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* NKSP: Added recently added built-in functions to reference docs.
* NKSP: Added info about std units and finalness to existing functions.
* NKSP: Added recently added built-in constants ~NI_MATH_E and ~NI_MATH_PI.

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 schoenebeck 3601 In our automated
243     <a href="http://svn.linuxsampler.org/cgi-bin/viewvc.cgi/linuxsampler/trunk/src/scriptvm/tests/NKSPCoreLangTest.cpp?view=markup">NKSP core language test cases</a>
244     you find an example that looks
245 schoenebeck 3599 like this (slightly changed here for simplicity):
246     </p>
247     <p>
248     <code>
249     on init
250     declare ~a := 0.165
251     declare ~b := 0.185
252     declare ~x := 0.1
253     declare ~y := 0.25
254    
255     if (~a + ~b = ~x + ~y)
256     message("Test succeeded")
257     else
258     message("Test failed")
259     end if
260    
261     end on
262     </code>
263     </p>
264     <p>
265     When you add the values of those variables from this example in your head, you will see that the actual
266     test in that example theoretically boils down to comparing <code>if (0.35 = 0.35)</code>.
267     Hence this test should always succeed. At least
268     that's what one would expect if one would do the calculations above manually by humans
269     in the real world.
270     In practice though, when this script is executed on a computer, the numbers on both sides would
271     slightly deviate from <code>0.35</code>. These differences to the expected value are
272     actually extremely little, that is very tiny fractions of several digits behind the decimal point,
273     but the final consequence would still be nevertheless different values on both sides and this test "would" hence fail.
274     These small errors are due to the technical way
275     <a href="https://en.wikipedia.org/wiki/Floating-point_arithmetic">floating point numbers are encoded</a>
276     on any modern <i>CPU</i> which causes small calculation errors with these summations for instance.
277     Due to that very well known circumstance of floating point arithmetics on
278     CPUs, it is commonly discouraged with system programming languages like C/C++
279     to directly compare floating point numbers for equalness, nor for unequalness for that exact reason.
280     </p>
281     <p>
282     However the use case for the NKSP language is completely different from
283     system level programming languages like C/C++. We don't need to be so
284     conservative in many aspects those languages need to be. The musical context of
285     <i>NKSP</i> simply has different requirements. Simplicity and high level
286     handling is more important for <i>NKSP</i> than revealing bit by bit
287     of the actual CPU registers bare-bone directly to users of instrument scripts.
288     So I decided to implement
289     real number equal (<code>=</code> operator) and unequal comparison
290     (<code>#</code> operator) to automatically take the expected floating
291     point tolerances of the underlying CPU into account.
292     </p>
293     <p>
294     So in short: the
295     <u>test case example above does <b>not</b> fail with our <i>NKSP</i> implementation</u>!
296     </p>
297     <p>
298     That does not mean you can simply switch off your head when doing
299     real number arithmetics and subsequent comparisons of those calculations.
300     Because with every calculation you do, the total amount of calculation
301     error (caused by the utilized floating point processing hardware) increases,
302     so after a certain amount of subsequent calculations
303     our equal/unequal comparisons would fail as well after a certain point.
304     But most of the time you will have formulas which end up with a very
305     limited amount of floating point calculations before you eventually
306     do your comparisons, so in most cases you should just be fine. But keep
307     this issue in mind when doing e.g. numeric (large amount of subsequent)
308     calculations e.g. in <code>while</code> loops.
309     </p>
310     <p>
311     What about the other comparison operators like <code>&lt;</code>,
312     <code>&gt;</code>, <code>&lt;=</code>, <code>&gt;=</code>? Well,
313     those other comparison operators all behave as with system level
314     programming languages. So these comparison operators currently
315     do <b>not</b> take the mentioned floating point tolerances into
316     account and hence they behave differently than the <code>=</code>
317     and <code>#</code> operators with <i>NKSP</i>.
318     The idea was that those other
319     comparison operators are typically used for what mathematicians
320     call "transitivity". So they are used e.g. for sorting tasks
321     where there should always be a clear determinism of the
322     comparison results, and where execution speed is an issue as well.
323     Because the truth is also that our floating point tolerance
324     aware "equal" / "unequal" comparisons come with the price of
325     requiring execution of additional calculations on the underlying CPU.
