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[Cs-dev] Csound score ending problem

Date2014-01-25 16:08
FromMichael Gogins
Subject[Cs-dev] Csound score ending problem
AttachmentsNone  None  
I generate my pieces within a Csound performance using the Lua opcodes, specifically, lua_exec which obtains the Csound instance, generates score events, and sends them to Csound using the API. This all works great and keeps all parts of each piece in one csd file. I work this way so that I can do algorithmic composition in CsoundQt and be able to fine-tune my orchestra using GUI widgets.

Please note, part of the picture here is that the orchestra contains alwayson instruments.

If I send a bunch of notes to Csound using csoundScoreEvent, without any 'f 0', 's', or 'e' events, then they all get played, but Csound never stops.

f I send an 'e' or 's' score event after all the other events with no matter what duration, performance ends instantly and none of the other scheduled events including all the notes that were supposed to be played are played. Csound just quits.

If I send an 'f 0 999' event with no matter what duration before any of the notes, then performance never ends.

What should I do? Or is there a bug here?

Regards,
Mike

-----------------------------------------------------
Michael Gogins
Irreducible Productions
http://michaelgogins.tumblr.com
Michael dot Gogins at gmail dot com

Date2014-02-04 14:33
FromSteven Yi
SubjectRe: [Cs-dev] Csound score ending problem
Hi Michael,

I think this depends on how you are running things.  Are you compiling
the orchestra, then running, then sending score, or compiling both orc
and score then starting the run?  I think the Csound 6 behavior is
that if it is started without any pre-defined score, it will set to
run indefinitely until explicitly turned off.  Any score events after
that goes through the same mechanism as line events; it'd make sense
then that 'e' at any time after that would immediately end the score,
as it's been that way with line events for a long time.

Also, I think there is a difference if it is compiling a score for the
first time and any time after.  If you're generating a score and want
to send it to Csound before rendering, I think it's best to collect it
all together into a single string and send it in one go.  AFAIK, any
score after the first one given is treated like a realtime score.

Hope that makes sense; someone else please correct me if incorrect.

Thanks,
steven

On Sat, Jan 25, 2014 at 11:08 AM, Michael Gogins
 wrote:
> I generate my pieces within a Csound performance using the Lua opcodes,
> specifically, lua_exec which obtains the Csound instance, generates score
> events, and sends them to Csound using the API. This all works great and
> keeps all parts of each piece in one csd file. I work this way so that I can
> do algorithmic composition in CsoundQt and be able to fine-tune my orchestra
> using GUI widgets.
>
> Please note, part of the picture here is that the orchestra contains
> alwayson instruments.
>
> If I send a bunch of notes to Csound using csoundScoreEvent, without any 'f
> 0', 's', or 'e' events, then they all get played, but Csound never stops.
>
> f I send an 'e' or 's' score event after all the other events with no matter
> what duration, performance ends instantly and none of the other scheduled
> events including all the notes that were supposed to be played are played.
> Csound just quits.
>
> If I send an 'f 0 999' event with no matter what duration before any of the
> notes, then performance never ends.
>
> What should I do? Or is there a bug here?
>
> Regards,
> Mike
>
> -----------------------------------------------------
> Michael Gogins
> Irreducible Productions
> http://michaelgogins.tumblr.com
> Michael dot Gogins at gmail dot com
>
> ------------------------------------------------------------------------------
> CenturyLink Cloud: The Leader in Enterprise Cloud Services.
> Learn Why More Businesses Are Choosing CenturyLink Cloud For
> Critical Workloads, Development Environments & Everything In Between.
> Get a Quote or Start a Free Trial Today.
> http://pubads.g.doubleclick.net/gampad/clk?id=119420431&iu=/4140/ostg.clktrk
> _______________________________________________
> Csound-devel mailing list
> Csound-devel@lists.sourceforge.net
> https://lists.sourceforge.net/lists/listinfo/csound-devel
>

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Date2014-02-04 14:56
FromMichael Gogins
SubjectRe: [Cs-dev] Csound score ending problem
AttachmentsNone  None  
I am compiling the orchestra, then running, then sending the score.

I will try sending one string.

For now, I am putting one f 0 statement into the score with the correct duration, then sending the rest of the score from Lua code in the orchestra header. This works but I would prefer not to have to keep an eye on that f 0 statement.

