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* Draft: NKSP Real Numbers, Units and Finalness.

1 schoenebeck 3599 <html>
2     <head>
3     <meta name="author" content="Christian Schoenebeck">
4     <title>Real Numbers, Units and Finalness</title>
5     <urlpath>Real_Numbers_Units_and_Finalness</urlpath>
6     <meta name="description" content="NKSP Development News: Support for real numbers, standard measuring units and finalness.">
7     <link rel="stylesheet" href="http://doc.linuxsampler.org/css/preview.css">
8     <script type="text/javascript" src="http://doc.linuxsampler.org/js/preview.js"></script>
9     </head>
10     <body>
11     <p>
12     As you might have seen from our change log, I've been recently working on
13     a bunch of new core features for our <a href="01_nksp.html">NKSP</a>
14     real-time instrument script engine, with the goal to make instrument
15     scripting more intuitive and less error prone, especially from a
16     musician's point of view.
17     </p>
18     <p>
19     The changes are quite substantial, so here is
20     a more detailed description of what's new, how to use those new
21     features, what's the motivation behind them, and also a discourse
22     about some of the associated language design (and implementation) aspects.
23     </p>
24     <note class="important">
25     Features described in this article refer to LinuxSampler version <b>2.1.1.svn16</b> (or higher).
26     So these features are not available in older versions of the sampler.
27     And since these are new development features, they still might be subject to change.
28     </note>
29    
30     <h2>64-Bit Integers</h2>
31     <p>
32     First of all, integers, i.e. integer number literals (as e.g. <code lang="nksp">4294967295</code>), integer
33     variables (like <code lang="nksp">declare $foo := 4294967295</code>), or
34     integer array variables (like <code>declare %bar[3] := ( 1, 2, 3 ) </code>),
35     and all their arithmetics like
36     <code lang="nksp">($foo + 1024) / 24</code> and all built-in functions (as e.g.
37     <code>min()</code>), are now all 64 bit with <a href="01_nksp.html">NKSP</a>.<br>
38     <br>
39     I hear your "<i>Yaaawn</i>" at this point. You might be surprised though about the amount of
40     <a href="https://en.wikipedia.org/wiki/Diff">diff</a> involved
41     and how often people stumbled over undesired 32-bit truncation with their
42     scripts before. So that change alone reduced error-proneness tremendously.
43     But let's get on.
44     </p>
45    
46     <h2>Real Numbers</h2>
47     <p>
48     You are finally no longer limited to integer math with <a href="01_nksp.html">NKSP</a>.
49     You can now also use floating point arithmetics which will make calculations,
50     that is mathematical formulas in your scripts much easier than before.
51     Sounds a bit more interesting, doesn't it?<br>
52     </p>
53    
54     <h3>Variables</h3>
55     <p>
56     We call those floating point numbers
57     <i title="One of the most important classes of numbers in mathematics where each <b>real number</b> represents a continous quantity qualified for reflecting a distance on a line, and hence real numbers are commonly used for the numerical value of measurements of physical quantities like e.g. length, temperature, mass, velocity.">
58     real numbers
59     </i> from now on and you can
60     write them like you probably already expected; in simple dotted notation like
61     <code>2.98</code>. Likewise there are new variable types for real numbers as well.
62     The syntax to declare a real number variable is:
63     </p>
64     <p>
65     <code lang="nksp">
66     declare ~??real-variable-name?? := ??initial-value??
67     </code>
68     </p>
69     <p>
70     Like e.g.:
71     </p>
72     <p>
73     <code lang="nksp">
74     declare ~foo := 3.14159265
75     </code>
76     </p>
77     <p>
78     So it looks pretty much the same as with integer variables, just that you use
79     "~" as prefix in front of the variable name instead of "$" that you would
80     use for integer variables <b>and</b> the values <b>must always</b> contain a dot so that the parser
81     can distinguish them clearly from integer numbers.
82     Moreover there is now also a real number array variable type which you can
83     declare like this:
84     </p>
85     <p>
86     <code lang="nksp">
87     declare ???real-array-variable-name??[??amount-of-elements??] := ( ??initial-values?? )
88     </code>
89     </p>
90     <p>
91     Like e.g.:
92     </p>
93     <p>
94     <code lang="nksp">
95     declare ?foo[4] := ( 0.1, 2.0, 46.238, 104.97 )
96     </code>
97     </p>
98     <p>
99     Once again, the only differences to integer array variables are that you use
100     "?" as prefix in front of the array variable name instead of "%" that you
101     would use for integer array variables, <b>and</b> that you <b>must always</b> use a
102     dot for each value being assigned.
103     And as with integer variables, if you omit to assign initial value(s) for
104     your real number variables or real array variables then they are automatically
105     initialized with zero value(s) (that is <code>0.0</code> actually).
106     </p>
107     <note class="remark">
108     I actually already had plans for implementing floating point support in <i>NKSP</i>
109     much earlier, but I somehow had the feeling that <i>KSP</i> would add it as well.
110     And I though before "inventing" again some kind of new syntax set for this feature
111     and then having to somehow merge and maintain cross-compatibility between <i>KSP</i> syntax
112     and <i>NKSP</i> syntax, I decided to wait a bit, and it
113     eventually appeared now on <i>KSP</i> side, so it was a good point to finally fill
114     this gap in <i>NKSP</i>.