326     </p>
327    
328     <note class="remark">
329     You might wonder now, isn't this still sort of a hack? Wouldn't
330     there be a better way to implement real numbers in <i>NKSP</i> so that
331     all calculations would behave exactly as we would expect them from
332     theoretical math? The short answer is both <b>yes</b> and <b>no</b>.<br>
333     <br>
334     <b>Yes</b>, we could implement support for real numbers as so called
335     <a href="https://en.wikipedia.org/wiki/Computer_algebra_system">algebraic system</a>,
336     which would accomplish that real number calculations would always exactly
337     result as you would expect them to do from traditional mathematics,
338     like certain mathematical software applications use to do it
339     (e.g. <a href="https://en.wikipedia.org/wiki/Maple_(software)">Maple</a>).
340     However to achieve that we could no longer utilize hardware acceleration
341     of the CPU's floating point unit, because it is limited to floating point
342     values of fixed precision (e.g. either 32 bit and/or 64 bit).
343     Hence we would need to execute a huge amount of instructions on the CPU
344     instead for every single real number calculation in scripts, so there would
345     be a severe performance penalty.<br>
346     <br>
347     And <b>no</b>, we actually cannot do that in <i>NKSP</i> at all, because this kind of
348     complex real number implementation would require memory allocations at
349     runtime, which in turn would violate a key feature of <i>NKSP</i>
350     scripting: its guaranteed real-time stability and runtime determinism.
351     </note>
352    
353     <h2>Standard Measuring Units</h2>
354     <p>
355     If you are coming from <i>KSP</i> then you are eventually going to think next
356     "WTF? What is this all about?". But hang with me, no matter how often you
357     wrote instrument scripts before, you will most
358     certainly regularly come into a situation like described next and we
359     have a convenient fix for that.
360     <p>
361    
362     <h3>Unit Literals</h3>
363     <p>
364     Let's consider you wanted to pause your script at a certain point for let's say
365     1 second. Ok, you remember from the back of your head that you need to use the
366     built-in <code>wait()</code> function for that, but which value do you need to
367     pass exactly to achieve that 1 second break?
368     Would it be <code>wait(1000)</code>
369     or probably <code>wait(1000000)</code>? Of course now you reach out for the
370     reference documentation at this point and eventually find out that it
371     would actually be <code>wait(1000000)</code>. Not very intuitive. And
372     the large amount of zeros required does not help to make your code necessarily
373     more readable either, right?
374     </p>
375     <p>
376     So what about actually writing what we had in mind at first place:
377     </p>
378     <p>
379     <code>
380     wait(1s)
381     </code>
382     </p>
383     <p>
384     It couldn't be much clearer.
385     </p>
386     <p>
387     Or you want a break of 23 milliseconds instead? Then let's just write that!
388     </p>
389     <p>
390     <code>
391     wait(23ms)
392     </code>
393     </p>
394     <p>
395     Now let's consider another example: Say you wanted to reduce volume of some voices by 3.5 decibel.
396     You remember that was something like <code>change_vol(??note??, ??volume??)</code>,
397     but what would <code>??volume??</code> be exactly? Digging out the docs yet again you
398     find out the correct call was <code>change_vol($EVENT_ID, -3500)</code>.<br>
399     <br>
400     We can do better than that:
401     </p>
402     <p>
403     <code>
404     change_vol($EVENT_ID, -3.5dB)
405     </code>
406     </p>
407     <p>
408     You rather want a slight volume increase by just 56 milli dB instead?
409     </p>
410     <p>
411     <code>
412     change_vol($EVENT_ID, +56mdB)
413     </code>
414     </p>
415     <p>
416     Or let's lower the tuning of a note by -24 Cents:
417     </p>
418     <p>
419     <code>
420     change_tune($EVENT_ID, -24c)
421     </code>
422     </p>
423     <p>
424     I'm sure you got the point. We are naturally using standard measuring
425     units in our daily life without noticing their importance, but they actually help us a
426     lot to give some otherwise purely abstract numbers an intuitive meaning to us.
427     Hence it just made sense to add measuring units as core feature of the NKSP
428     language, their built-in functions, variables and whatever you do with them.
429     </p>
430    
431     <h3>Calculating with Units</h3>
432     <p>
433     Having said that, these examples above were just meant as warm up scenarios.
434     Of course you can do much more with this feature than just passing them
435     literally to some built-in function call as we did above so far.
