patch.
[1] Matthew Wright. Implementation and Performance Issues with OpenSound Control , 1998, ICMC.