115     </note>
116    
117     <h3>Type Casting</h3>
118     <p>
119     Like <i>KSP</i> we are (currently) quite strict about your obligation to distinguish
120     clearly between integer numbers and real numbers with <i>NKSP</i>. That means blindly
121     mixing integers and real numbers e.g. in formulas, will currently cause a parser error
122     like in this example:
123     </p>
124     <p>
125     <code>~foo := (~bar + 1.9) / 24 { WRONG! }</code>
126     </p>
127     <p>
128     In this example you would simply use <code>24.0</code> instead of <code>24</code> to
129     fix the parser error:
130     </p>
131     <p>
132     <code>~foo := (~bar + 1.9) / 24.0 { correct }</code>
133     </p>
134     <p>
135     That's because, when you are mixing integer numbers and real numbers in mathematical
136     operations, like the division in the latter example, what was your intended data type that you
137     expected of the result of that division; a real number or an integer result? Because it
138     would not only mean a different data type, it might certainly also mean a completely
139     different result value accordingly.
140     </p>
141     <p>
142     That does not mean you were not allowed to mix real numbers with integers, it is just
143     that you have to make your point clear to the parser what your intention is. For that
144     purpose there are now 2 new built-in functions <code>int_to_real()</code> and
145     <code>real_to_int()</code> which you may use for required type casts (data type conversions).
146     So let's say you have a mathematical formula where you want to mix that formula with
147     a real number variable and an integer variable, then you might e.g. type cast the
148     integer variable like this:
149     </p>
150     <p>
151     <code>~bla := ~foo / int_to_real($bar)</code>
152     </p>
153     <p>
154     And since this is a very common thing to do, we also have 2 short-hand forms of these
155     2 built-in functions in <i>NKSP</i> which are simply <code>real()</code> and <code>int()</code>:
156     </p>
157     <p>
158     <code>~bla := ~foo / real($bar) { same as above, just shorter } </code>
159     </p>
160     <note>
161     The short-hand functions <code>real()</code> and <code>int()</code> only exist in
162     <i>NKSP</i>. They don't exist with <i>KSP</i>.
163     </note>
164     <note class="remark">
165     In future we might certainly lift this data type strictness and do it like many other
166     programming languages handle this: just showing a parser warning (not an error) on mixed
167     integer vs. real number expressions, and at the same time performing always an implied type cast
168     of the respective integer to a real number type automatically by the compiler.
169     </note>
170    
171     <h3>Built-in Functions</h3>
172     <p>
173     What about real numbers and existing built-in functions? When you check our latest reference
174     documentation of <a href="01_nksp_reference.html">NKSP built-in functions</a>,
175     you will notice that most of them accept now both, integers and real numbers as arguments
176     to their function calls. You should be aware though that the precise acceptance of data
177     types and the resulting behaviour change, varies between the individual built-in functions,
178     which is due to the difference in purpose of all those numerous built-in functions.
179     </p>
180     <p>
181     For instance the data type of the result returned by <code>min()</code> and <code>max()</code>
182     function calls depends now on the data type being passed to those functions. That is
183     if you pass real numbers to those 2 functions then you'll get a real number as result;
184     if you pass integers instead then you'll get an integer as result instead.
185     </p>
186     <p>
187     Then there are functions, like e.g. the new functions <code>sin()</code>, <code>cos()</code>,
188     <code>tan()</code>, <code>sqrt()</code>, which only accept real numbers as arguments (and
189     always return a real number as result). Trying to pass integers will cause a parser error,
190     because those particular functions are not really useful on integers at all.
191     </p>
192     <p>
193     Likewise the previously already existing functions <code>fade_in()</code> and <code>fade_out()</code>
194     accept now both integers and real numbers for their 2nd argument (<code>??duration-us??</code>),
195     but do not allow real numbers for their 1st argument (<code>??note-id??</code>), because for
196     a duration real numbers make sense, whereas for a <code>??note-id??</code>
197     real numbers would not make any sense and such an attempt is usually a result of some
198     programming error, hence you will get a parser error when trying to pass a real number
199     to the 1st argument of those 2 built-in functions.
200     </p>
201     <p>
202     There might also be differences how built-in functions handle mixed usage of integers
203     and real numbers as arguments, simultaniously for the same function call that is.
204     For instance
205     the <code>min()</code> and <code>max()</code> functions are very permissive and allow you to mix
206     an integer argument with a real number argument. In such mixed cases those 2 functions
207     will simply handle the integer argument as if it was a real number and hence the
208     result's data type would be a real number. So this would be Ok:
209     </p>
210     <p>
211     <code>
212     min(0.3, 300) { OK for this function: mixed real and integer arguments }
213     </code>
214     </p>
215     <p>
216    
217     Yet other functions,
218     like the <code>search()</code>
219     function, are very strict regarding data type. So if you are passing an integer array as 1st argument to
220     the <code>search()</code> function then it only accepts an integer (scalar) as
221     2nd argument, and likewise if you are passing a real number array as 1st argument
222     then it only accepts a real number (scalar) as 2nd argument. Attempts passing
223     different types, or in a different way to that function, will cause a parser error.
224     </p>
225     <note>
226     Use common sense! The accepted data types of arguments and correspending
227     result's data type of built-in functions usually match with your intuition,
228     and if it does not for some reason, then
229     you always get a clear parser error message immediately when trying to pass a wrong data
230     type while typing your scripts (e.g. in Gigedit's script editor). And on doubt you can
231     always refer to the <a href="01_nksp_reference.html">reference documentation</a> for
232     details of course.
233     </note>
234    
235     <h3>Comparing for Equalness</h3>
236     <p>
237     If you are also writing <i>KSP</i> scripts, then you probably already knew most of the things that I
238     described above about real numbers. But here comes an important difference that we
239     have when dealing with real numbers in <i>NKSP</i>: real number value comparison for equalness and unequalness.
240     </p>
241     <p>
242     In our automated NKSP core language test cases you find an example that looks
243     like this (slightly changed here for simplicity):
244     </p>
245     <p>
246     <code>
247     on init
248     declare ~a := 0.165
249     declare ~b := 0.185
250     declare ~x := 0.1
251     declare ~y := 0.25
252    
253     if (~a + ~b = ~x + ~y)
254     message("Test succeeded")
255     else
256     message("Test failed")
257     end if
258    
259     end on
260     </code>
261     </p>
262     <p>
263     When you add the values of those variables from this example in your head, you will see that the actual
264     test in that example theoretically boils down to comparing <code>if (0.35 = 0.35)</code>.