436     You can assign them to variables, too, like:
437     </p>
438     <p>
439     <code>
440     declare ~pitchLfoFrequency := 1.2kHz
441     </code>
442     </p>
443     <p>
444     You can use them in combinations with integers or real numbers, and of course
445     you can do all mathematical calculations and comparisons that you would
446     naturally be able to do in real life. For instance the following example
447     </p>
448     <code>
449     on init
450     declare $a := 1s
451     declare $b := 12ms
452     declare $result := $a - $b
453     message("Result of calculation is " &amp; $result)
454     end on
455     </code>
456     </p>
457     <p>
458     would print the text <code>"Result of calculation is 988ms"</code> to the terminal
459     (notice that <code>$a</code> and <code>$b</code> actually used different units here).<br>
460     <br>
461     Or the following example
462     </p>
463     <code>
464     on init
465     declare ~a := 2.0mdB
466     declare ~b := 3.2mdB
467     message( 4.0 * ( ~a + ~b ) / 2.0 + 0.1mdB )
468     end on
469     </code>
470     </p>
471     <p>
472     would print the text <code>"10.5mdB"</code> to the terminal.<br>
473     <br>
474     Or let's make this little value comparison check:
475     </p>
476     <p>
477     <code>
478     on init
479     declare ~foo := 999ms
480     declare ~bar := 1s
481     if (~foo &lt; ~bar)
482     message("Test succeeded")
483     else
484     message("Test failed")
485     end fi
486     end on
487     </code>
488     </p>
489     <p>
490     which will succeed of course
491     (notice again that <code>~foo</code> and <code>~bar</code> used different units here as well).<br>
492     <br>
493     So as you can see the units are not just eye candy for your code, they
494     are actually interpreted actively by the script engine appropriately such that all your
495     calculations, comparisons and function calls behave as
496     you would expect them to do from your real-life experience.
497     </p>
498    
499     <h3>Unit Components</h3>
500     <p>
501     In the examples above you might have noticed that the units' components
502     were shown in different colors. That's not a glitch of the website,
503     that's intentional and in fact NKSP code on this website is in general,
504     automatically displayed in the same way as with e.g. Gigedit's instrument
505     script editor. So what's the deal?
506     </p>
507     <p>
508     If you take the value <code>6.8mdB</code> as an example, you have in front
509     the <code>??numeric component?? = 6.8</code> of course, followed
510     by the <code>??metric prefix?? = <span class="up">md</span></code> for
511     "milli deci" (which is always simply some kind of multiplication factor)
512     and finally the fundamental <code>??unit type?? = <span class="ut">B</span></code> for "Bel" (which actually gives the number its final meaning).
513     </p>
514     <p>
515     So here's where language design comes into play. From language point of view both
516     the <code>??numeric component??</code> and the optional <code>??metric prefix??</code>
517     are runtime features which may change at any time,
518     whereas the optional <code>??unit type??</code> is always
519     a constant, "sticky", parse-time feature that you may never change at runtime.
520     That means if you define a variable like e.g. <code>declare $foo := 1s</code>
521     that variable <code>$foo</code> is now firmly tied to the unit type "seconds" for your entire script.
522     You may change the variable's numeric component and metric prefix later on at any time like e.g.
523     <code>$foo := 8ms</code>, but you must not change the variable ever to a different
524     unit type later on like <code>$foo := 8Hz</code>. Trying to switch
525     the variable to a different unit type that way will cause a parser error.
526     </p>
527     <note class="remark">
528     What may look like a lousy limitation of the technical implementation
529     is in fact an intentional language design decision and is actually a feature,
530     called <i>determinism</i>.
531     The price of this limitation of forcing unit types to be a constant parse time
532     feature of variables and expressions comes with the profit of buying substantial
533     error checks at parse time, and that in turn helps you to write more
534     reliable instrument scripts in a shorter amount of time. For instance no
535     matter how complex your mathematical formulas are in your scripts, the parser
536     will always be able to check already at parse-time whether the
537     final, evaluated results of your formulas and overall code that you pass to
538     built-in functions, will finally be of correct unit type expected by the
539     respective function that you are going to call with them as function arguments.
540     Or in other words: the parser is able to check the correct meaning of your formulas at parse-time.
541     So the parser will stop you immediately
542     from doing such and similar mistakes by raising a parser error immediately while you are typing
543     your script code. So you neither
544     have to load the script into the sampler, nor do you have to run and test the
545     code just to spot such kind of mistakes. You will always see them instantly
546     in the code editor.