We also could introduce a new score opcode for this use case, but I am probably the only person who does things this way.

The reason I work this is way is that want to use a higher-level language (specifically, LuaJIT) for score generation, but I also want to use CsoundQt because it greatly simplifies creating a GUI for orchestra control. I increasingly find such a GUI to be an essential part of composing.

Thanks,
Mike


-----------------------------------------------------
Michael Gogins
Irreducible Productions
http://michaelgogins.tumblr.com
Michael dot Gogins at gmail dot com


On Tue, Feb 4, 2014 at 9:33 AM, Steven Yi <stevenyi@gmail.com> wrote:
Hi Michael,

I think this depends on how you are running things.  Are you compiling
the orchestra, then running, then sending score, or compiling both orc
and score then starting the run?  I think the Csound 6 behavior is
that if it is started without any pre-defined score, it will set to
run indefinitely until explicitly turned off.  Any score events after
that goes through the same mechanism as line events; it'd make sense
then that 'e' at any time after that would immediately end the score,
as it's been that way with line events for a long time.

Also, I think there is a difference if it is compiling a score for the
first time and any time after.  If you're generating a score and want
to send it to Csound before rendering, I think it's best to collect it
all together into a single string and send it in one go.  AFAIK, any
score after the first one given is treated like a realtime score.

Hope that makes sense; someone else please correct me if incorrect.

Thanks,
steven

On Sat, Jan 25, 2014 at 11:08 AM, Michael Gogins
<michael.gogins@gmail.com> wrote:
> I generate my pieces within a Csound performance using the Lua opcodes,
> specifically, lua_exec which obtains the Csound instance, generates score
> events, and sends them to Csound using the API. This all works great and
> keeps all parts of each piece in one csd file. I work this way so that I can
> do algorithmic composition in CsoundQt and be able to fine-tune my orchestra
> using GUI widgets.
>
> Please note, part of the picture here is that the orchestra contains
> alwayson instruments.
>
> If I send a bunch of notes to Csound using csoundScoreEvent, without any 'f
> 0', 's', or 'e' events, then they all get played, but Csound never stops.
>
> f I send an 'e' or 's' score event after all the other events with no matter
> what duration, performance ends instantly and none of the other scheduled
> events including all the notes that were supposed to be played are played.
> Csound just quits.
>
> If I send an 'f 0 999' event with no matter what duration before any of the
> notes, then performance never ends.
>
> What should I do? Or is there a bug here?
>
> Regards,
> Mike
>
> -----------------------------------------------------
> Michael Gogins
> Irreducible Productions
> http://michaelgogins.tumblr.com
> Michael dot Gogins at gmail dot com
>
> ------------------------------------------------------------------------------
> CenturyLink Cloud: The Leader in Enterprise Cloud Services.
> Learn Why More Businesses Are Choosing CenturyLink Cloud For
> Critical Workloads, Development Environments & Everything In Between.
> Get a Quote or Start a Free Trial Today.
> http://pubads.g.doubleclick.net/gampad/clk?id=119420431&iu=/4140/ostg.clktrk
> _______________________________________________
> Csound-devel mailing list
> Csound-devel@lists.sourceforge.net
> https://lists.sourceforge.net/lists/listinfo/csound-devel
>

------------------------------------------------------------------------------
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Take advantage of what the Cloud has to offer - Avoid Common Pitfalls.
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Date2014-02-05 02:29
FromMichael Gogins
SubjectRe: [Cs-dev] Csound score ending problem
AttachmentsNone  None  
I tried sending the score all in one string. It played fine, but did not end, not even with an e statement at the end of the score.

I'm not going to mess with this any more. I can just put in the f statement and be done with it.

Thanks,
Mike


-----------------------------------------------------
Michael Gogins
Irreducible Productions
http://michaelgogins.tumblr.com
Michael dot Gogins at gmail dot com


On Tue, Feb 4, 2014 at 9:56 AM, Michael Gogins <michael.gogins@gmail.com> wrote:
I am compiling the orchestra, then running, then sending the score.

I will try sending one string.

For now, I am putting one f 0 statement into the score with the correct duration, then sending the rest of the score from Lua code in the orchestra header. This works but I would prefer not to have to keep an eye on that f 0 statement.