265     Hence this test should always succeed. At least
266     that's what one would expect if one would do the calculations above manually by humans
267     in the real world.
268     In practice though, when this script is executed on a computer, the numbers on both sides would
269     slightly deviate from <code>0.35</code>. These differences to the expected value are
270     actually extremely little, that is very tiny fractions of several digits behind the decimal point,
271     but the final consequence would still be nevertheless different values on both sides and this test "would" hence fail.
272     These small errors are due to the technical way
273     <a href="https://en.wikipedia.org/wiki/Floating-point_arithmetic">floating point numbers are encoded</a>
274     on any modern <i>CPU</i> which causes small calculation errors with these summations for instance.
275     Due to that very well known circumstance of floating point arithmetics on
276     CPUs, it is commonly discouraged with system programming languages like C/C++
277     to directly compare floating point numbers for equalness, nor for unequalness for that exact reason.
278     </p>
279     <p>
280     However the use case for the NKSP language is completely different from
281     system level programming languages like C/C++. We don't need to be so
282     conservative in many aspects those languages need to be. The musical context of
283     <i>NKSP</i> simply has different requirements. Simplicity and high level
284     handling is more important for <i>NKSP</i> than revealing bit by bit
285     of the actual CPU registers bare-bone directly to users of instrument scripts.
286     So I decided to implement
287     real number equal (<code>=</code> operator) and unequal comparison
288     (<code>#</code> operator) to automatically take the expected floating
289     point tolerances of the underlying CPU into account.
290     </p>
291     <p>
292     So in short: the
293     <u>test case example above does <b>not</b> fail with our <i>NKSP</i> implementation</u>!
294     </p>
295     <p>
296     That does not mean you can simply switch off your head when doing
297     real number arithmetics and subsequent comparisons of those calculations.
298     Because with every calculation you do, the total amount of calculation
299     error (caused by the utilized floating point processing hardware) increases,
300     so after a certain amount of subsequent calculations
301     our equal/unequal comparisons would fail as well after a certain point.
302     But most of the time you will have formulas which end up with a very
303     limited amount of floating point calculations before you eventually
304     do your comparisons, so in most cases you should just be fine. But keep
305     this issue in mind when doing e.g. numeric (large amount of subsequent)
306     calculations e.g. in <code>while</code> loops.
307     </p>
308     <p>
309     What about the other comparison operators like <code>&lt;</code>,
310     <code>&gt;</code>, <code>&lt;=</code>, <code>&gt;=</code>? Well,
311     those other comparison operators all behave as with system level
312     programming languages. So these comparison operators currently
313     do <b>not</b> take the mentioned floating point tolerances into
314     account and hence they behave differently than the <code>=</code>
315     and <code>#</code> operators with <i>NKSP</i>.
316     The idea was that those other
317     comparison operators are typically used for what mathematicians
318     call "transitivity". So they are used e.g. for sorting tasks
319     where there should always be a clear determinism of the
320     comparison results, and where execution speed is an issue as well.
321     Because the truth is also that our floating point tolerance
322     aware "equal" / "unequal" comparisons come with the price of
323     requiring execution of additional calculations on the underlying CPU.
324     </p>
325    
326     <note class="remark">
327     You might wonder now, isn't this still sort of a hack? Wouldn't
328     there be a better way to implement real numbers in <i>NKSP</i> so that
329     all calculations would behave exactly as we would expect them from
330     theoretical math? The short answer is both <b>yes</b> and <b>no</b>.<br>
331     <br>
332     <b>Yes</b>, we could implement support for real numbers as so called
333     <a href="https://en.wikipedia.org/wiki/Computer_algebra_system">algebraic system</a>,
334     which would accomplish that real number calculations would always exactly
335     result as you would expect them to do from traditional mathematics,
336     like certain mathematical software applications use to do it
337     (e.g. <a href="https://en.wikipedia.org/wiki/Maple_(software)">Maple</a>).
338     However to achieve that we could no longer utilize hardware acceleration
339     of the CPU's floating point unit, because it is limited to floating point
340     values of fixed precision (e.g. either 32 bit and/or 64 bit).
341     Hence we would need to execute a huge amount of instructions on the CPU
342     instead for every single real number calculation in scripts, so there would
343     be a severe performance penalty.<br>
344     <br>
345     And <b>no</b>, we actually cannot do that in <i>NKSP</i> at all, because this kind of
346     complex real number implementation would require memory allocations at
347     runtime, which in turn would violate a key feature of <i>NKSP</i>
348     scripting: its guaranteed real-time stability and runtime determinism.
349     </note>
350    
351     <h2>Standard Measuring Units</h2>
352     <p>
353     If you are coming from <i>KSP</i> then you are eventually going to think next
354     "WTF? What is this all about?". But hang with me, no matter how often you
355     wrote instrument scripts before, you will most
356     certainly regularly come into a situation like described next and we
357     have a convenient fix for that.
358     <p>
359    
360     <h3>Unit Literals</h3>
361     <p>
362     Let's consider you wanted to pause your script at a certain point for let's say
363     1 second. Ok, you remember from the back of your head that you need to use the
364     built-in <code>wait()</code> function for that, but which value do you need to
365     pass exactly to achieve that 1 second break?
366     Would it be <code>wait(1000)</code>
367     or probably <code>wait(1000000)</code>? Of course now you reach out for the
368     reference documentation at this point and eventually find out that it
369     would actually be <code>wait(1000000)</code>. Not very intuitive. And
370     the large amount of zeros required does not help to make your code necessarily
371     more readable either, right?