547     </note>
548     <p>
549     So getting back and proceed with an early example, this code would be fine:
550     </p>
551     <p>
552     <code>
553     on note
554     declare ~reduction := -3.5dB { correct unit type }
555     change_vol($EVENT_ID, ~reduction)
556     end note
557     </code>
558     </p>
559     <p>
560     Whereas the following would immediately raise a parser error:
561     </p>
562     <p>
563     <code>
564     on note
565     declare ~reduction := -3.5kHz { WRONG unit type for change_vol() call! }
566     change_vol($EVENT_ID, ~reduction)
567     end note
568     </code>
569     </p>
570     <p>
571     That's because using the unit type Hertz for changing volume with the
572     built-in function <code>change_vol()</code> does not make any sense,
573     that built-in function expects a unit type suitable for volume changes,
574     not a unit type for frequencies, and hence it is clearly a
575     programming mistake. So getting this error in
576     practice, you may have simply picked a wrong variable by accident for
577     a certain function call for instance and the parser will immediately
578     point you on that undesired circumstance.
579     </p>
580     <p>
581     As another example, you may now also use units with the built-in random number
582     generating function like e.g. <code>random(100Hz, 5kHz)</code>. The function
583     would then return an arbitrary value between <code>100Hz</code> and <code>5kHz</code>
584     each time you call it that way, so that makes sense. But trying e.g. <code>random(100Hz, 5s)</code>
585     would not make any sense and consequently you would immediately get a parser
586     error that you are attempting to pass two different unit types to the <code>random()</code> function,
587     which is not accepted by this particular built-in function.
588     And these kinds of parse-time errors are always detected,
589     no matter whether you are literally passing constant
590     values like in the simple example here, but also through every other means like
591     variables and complex mathematical expressions.