We also could introduce a new score opcode for this use case, but I am probably the only person who does things this way.

The reason I work this is way is that want to use a higher-level language (specifically, LuaJIT) for score generation, but I also want to use CsoundQt because it greatly simplifies creating a GUI for orchestra control. I increasingly find such a GUI to be an essential part of composing.

Thanks,
Mike


-----------------------------------------------------
Michael Gogins
Irreducible Productions
http://michaelgogins.tumblr.com
Michael dot Gogins at gmail dot com


On Tue, Feb 4, 2014 at 9:33 AM, Steven Yi <stevenyi@gmail.com> wrote:
Hi Michael,

I think this depends on how you are running things.  Are you compiling
the orchestra, then running, then sending score, or compiling both orc
and score then starting the run?  I think the Csound 6 behavior is
that if it is started without any pre-defined score, it will set to
run indefinitely until explicitly turned off.  Any score events after
that goes through the same mechanism as line events; it'd make sense
then that 'e' at any time after that would immediately end the score,
as it's been that way with line events for a long time.

Also, I think there is a difference if it is compiling a score for the
first time and any time after.  If you're generating a score and want
to send it to Csound before rendering, I think it's best to collect it
all together into a single string and send it in one go.  AFAIK, any
score after the first one given is treated like a realtime score.

Hope that makes sense; someone else please correct me if incorrect.

Thanks,
steven

On Sat, Jan 25, 2014 at 11:08 AM, Michael Gogins
<michael.gogins@gmail.com> wrote:
> I generate my pieces within a Csound performance using the Lua opcodes,
> specifically, lua_exec which obtains the Csound instance, generates score
> events, and sends them to Csound using the API. This all works great and
> keeps all parts of each piece in one csd file. I work this way so that I can
> do algorithmic composition in CsoundQt and be able to fine-tune my orchestra
> using GUI widgets.
>
> Please note, part of the picture here is that the orchestra contains
> alwayson instruments.
>
> If I send a bunch of notes to Csound using csoundScoreEvent, without any 'f
> 0', 's', or 'e' events, then they all get played, but Csound never stops.
>
> f I send an 'e' or 's' score event after all the other events with no matter
> what duration, performance ends instantly and none of the other scheduled
> events including all the notes that were supposed to be played are played.
> Csound just quits.
>
> If I send an 'f 0 999' event with no matter what duration before any of the
> notes, then performance never ends.
>
> What should I do? Or is there a bug here?
>
> Regards,
> Mike
>
> -----------------------------------------------------
> Michael Gogins
> Irreducible Productions
> http://michaelgogins.tumblr.com
> Michael dot Gogins at gmail dot com
>
> ------------------------------------------------------------------------------
> CenturyLink Cloud: The Leader in Enterprise Cloud Services.
> Learn Why More Businesses Are Choosing CenturyLink Cloud For
> Critical Workloads, Development Environments & Everything In Between.
> Get a Quote or Start a Free Trial Today.
> http://pubads.g.doubleclick.net/gampad/clk?id=119420431&iu=/4140/ostg.clktrk
> _______________________________________________
> Csound-devel mailing list
> Csound-devel@lists.sourceforge.net
> https://lists.sourceforge.net/lists/listinfo/csound-devel
>

------------------------------------------------------------------------------
Managing the Performance of Cloud-Based Applications
Take advantage of what the Cloud has to offer - Avoid Common Pitfalls.
Read the Whitepaper.
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_______________________________________________
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Date2014-02-05 02:52
FromSteven Yi
SubjectRe: [Cs-dev] Csound score ending problem
I just tried the Lua example3.lua from the Csound API Examples
project. It uses a ReadScore, does not use 'e', and ends correctly.

https://github.com/kunstmusik/csoundAPI_examples/blob/master/lua/example3.lua

Maybe there is some other issue.  Do you have code that shows the problem?