372     </p>
373     <p>
374     So what about actually writing what we had in mind at first place:
375     </p>
376     <p>
377     <code>
378     wait(1s)
379     </code>
380     </p>
381     <p>
382     It couldn't be much clearer.
383     </p>
384     <p>
385     Or you want a break of 23 milliseconds instead? Then let's just write that!
386     </p>
387     <p>
388     <code>
389     wait(23ms)
390     </code>
391     </p>
392     <p>
393     Now let's consider another example: Say you wanted to reduce volume of some voices by 3.5 decibel.
394     You remember that was something like <code>change_vol(??note??, ??volume??)</code>,
395     but what would <code>??volume??</code> be exactly? Digging out the docs yet again you
396     find out the correct call was <code>change_vol($EVENT_ID, -3500)</code>.<br>
397     <br>
398     We can do better than that:
399     </p>
400     <p>
401     <code>
402     change_vol($EVENT_ID, -3.5dB)
403     </code>
404     </p>
405     <p>
406     You rather want a slight volume increase by just 56 milli dB instead?
407     </p>
408     <p>
409     <code>
410     change_vol($EVENT_ID, +56mdB)
411     </code>
412     </p>
413     <p>
414     Or let's lower the tuning of a note by -24 Cents:
415     </p>
416     <p>
417     <code>
418     change_tune($EVENT_ID, -24c)
419     </code>
420     </p>
421     <p>
422     I'm sure you got the point. We are naturally using standard measuring
423     units in our daily life without noticing their importance, but they actually help us a
424     lot to give some otherwise purely abstract numbers an intuitive meaning to us.
425     Hence it just made sense to add measuring units as core feature of the NKSP
426     language, their built-in functions, variables and whatever you do with them.
427     </p>
428    
429     <h3>Calculating with Units</h3>
430     <p>
431     Having said that, these examples above were just meant as warm up scenarios.
432     Of course you can do much more with this feature than just passing them
433     literally to some built-in function call as we did above so far.
434     You can assign them to variables, too, like:
435     </p>
436     <p>
437     <code>
438     declare ~pitchLfoFrequency := 1.2kHz
439     </code>
440     </p>
441     <p>
442     You can use them in combinations with integers or real numbers, and of course
443     you can do all mathematical calculations and comparisons that you would
444     naturally be able to do in real life. For instance the following example
445     </p>
446     <code>
447     on init
448     declare $a := 1s
449     declare $b := 12ms
450     declare $result := $a - $b
451     message("Result of calculation is " &amp; $result)
452     end on
453     </code>
454     </p>
455     <p>
456     would print the text <code>"Result of calculation is 988ms"</code> to the terminal
457     (notice that <code>$a</code> and <code>$b</code> actually used different units here).<br>
458     <br>
459     Or the following example
460     </p>
461     <code>
462     on init
463     declare ~a := 2.0mdB
464     declare ~b := 3.2mdB
465     message( 4.0 * ( ~a + ~b ) / 2.0 + 0.1mdB )
466     end on
467     </code>
468     </p>
469     <p>
470     would print the text <code>"10.5mdB"</code> to the terminal.<br>
471     <br>
472     Or let's make this little value comparison check:
473     </p>
474     <p>
475     <code>
476     on init
477     declare ~foo := 999ms
478     declare ~bar := 1s
479     if (~foo &lt; ~bar)
480     message("Test succeeded")
481     else
482     message("Test failed")
483     end fi
484     end on
485     </code>
486     </p>
487     <p>
488     which will succeed of course
489     (notice again that <code>~foo</code> and <code>~bar</code> used different units here as well).<br>
490     <br>
491     So as you can see the units are not just eye candy for your code, they
492     are actually interpreted actively by the script engine appropriately such that all your
493     calculations, comparisons and function calls behave as
494     you would expect them to do from your real-life experience.
495     </p>
496    
497     <h3>Unit Components</h3>
498     <p>
499     In the examples above you might have noticed that the units' components
500     were shown in different colors. That's not a glitch of the website,
501     that's intentional and in fact NKSP code on this website is in general,
502     automatically displayed in the same way as with e.g. Gigedit's instrument
503     script editor. So what's the deal?
504     </p>
505     <p>
506     If you take the value <code>6.8mdB</code> as an example, you have in front
507     the <code>??numeric component?? = 6.8</code> of course, followed
508     by the <code>??metric prefix?? = <span class="up">md</span></code> for
509     "milli deci" (which is always simply some kind of multiplication factor)
510     and finally the fundamental <code>??unit type?? = <span class="ut">B</span></code> for "Bel" (which actually gives the number its final meaning).
511     </p>
512     <p>
513     So here's where language design comes into play. From language point of view both
514     the <code>??numeric component??</code> and the optional <code>??metric prefix??</code>
515     are runtime features which may change at any time,
516     whereas the optional <code>??unit type??</code> is always
517     a constant, "sticky", parse-time feature that you may never change at runtime.
518     That means if you define a variable like e.g. <code>declare $foo := 1s</code>
519     that variable <code>$foo</code> is now firmly tied to the unit type "seconds" for your entire script.
520     You may change the variable's numeric component and metric prefix later on at any time like e.g.
521     <code>$foo := 8ms</code>, but you must not change the variable ever to a different
522     unit type later on like <code>$foo := 8Hz</code>. Trying to switch
523     the variable to a different unit type that way will cause a parser error.
524     </p>
525     <note class="remark">
526     What may look like a lousy limitation of the technical implementation
527     is in fact an intentional language design decision and is actually a feature,
528     called <i>determinism</i>.