592     </p>
593     <p>
594     The following tables list the unit types and metric prefixes currently supported by <i>NKSP</i>.
595     </p>
596     <p>
597     <table>
598     <tr>
599     <th>Unit Type</th> <th>Description</th> <th>Purpose</th>
600     </tr>
601     <tr>
602     <td><code>s</code></td>
603     <td>short for "seconds"</td>
604     <td>May be used for time durations.</td>
605     </tr>
606     <tr>
607     <td><code>Hz</code></td>
608     <td>short for "Hertz"</td>
609     <td>May be used for frequencies.</td>
610     </tr>
611     <tr>
612     <td><code>B</code></td>
613     <td>short for "Bel"</td>
614     <td>May be used for volume changes.</td>
615     </tr>
616     </table>
617    
618     <table>
619     <tr>
620     <th>Metric Prefix</th> <th>Description</th> <th>Equivalent Factor</th>
621     </tr>
622     <tr>
623     <td><code>u</code></td>
624     <td>short for "micro"</td>
625     <td>10<sup>-6</sup>&nbsp;&nbsp;=&nbsp;&nbsp;0.000001</td>
626     </tr>
627     <tr>
628     <td><code>m</code></td>
629     <td>short for "milli"</td>
630     <td>10<sup>-3</sup>&nbsp;&nbsp;=&nbsp;&nbsp;0.001</td>
631     </tr>
632     <tr>
633     <td><code>c</code></td>
634     <td>short for "centi"</td>
635     <td>10<sup>-2</sup>&nbsp;&nbsp;=&nbsp;&nbsp;0.01</td>
636     </tr>
637     <tr>
638     <td><code>d</code></td>
639     <td>short for "deci"</td>
640     <td>10<sup>-1</sup>&nbsp;&nbsp;=&nbsp;&nbsp;0.1</td>
641     </tr>
642     <tr>
643     <td><code>da</code></td>
644     <td>short for "deca"</td>
645     <td>10<sup>1</sup>&nbsp;&nbsp;=&nbsp;&nbsp;10</td>
646     </tr>
647     <tr>
648     <td><code>h</code></td>
649     <td>short for "hecto"</td>
650     <td>10<sup>2</sup>&nbsp;&nbsp;=&nbsp;&nbsp;100</td>
651     </tr>
652     <tr>
653     <td><code>k</code></td>
654     <td>short for "kilo"</td>
655     <td>10<sup>3</sup>&nbsp;&nbsp;=&nbsp;&nbsp;1000</td>
656     </tr>
657     </table>
658     </p>
659     <p>
660     Of course there are much more standard unit types and metric prefixes than
661     those, but currently we only support those listed above. Simply because
662     I found these listed ones to be actually useful for instrument scripts.
663     </p>
664     <note class="important">
665     When changing tuning, which is commonly expected by musicians in "Cents",
666     like e.g.: <code>change_tune($EVENT_ID, -24c)</code>, you might have noticed
667     already from the markup color here, that this is actually not handled as a unit
668     type by the <i>NKSP</i> language and that's why it is not listed as
669     a unit type in the table above. So tuning changes in "Cents" is actually just a value
670     with metric prefix "centi" and without any unit type, since tuning changes
671     in "Cents" is really just a relative multiplication factor for changing the pitch of
672     a note depending on the current base frequency of the note.<br>
673     <br>
674     This might look a bit odd to you, it is semantically however absolutely correct
675     to handle tuning changes in "Cents" that way by the language. You can still also use expressions like
676     "milli Cents", e.g.: <code>change_tune($EVENT_ID, +324mc)</code>, which is also
677     valid since we (currently) allow a combination of up to 2 metric prefixes with <i>NKSP</i>.<br>
678     <br>
679     The obvious advantage of not making "Cents" a dedicated unit type is that we can
680     just use the character "c" in scripts both for tuning changes, as well as for conventional
681     "centi" metric usage like <code>1cs</code> ("one centi second").
682     The downside of this design decision (that is "Cents" being defined as metric prefix) on the other hand
683     means that we loose the previously described parse-time stickyness feature that we
684     would have with "real" unit types, and hence also loose some of the described
685     error detection mechanisms that we have with "real" unit types at parse time.<br>
686     <br>
687     <u>In practice that means:</u> you need to be a bit more cautious when doing calculations
688     with tuning values in "Cents" compared to other tasks like volume changes, because with every
689     calculation you do in your scripts, you might accidentally drop the "Cents" from your unit, which
690     eventually will cause e.g. the <code>change_tune()</code> function to
691     behave completely differently (since a value without any metric prefix
692     will then be interpreted by <code>change_tune()</code> to be a value in "milli cents",
693     exactly like this function did before introduction of units feature in <i>NKSP</i>).
694     </note>
695    
696     <h3>Unit Conversion</h3>
697     <p>
698     Even though you are not allowed to change the unit type of a variable itself
699     by assignment at runtime, that does not mean there was no way to get rid of
700     units or that you were unable to convert values from one unit type to a
701     different unit type. You can do that very easily actually with <i>NKSP</i>,
702     exactly as you learned in school; i.e. by multiplications and divisions.
703     </p>
704     <p>
705     Let's say you have a variable <code>$someFrequency</code> that you
706     use for controlling some LFO's frequency by script, and for some reason you really
707     want to use the same value of that variable (for what reason ever)
708     to change some volume with <code>change_vol()</code>, then all you have
709     to do is dividing the existing unit type away, and multiplying it
710     with the new unit type:
711     </p>
712     <p>
713     <code>
714     on note
715     declare $someFrequency := 100Hz
716     change_vol($EVENT_ID, $someFrequency / 1Hz * 1mdB)
717     end note
718     </code>
719     </p>
720     <p>
721     Which would convert the variable's original value <code>100Hz</code>
722     to <code>100mdB</code> before passing it to the <code>change_vol()</code>
723     function. So this actually did 3 things:
724     </p>
725     <p>
726     <ol>
727     <li>the divsion (by <code>/ 1Hz</code>) dropped the old unit type (Hertz),</li>
728     <li>the multiplication (by <code>* 1mdB</code>) added the new unit type (Bel)</li>
729     <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>
730     </ol>
731     </p>
732     <p>
733     And since <code>change_vol()</code> would now receive the value
734     in correct unit type, this overall solution is hence legal and accepted by the parser without any complaint.
735     And this type of unit conversion does not break any parse-time determinism
736     and error detection features either, since it is not touching the variable's
737     unit type directly (only the temporary value eventually being passed to the <code>change_vol()</code> function here),
738     and so the result of the unit conversion expressions above
739     can always reliably be evaluated by the parser at parse-time.