steven

On Tue, Feb 4, 2014 at 9:29 PM, Michael Gogins  wrote:
> I tried sending the score all in one string. It played fine, but did not
> end, not even with an e statement at the end of the score.
>
> I'm not going to mess with this any more. I can just put in the f statement
> and be done with it.
>
> Thanks,
> Mike
>
>
> -----------------------------------------------------
> Michael Gogins
> Irreducible Productions
> http://michaelgogins.tumblr.com
> Michael dot Gogins at gmail dot com
>
>
> On Tue, Feb 4, 2014 at 9:56 AM, Michael Gogins 
> wrote:
>>
>> I am compiling the orchestra, then running, then sending the score.
>>
>> I will try sending one string.
>>
>> For now, I am putting one f 0 statement into the score with the correct
>> duration, then sending the rest of the score from Lua code in the orchestra
>> header. This works but I would prefer not to have to keep an eye on that f 0
>> statement.
>>
>> We also could introduce a new score opcode for this use case, but I am
>> probably the only person who does things this way.
>>
>> The reason I work this is way is that want to use a higher-level language
>> (specifically, LuaJIT) for score generation, but I also want to use CsoundQt
>> because it greatly simplifies creating a GUI for orchestra control. I
>> increasingly find such a GUI to be an essential part of composing.
>>
>> Thanks,
>> Mike
>>
>>
>> -----------------------------------------------------
>> Michael Gogins
>> Irreducible Productions
>> http://michaelgogins.tumblr.com
>> Michael dot Gogins at gmail dot com
>>
>>
>> On Tue, Feb 4, 2014 at 9:33 AM, Steven Yi  wrote:
>>>
>>> Hi Michael,
>>>
>>> I think this depends on how you are running things.  Are you compiling
>>> the orchestra, then running, then sending score, or compiling both orc
>>> and score then starting the run?  I think the Csound 6 behavior is
>>> that if it is started without any pre-defined score, it will set to
>>> run indefinitely until explicitly turned off.  Any score events after
>>> that goes through the same mechanism as line events; it'd make sense
>>> then that 'e' at any time after that would immediately end the score,
>>> as it's been that way with line events for a long time.
>>>
>>> Also, I think there is a difference if it is compiling a score for the
>>> first time and any time after.  If you're generating a score and want
>>> to send it to Csound before rendering, I think it's best to collect it
>>> all together into a single string and send it in one go.  AFAIK, any
>>> score after the first one given is treated like a realtime score.
>>>
>>> Hope that makes sense; someone else please correct me if incorrect.
>>>
>>> Thanks,
>>> steven
>>>
>>> On Sat, Jan 25, 2014 at 11:08 AM, Michael Gogins
>>>  wrote:
>>> > I generate my pieces within a Csound performance using the Lua opcodes,
>>> > specifically, lua_exec which obtains the Csound instance, generates
>>> > score
>>> > events, and sends them to Csound using the API. This all works great
>>> > and
>>> > keeps all parts of each piece in one csd file. I work this way so that
>>> > I can
>>> > do algorithmic composition in CsoundQt and be able to fine-tune my
>>> > orchestra
>>> > using GUI widgets.
>>> >
>>> > Please note, part of the picture here is that the orchestra contains
>>> > alwayson instruments.
>>> >
>>> > If I send a bunch of notes to Csound using csoundScoreEvent, without
>>> > any 'f
>>> > 0', 's', or 'e' events, then they all get played, but Csound never
>>> > stops.
>>> >
>>> > f I send an 'e' or 's' score event after all the other events with no
>>> > matter
>>> > what duration, performance ends instantly and none of the other
>>> > scheduled
>>> > events including all the notes that were supposed to be played are
>>> > played.
>>> > Csound just quits.
>>> >
>>> > If I send an 'f 0 999' event with no matter what duration before any of
>>> > the
>>> > notes, then performance never ends.
>>> >
>>> > What should I do? Or is there a bug here?
>>> >
>>> > Regards,
>>> > Mike
>>> >
>>> > -----------------------------------------------------
>>> > Michael Gogins
>>> > Irreducible Productions
>>> > http://michaelgogins.tumblr.com
>>> > Michael dot Gogins at gmail dot com
>>> >
>>> >
>>> > ------------------------------------------------------------------------------
>>> > CenturyLink Cloud: The Leader in Enterprise Cloud Services.
>>> > Learn Why More Businesses Are Choosing CenturyLink Cloud For
>>> > Critical Workloads, Development Environments & Everything In Between.
>>> > Get a Quote or Start a Free Trial Today.
>>> >
>>> > http://pubads.g.doubleclick.net/gampad/clk?id=119420431&iu=/4140/ostg.clktrk
>>> > _______________________________________________
>>> > Csound-devel mailing list
>>> > Csound-devel@lists.sourceforge.net
>>> > https://lists.sourceforge.net/lists/listinfo/csound-devel
>>> >
>>>
>>>
>>> ------------------------------------------------------------------------------
>>> Managing the Performance of Cloud-Based Applications
>>> Take advantage of what the Cloud has to offer - Avoid Common Pitfalls.
>>> Read the Whitepaper.
>>>
>>> http://pubads.g.doubleclick.net/gampad/clk?id=121051231&iu=/4140/ostg.clktrk
>>> _______________________________________________
>>> Csound-devel mailing list
>>> Csound-devel@lists.sourceforge.net
>>> https://lists.sourceforge.net/lists/listinfo/csound-devel
>>
>>
>
>
> ------------------------------------------------------------------------------
> Managing the Performance of Cloud-Based Applications
> Take advantage of what the Cloud has to offer - Avoid Common Pitfalls.
> Read the Whitepaper.
> http://pubads.g.doubleclick.net/gampad/clk?id=121051231&iu=/4140/ostg.clktrk
> _______________________________________________
> Csound-devel mailing list
> Csound-devel@lists.sourceforge.net
> https://lists.sourceforge.net/lists/listinfo/csound-devel
>