529     The price of this limitation of forcing unit types to be a constant parse time
530     feature of variables and expressions comes with the profit of buying substantial
531     error checks at parse time, and that in turn helps you to write more
532     reliable instrument scripts in a shorter amount of time. For instance no
533     matter how complex your mathematical formulas are in your scripts, the parser
534     will always be able to check already at parse-time whether the
535     final, evaluated results of your formulas and overall code that you pass to
536     built-in functions, will finally be of correct unit type expected by the
537     respective function that you are going to call with them as function arguments.
538     Or in other words: the parser is able to check the correct meaning of your formulas at parse-time.
539     So the parser will stop you immediately
540     from doing such and similar mistakes by raising a parser error immediately while you are typing
541     your script code. So you neither
542     have to load the script into the sampler, nor do you have to run and test the
543     code just to spot such kind of mistakes. You will always see them instantly
544     in the code editor.
545     </note>
546     <p>
547     So getting back and proceed with an early example, this code would be fine:
548     </p>
549     <p>
550     <code>
551     on note
552     declare ~reduction := -3.5dB { correct unit type }
553     change_vol($EVENT_ID, ~reduction)
554     end note
555     </code>
556     </p>
557     <p>
558     Whereas the following would immediately raise a parser error:
559     </p>
560     <p>
561     <code>
562     on note
563     declare ~reduction := -3.5kHz { WRONG unit type for change_vol() call! }
564     change_vol($EVENT_ID, ~reduction)
565     end note
566     </code>
567     </p>
568     <p>
569     That's because using the unit type Hertz for changing volume with the
570     built-in function <code>change_vol()</code> does not make any sense,
571     that built-in function expects a unit type suitable for volume changes,
572     not a unit type for frequencies, and hence it is clearly a
573     programming mistake. So getting this error in
574     practice, you may have simply picked a wrong variable by accident for
575     a certain function call for instance and the parser will immediately
576     point you on that undesired circumstance.
577     </p>
578     <p>
579     As another example, you may now also use units with the built-in random number
580     generating function like e.g. <code>random(100Hz, 5kHz)</code>. The function
581     would then return an arbitrary value between <code>100Hz</code> and <code>5kHz</code>
582     each time you call it that way, so that makes sense. But trying e.g. <code>random(100Hz, 5s)</code>
583     would not make any sense and consequently you would immediately get a parser
584     error that you are attempting to pass two different unit types to the <code>random()</code> function,
585     which is not accepted by this particular built-in function.
586     And these kinds of parse-time errors are always detected,
587     no matter whether you are literally passing constant
588     values like in the simple example here, but also through every other means like
589     variables and complex mathematical expressions.
590     </p>
591     <p>
592     The following tables list the unit types and metric prefixes currently supported by <i>NKSP</i>.
593     </p>
594     <p>
595     <table>
596     <tr>
597     <th>Unit Type</th> <th>Description</th> <th>Purpose</th>
598     </tr>
599     <tr>
600     <td><code>s</code></td>
601     <td>short for "seconds"</td>
602     <td>May be used for time durations.</td>
603     </tr>
604     <tr>
605     <td><code>Hz</code></td>
606     <td>short for "Hertz"</td>
607     <td>May be used for frequencies.</td>
608     </tr>
609     <tr>
610     <td><code>B</code></td>
611     <td>short for "Bel"</td>
612     <td>May be used for volume changes.</td>
613     </tr>
614     </table>
615    
616     <table>
617     <tr>
618     <th>Metric Prefix</th> <th>Description</th> <th>Equivalent Factor</th>
619     </tr>
620     <tr>
621     <td><code>u</code></td>
622     <td>short for "micro"</td>
623     <td>10<sup>-6</sup>&nbsp;&nbsp;=&nbsp;&nbsp;0.000001</td>
624     </tr>
625     <tr>
626     <td><code>m</code></td>
627     <td>short for "milli"</td>
628     <td>10<sup>-3</sup>&nbsp;&nbsp;=&nbsp;&nbsp;0.001</td>
629     </tr>
630     <tr>
631     <td><code>c</code></td>
632     <td>short for "centi"</td>
633     <td>10<sup>-2</sup>&nbsp;&nbsp;=&nbsp;&nbsp;0.01</td>
634     </tr>
635     <tr>
636     <td><code>d</code></td>
637     <td>short for "deci"</td>
638     <td>10<sup>-1</sup>&nbsp;&nbsp;=&nbsp;&nbsp;0.1</td>
639     </tr>
640     <tr>
641     <td><code>da</code></td>
642     <td>short for "deca"</td>
643     <td>10<sup>1</sup>&nbsp;&nbsp;=&nbsp;&nbsp;10</td>
644     </tr>
645     <tr>
646     <td><code>h</code></td>
647     <td>short for "hecto"</td>
648     <td>10<sup>2</sup>&nbsp;&nbsp;=&nbsp;&nbsp;100</td>
649     </tr>
650     <tr>
651     <td><code>k</code></td>
652     <td>short for "kilo"</td>
653     <td>10<sup>3</sup>&nbsp;&nbsp;=&nbsp;&nbsp;1000</td>
654     </tr>
655     </table>
656     </p>
657     <p>
658     Of course there are much more standard unit types and metric prefixes than
659     those, but currently we only support those listed above. Simply because
660     I found these listed ones to be actually useful for instrument scripts.
661     </p>
662     <note class="important">
663     When changing tuning, which is commonly expected by musicians in "Cents",
664     like e.g.: <code>change_tune($EVENT_ID, -24c)</code>, you might have noticed
665     already from the markup color here, that this is actually not handled as a unit
666     type by the <i>NKSP</i> language and that's why it is not listed as
667     a unit type in the table above. So tuning changes in "Cents" is actually just a value
668     with metric prefix "centi" and without any unit type, since tuning changes
669     in "Cents" is really just a relative multiplication factor for changing the pitch of
670     a note depending on the current base frequency of the note.<br>
671     <br>
672     This might look a bit odd to you, it is semantically however absolutely correct
673     to handle tuning changes in "Cents" that way by the language. You can still also use expressions like
674     "milli Cents", e.g.: <code>change_tune($EVENT_ID, +324mc)</code>, which is also
675     valid since we (currently) allow a combination of up to 2 metric prefixes with <i>NKSP</i>.<br>
676     <br>
677     The obvious advantage of not making "Cents" a dedicated unit type is that we can
678     just use the character "c" in scripts both for tuning changes, as well as for conventional
679     "centi" metric usage like <code>1cs</code> ("one centi second").