740     </p>
741     <note class="important">
742     There are some intended limitations when performing unit type conversions though.
743     For instance you are never allowed to multiply some unit type with another unit type
744     in <i>NKSP</i>, neither different unit types like e.g. <code>100Hz * 1B</code>, nor
745     with the same unit type like e.g. <code>4s * 8s</code>. That's because we don't have
746     any practical usage for e.g. "square seconds" or other kinds of mixed unit types
747     in instrument scripts.
748     So trying to create a number or variable with more than one unit type will always
749     raise a parser error. So keep that in mind and use common sense when writing
750     calculations with units. And like always: the parser will always point you on
751     misusage immediately.
752     </note>
753    
754     <h3>Array Variables</h3>
755     <p>
756     And as we are at limitations regarding units:
757     Currently <b>unit types</b> are not accepted for array variables yet. <b>Metric prefixes</b>
758     are allowed though!
759     </p>
760     <p>
761     <code>
762     declare %foo[4] := ( 800, 1m, 14c, 43) { OK - metric prefixes, but no unit types }
763     declare %bar[4] := ( 800s, 1ms, 14kHz, 43mdB) { WRONG - unit types not allowed for arrays yet }
764     </code>
765     </p>
766     <p>
767     Main reason for that current limitation is that unlike with scalar variables,
768     accessing array variables at runtime with an index by yet another (runtime changeable)
769     variable might break the previously described parse-time determinism of unit types.
770     That means if we just take the array variable <code>%bar[]</code> declared above
771     and would access it in our scripts with another variable like:
772     </p>
773     <p>
774     <code>
775     %bar[$someVar]
776     </code>
777     </p>
778     <p>
779     then what would that unit type of that array access be? Notice that the array variable
780     <code>%bar[]</code> was initialized with 3 different unit types for its individual elements.
781     So the unit type of the array access would obviously depend on the precise
782     value of variable <code>$someVar</code>, which most probably will change at runtime and
783     hence the compiler would not know at parse-time yet.
784     </p>
785     <note class="remark">
786     This limitation will most probably be lifted later on by allowing exactly one unit type
787     for an array variable, so that the array would be initialized with exactly the same unit
788     type for all its elements to retain the parse-time determinism that we were talking about.
789     </note>
790    
791     <h2>Finalness</h2>
792     <p>
793     Here comes another new core language feature of <i>NKSP</i> that you certainly don't
794     know from <i>KSP</i> (as it does not exist there), and which definitely requires an
795     elaborate explanation of what it is about: "finalizing" some value.
796     </p>
797    
798     <h3>Default Relativity</h3>
799     <p>
800     When changing synthesis parameters, these are commonly <i>relative</i> changes, depending
801     on other modulation sources. For instance let's say you are using <code>change_vol()</code>
802     in your script to change the volume of voices of a note, then the actual, final volume
803     value being applied to the voices is not just the value that you passed to <code>change_vol()</code>,
804     but rather a combination of that value and values of other modulation sources of volume
805     like a constant volume factor stored with the instrument patch, as well as a continuously
806     changing value coming from an amplitude LFO
807     that you might be using in your instrument patch, and you might most certainly also use
808     an amplitude envelope generator which will also have its impact on the final volume of course.
809     All these individual values are multiplied with each other in real-time by the sampler's engine core
810     to eventually calculate the actual, final volume to be applied to the voices, like illustrated in the following
811     schematic figure.
812     </p>
813     <img src="nksp_multi_mods_rel.png" caption="Relative Modulation (Default Behaviour)">
814     <p>
815     This <i>relative</i> handling of synthesis parameters is a good thing, because multiple
816     modulation sources combined make up a vivid sound. However there are situations where this
817     combined behaviour for synthesis parameters is not what you want. Sometimes you want to be
818     able to just say in your script e.g. "Make the volume of those voices exactly -6dB. Period. I mean it!".
819     And that's exactly what the newly introduced "final" operator <code>!</code> does.
820     </p>
821    
822     <h3>Final Operator</h3>
823     <p>
824     <code>
825     on note
826     declare $volume := -6dB
827     change_vol($EVENT_ID, !$volume) { '!' makes value read from variable $volume to become 'final' }
828     end note
829     </code>
830     </p>
831     <p>
832     By prepending an exclamation mark <code>!</code> in front of an expression as shown in the code above,
833     you mark that value of that expression to be "final",
834     wich means the value will bypass the values of all other modulation sources, so the
835     sampler will ignore all other modulation sources that may exist, and
836     will simply use your script's value exclusively for that synthesis parameter,
837     as illustrated in the following figure:
838     </p>
839     <img src="nksp_multi_mods_fin.png" caption="Force 'Finalness' by Script">
840     <p>
841     You can of course revert back at any time to let the sampler process that synthesis parameter
842     relatively again by calling <code>change_vol()</code> and just passing
843     a value for volume without "finalness" (i.e. without <code>!</code> operator) this time.