------------------------------------------------------------------------------
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Take advantage of what the Cloud has to offer - Avoid Common Pitfalls.
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Date2014-02-05 03:17
FromMichael Gogins
SubjectRe: [Cs-dev] Csound score ending problem
AttachmentsNone  None  

I looked at the example. My case is different,  I am using lua code that runs inside the Csound Orchestra. I.e the example runs csound from lua, my code runs lua from csound. I will send you the code later.

Best,
Mike

On Feb 4, 2014 9:53 PM, "Steven Yi" <stevenyi@gmail.com> wrote:
I just tried the Lua example3.lua from the Csound API Examples
project. It uses a ReadScore, does not use 'e', and ends correctly.

https://github.com/kunstmusik/csoundAPI_examples/blob/master/lua/example3.lua

Maybe there is some other issue.  Do you have code that shows the problem?

steven

On Tue, Feb 4, 2014 at 9:29 PM, Michael Gogins <michael.gogins@gmail.com> wrote:
> I tried sending the score all in one string. It played fine, but did not
> end, not even with an e statement at the end of the score.
>
> I'm not going to mess with this any more. I can just put in the f statement
> and be done with it.
>
> Thanks,
> Mike
>
>
> -----------------------------------------------------
> Michael Gogins
> Irreducible Productions
> http://michaelgogins.tumblr.com
> Michael dot Gogins at gmail dot com
>
>
> On Tue, Feb 4, 2014 at 9:56 AM, Michael Gogins <michael.gogins@gmail.com>
> wrote:
>>
>> I am compiling the orchestra, then running, then sending the score.
>>
>> I will try sending one string.
>>
>> For now, I am putting one f 0 statement into the score with the correct
>> duration, then sending the rest of the score from Lua code in the orchestra
>> header. This works but I would prefer not to have to keep an eye on that f 0
>> statement.
>>
>> We also could introduce a new score opcode for this use case, but I am
>> probably the only person who does things this way.
>>
>> The reason I work this is way is that want to use a higher-level language
>> (specifically, LuaJIT) for score generation, but I also want to use CsoundQt
>> because it greatly simplifies creating a GUI for orchestra control. I
>> increasingly find such a GUI to be an essential part of composing.
>>
>> Thanks,
>> Mike
>>
>>
>> -----------------------------------------------------
>> Michael Gogins
>> Irreducible Productions
>> http://michaelgogins.tumblr.com
>> Michael dot Gogins at gmail dot com
>>
>>
>> On Tue, Feb 4, 2014 at 9:33 AM, Steven Yi <stevenyi@gmail.com> wrote:
>>>
>>> Hi Michael,
>>>
>>> I think this depends on how you are running things.  Are you compiling
>>> the orchestra, then running, then sending score, or compiling both orc
>>> and score then starting the run?  I think the Csound 6 behavior is
>>> that if it is started without any pre-defined score, it will set to
>>> run indefinitely until explicitly turned off.  Any score events after
>>> that goes through the same mechanism as line events; it'd make sense
>>> then that 'e' at any time after that would immediately end the score,
>>> as it's been that way with line events for a long time.
>>>
>>> Also, I think there is a difference if it is compiling a score for the
>>> first time and any time after.  If you're generating a score and want
>>> to send it to Csound before rendering, I think it's best to collect it
>>> all together into a single string and send it in one go.  AFAIK, any
>>> score after the first one given is treated like a realtime score.