680     The downside of this design decision (that is "Cents" being defined as metric prefix) on the other hand
681     means that we loose the previously described parse-time stickyness feature that we
682     would have with "real" unit types, and hence also loose some of the described
683     error detection mechanisms that we have with "real" unit types at parse time.<br>
684     <br>
685     <u>In practice that means:</u> you need to be a bit more cautious when doing calculations
686     with tuning values in "Cents" compared to other tasks like volume changes, because with every
687     calculation you do in your scripts, you might accidentally drop the "Cents" from your unit, which
688     eventually will cause e.g. the <code>change_tune()</code> function to
689     behave completely differently (since a value without any metric prefix
690     will then be interpreted by <code>change_tune()</code> to be a value in "milli cents",
691     exactly like this function did before introduction of units feature in <i>NKSP</i>).
692     </note>
693    
694     <h3>Unit Conversion</h3>
695     <p>
696     Even though you are not allowed to change the unit type of a variable itself
697     by assignment at runtime, that does not mean there was no way to get rid of
698     units or that you were unable to convert values from one unit type to a
699     different unit type. You can do that very easily actually with <i>NKSP</i>,
700     exactly as you learned in school; i.e. by multiplications and divisions.
701     </p>
702     <p>
703     Let's say you have a variable <code>$someFrequency</code> that you
704     use for controlling some LFO's frequency by script, and for some reason you really
705     want to use the same value of that variable (for what reason ever)
706     to change some volume with <code>change_vol()</code>, then all you have
707     to do is dividing the existing unit type away, and multiplying it
708     with the new unit type:
709     </p>
710     <p>
711     <code>
712     on note
713     declare $someFrequency := 100Hz
714     change_vol($EVENT_ID, $someFrequency / 1Hz * 1mdB)
715     end note
716     </code>
717     </p>
718     <p>
719     Which would convert the variable's original value <code>100Hz</code>
720     to <code>100mdB</code> before passing it to the <code>change_vol()</code>
721     function. So this actually did 3 things:
722     </p>
723     <p>
724     <ol>
725     <li>the divsion (by <code>/ 1Hz</code>) dropped the old unit type (Hertz),</li>
726     <li>the multiplication (by <code>* 1mdB</code>) added the new unit type (Bel)</li>
727     <li>and that multiplication also changed the metric prefix (to milli deci) before the result is finally passed to the <code>change_vol()</code> function.</li>
728     </ol>
729     </p>
730     <p>
731     And since <code>change_vol()</code> would now receive the value
732     in correct unit type, this overall solution is hence legal and accepted by the parser without any complaint.
733     And this type of unit conversion does not break any parse-time determinism
734     and error detection features either, since it is not touching the variable's
735     unit type directly (only the temporary value eventually being passed to the <code>change_vol()</code> function here),
736     and so the result of the unit conversion expressions above
737     can always reliably be evaluated by the parser at parse-time.
738     </p>
739     <note class="important">
740     There are some intended limitations when performing unit type conversions though.
741     For instance you are never allowed to multiply some unit type with another unit type
742     in <i>NKSP</i>, neither different unit types like e.g. <code>100Hz * 1B</code>, nor
743     with the same unit type like e.g. <code>4s * 8s</code>. That's because we don't have
744     any practical usage for e.g. "square seconds" or other kinds of mixed unit types
745     in instrument scripts.
746     So trying to create a number or variable with more than one unit type will always
747     raise a parser error. So keep that in mind and use common sense when writing
748     calculations with units. And like always: the parser will always point you on
749     misusage immediately.
750     </note>
751    
752     <h3>Array Variables</h3>
753     <p>
754     And as we are at limitations regarding units:
755     Currently <b>unit types</b> are not accepted for array variables yet. <b>Metric prefixes</b>
756     are allowed though!
757     </p>
758     <p>
759     <code>
760     declare %foo[4] := ( 800, 1m, 14c, 43) { OK - metric prefixes, but no unit types }
761     declare %bar[4] := ( 800s, 1ms, 14kHz, 43mdB) { WRONG - unit types not allowed for arrays yet }
762     </code>
763     </p>
764     <p>
765     Main reason for that current limitation is that unlike with scalar variables,
766     accessing array variables at runtime with an index by yet another (runtime changeable)
767     variable might break the previously described parse-time determinism of unit types.
768     That means if we just take the array variable <code>%bar[]</code> declared above
769     and would access it in our scripts with another variable like:
770     </p>
771     <p>
772     <code>
773     %bar[$someVar]
774     </code>
775     </p>
776     <p>
777     then what would that unit type of that array access be? Notice that the array variable
778     <code>%bar[]</code> was initialized with 3 different unit types for its individual elements.
779     So the unit type of the array access would obviously depend on the precise
780     value of variable <code>$someVar</code>, which most probably will change at runtime and
781     hence the compiler would not know at parse-time yet.
782     </p>
783     <note class="remark">
784     This limitation will most probably be lifted later on by allowing exactly one unit type
785     for an array variable, so that the array would be initialized with exactly the same unit
786     type for all its elements to retain the parse-time determinism that we were talking about.