844     </p>
845     <p>
846     In the previous code example, the "finalness" was applied to the temporary value
847     being passed to the <code>change_vol()</code> function, it did not change
848     the information stored in variable <code>$volume</code> at all though. So this is different
849     from:
850     </p>
851     <p>
852     <code>
853     on note
854     declare $volume := !-6dB { store 'finalness' directly to variable $volume }
855     change_vol($EVENT_ID, $volume)
856     end note
857     </code>
858     </p>
859     <p>
860     In the latter code example the actual "finalness" is stored directly now
861     to the <code>$volume</code> variable instead. Both approaches
862     make sense depending on the actual use case. For instance if you only
863     need "finalness" in rare situations, then you might use the prior
864     solution by using the "final" operator just with the respective function call,
865     whereas in use cases where you would always apply the
866     <code>$volume</code> "finally" and probably need to pass it to several
867     <code>change_vol()</code> function calls at several places in your script,
868     then you might store the "finalness" directly to the variable instead.
869     </p>
870     <note class="remark">
871     <i>KSP</i> is also using the exclamation mark in front of variable names of string arrays.
872     Our usage of the exclamation mark character for this "finalness" feature
873     does not cause a language conflict with
874     that aspect though, because variable names (i.e. containing exclamation mark) are
875     resolved by the language before our unary <code>!</code> "final" operator is resolved in
876     expressions.
877     </note>
878    
879     <h3>Mixed Finalness</h3>
880     <p>
881     Like with the other new language features described previously above, we also
882     have some potential ambiguities that we need to deal with when applying "finalness".
883     For instance consider this code:
884     </p>
885     <p>
886     <code>
887     on note
888     declare $volume := !-6dB { store 'finalness' directly to variable $volume }
889     change_vol($EVENT_ID, $volume + 2dB) { raises parser warning here ! }
890     end note
891     </code>
892     </p>
893     <p>
894     Should the resulting, expected volume change of <code>-4dB</code> be applied as
895     "final" value or as <i>relative</i> value instead?
896     Because the problem here is that <code>!-6dB</code> obviously means "final",
897     whereas </code>+ 2dB</code> is actually a <i>relative</i> value to be added.
898     </p>
899     <p>
900     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,
901     however you will get a parser warning to make you aware about this ambiguity.
902     So to fix the example above, that is to to get rid of that parser warning, you can simply add an exclamation
903     mark in front of the other number as well like:
904     </p>
905     <p>
906     <code>
907     on note
908     declare $volume := !-6dB { store 'finalness' directly to variable $volume }
909     change_vol($EVENT_ID, $volume + !2dB) { '!' fixes parser warning }
910     end note
911     </code>
912     </p>
913     <p>
914     Also built-in functions will behave similarly as described above. Certain built-in functions
915     accept <i>finalness</i> for all of their arguments, some functions accept <i>finalness</i> for only certain
916     arguments and some functions won't accept <i>finalness</i> at all. Like with the other new core language
917     features always use common sense and quickly think about whether it would make sense if a
918     certain function would accept <i>finalness</i> for its argument(s). Most of the time your guess will be
919     right, and if not, then the parser will tell you immediately with either an error or warning, and the
920     <a href="01_nksp_reference.html">NKSP built-in functions reference</a> will help you out with
921     details in such rare cases where things might not be clear to you immediately.
922     </p>
923    
924     <h3>Implied Finalness</h3>
925     <p>
926     Here comes the point where the feature circle of this article closes: the unit type "Bel" used
927     in the examples for the "final" operator above is somewhat special, since the unit type "Bel" is
928     in general used for <i>relative</i> quantities like i.e. volume changes. Tuning changes (i.e. in "Cents") are
929     also relative quantities.
930     </p>
931     <p>
932     However other unit types like "seconds" or "Hertz" are <i>absolute</i>
933     quantities. That means if you are using unit types "Hertz" or "seconds" in your scripts, then their
934     values are automatically applied as <i>implied</i> "final" values, as if you were using the <code>!</code>
935     operator for them in your code. The parser will raise a parser warning though to point you on that
936     circumstance.