>>>
>>> Hope that makes sense; someone else please correct me if incorrect.
>>>
>>> Thanks,
>>> steven
>>>
>>> On Sat, Jan 25, 2014 at 11:08 AM, Michael Gogins
>>> <michael.gogins@gmail.com> wrote:
>>> > I generate my pieces within a Csound performance using the Lua opcodes,
>>> > specifically, lua_exec which obtains the Csound instance, generates
>>> > score
>>> > events, and sends them to Csound using the API. This all works great
>>> > and
>>> > keeps all parts of each piece in one csd file. I work this way so that
>>> > I can
>>> > do algorithmic composition in CsoundQt and be able to fine-tune my
>>> > orchestra
>>> > using GUI widgets.
>>> >
>>> > Please note, part of the picture here is that the orchestra contains
>>> > alwayson instruments.
>>> >
>>> > If I send a bunch of notes to Csound using csoundScoreEvent, without
>>> > any 'f
>>> > 0', 's', or 'e' events, then they all get played, but Csound never
>>> > stops.
>>> >
>>> > f I send an 'e' or 's' score event after all the other events with no
>>> > matter
>>> > what duration, performance ends instantly and none of the other
>>> > scheduled
>>> > events including all the notes that were supposed to be played are
>>> > played.
>>> > Csound just quits.
>>> >
>>> > If I send an 'f 0 999' event with no matter what duration before any of
>>> > the
>>> > notes, then performance never ends.
>>> >
>>> > What should I do? Or is there a bug here?
>>> >
>>> > Regards,
>>> > Mike
>>> >
>>> > -----------------------------------------------------
>>> > Michael Gogins
>>> > Irreducible Productions
>>> > http://michaelgogins.tumblr.com
>>> > Michael dot Gogins at gmail dot com
>>> >
>>> >
>>> > ------------------------------------------------------------------------------
>>> > CenturyLink Cloud: The Leader in Enterprise Cloud Services.
>>> > Learn Why More Businesses Are Choosing CenturyLink Cloud For
>>> > Critical Workloads, Development Environments & Everything In Between.
>>> > Get a Quote or Start a Free Trial Today.
>>> >
>>> > http://pubads.g.doubleclick.net/gampad/clk?id=119420431&iu=/4140/ostg.clktrk
>>> > _______________________________________________
>>> > Csound-devel mailing list
>>> > Csound-devel@lists.sourceforge.net
>>> > https://lists.sourceforge.net/lists/listinfo/csound-devel
>>> >
>>>
>>>
>>> ------------------------------------------------------------------------------
>>> Managing the Performance of Cloud-Based Applications
>>> Take advantage of what the Cloud has to offer - Avoid Common Pitfalls.
>>> Read the Whitepaper.
>>>
>>> http://pubads.g.doubleclick.net/gampad/clk?id=121051231&iu=/4140/ostg.clktrk
>>> _______________________________________________
>>> Csound-devel mailing list
>>> Csound-devel@lists.sourceforge.net
>>> https://lists.sourceforge.net/lists/listinfo/csound-devel
>>
>>
>
>
> ------------------------------------------------------------------------------
> Managing the Performance of Cloud-Based Applications
> Take advantage of what the Cloud has to offer - Avoid Common Pitfalls.
> Read the Whitepaper.
> http://pubads.g.doubleclick.net/gampad/clk?id=121051231&iu=/4140/ostg.clktrk
> _______________________________________________
> Csound-devel mailing list
> Csound-devel@lists.sourceforge.net
> https://lists.sourceforge.net/lists/listinfo/csound-devel
>

------------------------------------------------------------------------------
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Take advantage of what the Cloud has to offer - Avoid Common Pitfalls.
Read the Whitepaper.
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