787     </note>
788    
789     <h2>Finalness</h2>
790     <p>
791     Here comes another new core language feature of <i>NKSP</i> that you certainly don't
792     know from <i>KSP</i> (as it does not exist there), and which definitely requires an
793     elaborate explanation of what it is about: "finalizing" some value.
794     </p>
795    
796     <h3>Default Relativity</h3>
797     <p>
798     When changing synthesis parameters, these are commonly <i>relative</i> changes, depending
799     on other modulation sources. For instance let's say you are using <code>change_vol()</code>
800     in your script to change the volume of voices of a note, then the actual, final volume
801     value being applied to the voices is not just the value that you passed to <code>change_vol()</code>,
802     but rather a combination of that value and values of other modulation sources of volume
803     like a constant volume factor stored with the instrument patch, as well as a continuously
804     changing value coming from an amplitude LFO
805     that you might be using in your instrument patch, and you might most certainly also use
806     an amplitude envelope generator which will also have its impact on the final volume of course.
807     All these individual values are multiplied with each other in real-time by the sampler's engine core
808     to eventually calculate the actual, final volume to be applied to the voices, like illustrated in the following
809     schematic figure.
810     </p>
811     <img src="nksp_multi_mods_rel.png" caption="Relative Modulation (Default Behaviour)">
812     <p>
813     This <i>relative</i> handling of synthesis parameters is a good thing, because multiple
814     modulation sources combined make up a vivid sound. However there are situations where this
815     combined behaviour for synthesis parameters is not what you want. Sometimes you want to be
816     able to just say in your script e.g. "Make the volume of those voices exactly -6dB. Period. I mean it!".
817     And that's exactly what the newly introduced "final" operator <code>!</code> does.
818     </p>
819    
820     <h3>Final Operator</h3>
821     <p>
822     <code>
823     on note
824     declare $volume := -6dB
825     change_vol($EVENT_ID, !$volume) { '!' makes value read from variable $volume to become 'final' }
826     end note
827     </code>
828     </p>
829     <p>
830     By prepending an exclamation mark <code>!</code> in front of an expression as shown in the code above,
831     you mark that value of that expression to be "final",
832     wich means the value will bypass the values of all other modulation sources, so the
833     sampler will ignore all other modulation sources that may exist, and
834     will simply use your script's value exclusively for that synthesis parameter,
835     as illustrated in the following figure:
836     </p>
837     <img src="nksp_multi_mods_fin.png" caption="Force 'Finalness' by Script">
838     <p>
839     You can of course revert back at any time to let the sampler process that synthesis parameter
840     relatively again by calling <code>change_vol()</code> and just passing
841     a value for volume without "finalness" (i.e. without <code>!</code> operator) this time.
842     </p>
843     <p>
844     In the previous code example, the "finalness" was applied to the temporary value
845     being passed to the <code>change_vol()</code> function, it did not change
846     the information stored in variable <code>$volume</code> at all though. So this is different
847     from:
848     </p>
849     <p>
850     <code>
851     on note
852     declare $volume := !-6dB { store 'finalness' directly to variable $volume }
853     change_vol($EVENT_ID, $volume)
854     end note
855     </code>
856     </p>
857     <p>
858     In the latter code example the actual "finalness" is stored directly now
859     to the <code>$volume</code> variable instead. Both approaches
860     make sense depending on the actual use case. For instance if you only
861     need "finalness" in rare situations, then you might use the prior
862     solution by using the "final" operator just with the respective function call,
863     whereas in use cases where you would always apply the
864     <code>$volume</code> "finally" and probably need to pass it to several
865     <code>change_vol()</code> function calls at several places in your script,
866     then you might store the "finalness" directly to the variable instead.
867     </p>
868     <note class="remark">
869     <i>KSP</i> is also using the exclamation mark in front of variable names of string arrays.
870     Our usage of the exclamation mark character for this "finalness" feature
871     does not cause a language conflict with
872     that aspect though, because variable names (i.e. containing exclamation mark) are
873     resolved by the language before our unary <code>!</code> "final" operator is resolved in
874     expressions.
875     </note>
876    
877     <h3>Mixed Finalness</h3>
878     <p>
879     Like with the other new language features described previously above, we also
880     have some potential ambiguities that we need to deal with when applying "finalness".
881     For instance consider this code:
882     </p>
883     <p>
884     <code>
885     on note
886     declare $volume := !-6dB { store 'finalness' directly to variable $volume }
887     change_vol($EVENT_ID, $volume + 2dB) { raises parser warning here ! }
888     end note
889     </code>
890     </p>
891     <p>
892     Should the resulting, expected volume change of <code>-4dB</code> be applied as
893     "final" value or as <i>relative</i> value instead?
894     Because the problem here is that <code>!-6dB</code> obviously means "final",
895     whereas </code>+ 2dB</code> is actually a <i>relative</i> value to be added.
896     </p>
897     <p>
898     In the current version of the sampler the value to be applied in this case would be "final", so you will not get a parser error,
899     however you will get a parser warning to make you aware about this ambiguity.
900     So to fix the example above, that is to to get rid of that parser warning, you can simply add an exclamation
901     mark in front of the other number as well like:
902     </p>
903     <p>
904     <code>
905     on note
906     declare $volume := !-6dB { store 'finalness' directly to variable $volume }
907     change_vol($EVENT_ID, $volume + !2dB) { '!' fixes parser warning }
908     end note
909     </code>
910     </p>
911     <p>
912     Also built-in functions will behave similarly as described above. Certain built-in functions
913     accept <i>finalness</i> for all of their arguments, some functions accept <i>finalness</i> for only certain
914     arguments and some functions won't accept <i>finalness</i> at all. Like with the other new core language
915     features always use common sense and quickly think about whether it would make sense if a
916     certain function would accept <i>finalness</i> for its argument(s). Most of the time your guess will be
917     right, and if not, then the parser will tell you immediately with either an error or warning, and the
918     <a href="01_nksp_reference.html">NKSP built-in functions reference</a> will help you out with
919     details in such rare cases where things might not be clear to you immediately.