937     </p>
938     <p>
939     The following table outlines this issue for the currently supported unit types.
940     </p>
941     <p>
942     <table>
943     <tr>
944     <th>Unit Type</th> <th>Relative</th> <th>Final</th> <th>Reason</th>
945     </tr>
946     <tr>
947     <td>None</td>
948     <td>Yes, by default.</td>
949     <td>Yes, if <code>!</code> is used.</td>
950     <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>
951     </tr>
952     <tr>
953     <td><code>s</code></td>
954     <td>No, never.</td>
955     <td>Yes, always.</td>
956     <td>This unit type is naturally for absolute values only, which implies its value to be always 'final'.</td>
957     </tr>
958     <tr>
959     <td><code>Hz</code></td>
960     <td>No, never.</td>
961     <td>Yes, always.</td>
962     <td>This unit type is naturally for absolute values only, which implies its value to be always 'final'.</td>
963     </tr>
964     <tr>
965     <td><code>B</code></td>
966     <td>Yes, by default.</td>
967     <td>Yes, if <code>!</code> is used.</td>
968     <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>
969     </tr>
970     </table>
971     </p>
972     <note class="remark">
973     Since unit types like <i>seconds</i> and <i>Hertz</i> are naturally always used for absolute values
974     in real life,
975     it might be considerable to drop the mentioned parser warnings which currently occur
976     if those units are used in scripts without having used the <code>!</code> operator.
977     </note>
978    
979     <h3>Array Variables</h3>
980     <p>
981     As with unit types, the same current restriction applies to "finalness" in conjunction with
982     array variables at the moment: you may currently <b>not</b> apply "finalness" to the elements of array variables yet.
983     </p>
984     <p>
985     <code>
986     declare %foo[3] := ( !-6dB, -8dB, !2dB ) { WRONG - finalness not allowed for arrays (yet) ! }
987     </code>
988     </p>
989     <p>
990     The reason is also exactly the same, because <i>finalness</i> is a parse-time required information
991     and an array access by using yet another variable like e.g. <script>%foo[%someVar]</script> might
992     break that parse-time awareness of "finalness" for the compiler.
993     </p>
994     <note class="remark">
995     Likewise we might certainly lift that restriction later on by
996     allowing <i>finalness</i> to be applied to arrays by initializing <b>all</b> members of an array to be all "final".
997     </note>
998    
999     <h2>Backward Compatibility</h2>
1000     <p>
1001     You might be asking, what do those new features mean to your existing instrument scripts,
1002     do they break your old scripts?
1003     </p>
1004     <p>
1005     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>!
1006     </p>
1007     <p>
1008     Our goal was always to preserve constant behaviour for existing sounds,
1009     so that even ancient sound files in GigaSampler v1 format still would sound
1010     exactly as you heard them originally for the 1st time many years ago (probably with GigaSampler at that time).
1011     And that means the same policy applies to instrument scripts as well of course.
1012     </p>
1013     <p>
1014     You can also arbitrarily mix your existing instrument scripts by just partly using the new
1015     features described in this article at some sections of your scripts, while
1016     at the same time preserving your old code at other sections. So these features
1017     are designed that they won't break anything existing, and that they always
1018     collaborate correctly in a mixed way with old <i>NKSP</i> code.
1019     </p>
1020    
1021     <h2>Status Quo</h2>
1022     <p>
1023     That's it! For now ...
1024     </p>
1025     <p>
1026     This is the current development state regarding these new <a href="01_nksp.html">NKSP</a>
1027     core language features. It might not be the final word though. I am aware certain
1028     aspects that I decided can be argued about (or maybe even entire features).
1029     And that's actually one of the reasons why I decided to write this (even for my habits)
1030     quite long and detailed article, describing also the reasons for individual language design
1031     decisions that I took.
1032     </p>
1033     <p>
1034     You can however share your thoughts and arguments about these new features with us
1035     on the <a href="https://sourceforge.net/projects/linuxsampler/lists/linuxsampler-devel">mailing list</a>
1036     of course!
1037     </p>
1038     <note class="important">
1039     Keep in mind, the earlier you come up with suggestions for changes, the higher the chance
1040     that it might actually become changed and vice versa!&nbsp;&nbsp;&nbsp;(See "Backward Compatibility" above)
1041     </note>
1042     </body>
1043     </html>

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