920     </p>
921    
922     <h3>Implied Finalness</h3>
923     <p>
924     Here comes the point where the feature circle of this article closes: the unit type "Bel" used
925     in the examples for the "final" operator above is somewhat special, since the unit type "Bel" is
926     in general used for <i>relative</i> quantities like i.e. volume changes. Tuning changes (i.e. in "Cents") are
927     also relative quantities.
928     </p>
929     <p>
930     However other unit types like "seconds" or "Hertz" are <i>absolute</i>
931     quantities. That means if you are using unit types "Hertz" or "seconds" in your scripts, then their
932     values are automatically applied as <i>implied</i> "final" values, as if you were using the <code>!</code>
933     operator for them in your code. The parser will raise a parser warning though to point you on that
934     circumstance.
935     </p>
936     <p>
937     The following table outlines this issue for the currently supported unit types.
938     </p>
939     <p>
940     <table>
941     <tr>
942     <th>Unit Type</th> <th>Relative</th> <th>Final</th> <th>Reason</th>
943     </tr>
944     <tr>
945     <td>None</td>
946     <td>Yes, by default.</td>
947     <td>Yes, if <code>!</code> is used.</td>
948     <td>If no unit type is used (which includes if <b>only</b> a metric prefix is used like e.g. <code>change_tune($EVENT_ID, -23c)</code>) then such values can be used both for relative, as well as for 'final' changes.</td>
949     </tr>
950     <tr>
951     <td><code>s</code></td>
952     <td>No, never.</td>
953     <td>Yes, always.</td>
954     <td>This unit type is naturally for absolute values only, which implies its value to be always 'final'.</td>
955     </tr>
956     <tr>
957     <td><code>Hz</code></td>
958     <td>No, never.</td>
959     <td>Yes, always.</td>
960     <td>This unit type is naturally for absolute values only, which implies its value to be always 'final'.</td>
961     </tr>
962     <tr>
963     <td><code>B</code></td>
964     <td>Yes, by default.</td>
965     <td>Yes, if <code>!</code> is used.</td>
966     <td>This unit type is naturally for relative changes. So this unit type can be used both for relative, as well as for 'final' changes.</td>
967     </tr>
968     </table>
969     </p>
970     <note class="remark">
971     Since unit types like <i>seconds</i> and <i>Hertz</i> are naturally always used for absolute values
972     in real life,
973     it might be considerable to drop the mentioned parser warnings which currently occur
974     if those units are used in scripts without having used the <code>!</code> operator.
975     </note>
976    
977     <h3>Array Variables</h3>
978     <p>
979     As with unit types, the same current restriction applies to "finalness" in conjunction with
980     array variables at the moment: you may currently <b>not</b> apply "finalness" to the elements of array variables yet.
981     </p>
982     <p>
983     <code>
984     declare %foo[3] := ( !-6dB, -8dB, !2dB ) { WRONG - finalness not allowed for arrays (yet) ! }
985     </code>
986     </p>
987     <p>
988     The reason is also exactly the same, because <i>finalness</i> is a parse-time required information
989     and an array access by using yet another variable like e.g. <script>%foo[%someVar]</script> might
990     break that parse-time awareness of "finalness" for the compiler.
991     </p>
992     <note class="remark">
993     Likewise we might certainly lift that restriction later on by
994     allowing <i>finalness</i> to be applied to arrays by initializing <b>all</b> members of an array to be all "final".
995     </note>
996    
997     <h2>Backward Compatibility</h2>
998     <p>
999     You might be asking, what do those new features mean to your existing instrument scripts,
1000     do they break your old scripts?
1001     </p>
1002     <p>
1003     The clear and short answer is:&nbsp;&nbsp;&nbsp;<b>No</b>, of course <u>they do <b>not</b> break your existing scripts</u>!
1004     </p>
1005     <p>
1006     Our goal was always to preserve constant behaviour for existing sounds,
1007     so that even ancient sound files in GigaSampler v1 format still would sound
1008     exactly as you heard them originally for the 1st time many years ago (probably with GigaSampler at that time).
1009     And that means the same policy applies to instrument scripts as well of course.
1010     </p>
1011     <p>
1012     You can also arbitrarily mix your existing instrument scripts by just partly using the new
1013     features described in this article at some sections of your scripts, while
1014     at the same time preserving your old code at other sections. So these features
1015     are designed that they won't break anything existing, and that they always
1016     collaborate correctly in a mixed way with old <i>NKSP</i> code.
1017     </p>
1018    
1019     <h2>Status Quo</h2>
1020     <p>
1021     That's it! For now ...
1022     </p>
1023     <p>
1024     This is the current development state regarding these new <a href="01_nksp.html">NKSP</a>
1025     core language features. It might not be the final word though. I am aware certain
1026     aspects that I decided can be argued about (or maybe even entire features).
1027     And that's actually one of the reasons why I decided to write this (even for my habits)
1028     quite long and detailed article, describing also the reasons for individual language design
1029     decisions that I took.
1030     </p>
1031     <p>
1032     You can however share your thoughts and arguments about these new features with us
1033     on the <a href="https://sourceforge.net/projects/linuxsampler/lists/linuxsampler-devel">mailing list</a>
1034     of course!
1035     </p>
1036     <note class="important">
1037     Keep in mind, the earlier you come up with suggestions for changes, the higher the chance
1038     that it might actually become changed and vice versa!&nbsp;&nbsp;&nbsp;(See "Backward Compatibility" above)
1039     </note>
1040     </body>
1041     </html>

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