hoser@:~/pr0n> finger deadbeef@cockos.com
Login: deadbeef                         Name: Just1n Fr4nk3l
Directory: /home/deadbeef               Shell: /bin/tcsh
Plan:

April 6 2008
=== Another one
Oh my god this one is so good:

Scrubs Theme Remix of Ode to ZB.

Laughing my ass off here.. awesome


Link: http://blorp.com/music/Random/Scrobs.mp3

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April 4 2008
=== a remix someone sent me!
Apparently someone remixed the vocals to the song "Ode To ZB" (which was an
improv with me and Dave Biderman), and it appears it was played on some
faraway radio station:

Kivonat Radio

The original track is here:

Ode to ZB

Woohoo!! So awesome!

Link: http://www.blorp.com/music/Random/kivonat-radio.mp3
Link: http://www.blorp.com/music/Jams/061228-ode_to_zb.mp3

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April 3 2008
=== wtf
Radiohead's Remix Thing looks neat a glance. But I think they missed the
boat here and should've done it differently.

1) Don't make us use iTunes, for the love of God (sorry, Steve, but you
know I'm right). 7digital or whoever else would've been forgivable.

2) Making people PAY for stems is dodgy. It would be one thing if we could
buy stems for our own enjoyment of the whole album.. THAT would be worth
buying... I understand they probably want to not be paying for the
bandwidth--but seriously, use BitTorrent then or something. Nevermind that,
if they didn't want to pay for bandwidth, why would they have all the
remixes on their site? None of them seem to play for me, so maybe they
didn't get enough...

3) The terms of the remix site are pretty terrible. I mean, giving them
total ownership of everything that you upload just sucks. It's completely
one-sided. Not only do I have to PAY them for stems, but anything I give
back to them they get ALL rights to, and I get absolutely NONE? This is a
tough sell.

Anyway, it's just disappointing. With just some slight changes this could
feel like so much less of an marketing stunt and more like something legit
and good.

Link: http://radioheadremix.com/

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March 30 2008
=== two more songs
Here we go:

The Long Stretch and Not The One

(these are very preliminary, 2 hour mixes)

Link: http://blorp.com/music/Alone/080328-long_stretch.mp3
Link: http://blorp.com/music/Alone/080329-not_the_one.mp3

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March 16 2008
=== Bored during SNL
Mariah Carey is on.. ran out of record-ahead on the TiVo, so somehow I'm
watching until the end, even though it's probably over after this anyway.
The digital short this week was pretty funny, I thought...

Here's a song I made last night: Radon.

Umm, what else in the last month?  OK so I'm boring..


Link: http://www.blorp.com/music/Alone/080314-radon.mp3

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February 15 2008
=== lock-in
Was reading an article on Bruce Schneier's blog about software lock-in, and
found this quote intruiging: Economists Carl Shapiro and Hal Varian even
proved that the value of a software company is the total lock-in. Here's
the logic: Assume, for example, that you have 100 people in a company using
MS Office at a cost of $500 each. If it cost the company less than $50,000
to switch to Open Office, they would. If it cost the company more than
$50,000, Microsoft would increase its prices.  I absolutely despise
artificial or intentional lock-in and am attempting to make a software
company that tries (actively) to do as little as possible to lock people
in-- nothing, that is, except making the best software possible. Yikes,
there is a long shallow road ahead of us...

Link: http://www.schneier.com/blog/archives/2008/02/lockin.html

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February 14 2008
=== to my love, OS X.
JUST KIDDING. Quite the opposite in fact. It's been really exhausting
porting stuff to OS X. Here are some reasons why:

1) Poor (and often hard to find) documentation-- Yes, some of the newer
APIs are decently documented, but dig in and try to use ATSU to render
text, and it's a world of pain. Looking through header files that all seem
to assume you know what to do. This is tolerable, though, with enough
digging you can find what you want.

2) The AudioUnits SDK-- the API for AudioUnits is defined in a header, but
not documented. So to use AU, you'd have to either just use the SDK (with
EXTENSIVE amounts of code), or reverse engineer it to figure out what calls
you need to do to control the plug-ins yourself. Someone obviously spent a
lot of time defining an extensible plug-in API, why the fuck don't they
document it?! I mean, really, just a "first, call this, then, call that,
then, when you're ready to process X, do Y." If this info is somewhere,
someone please let me know...  (see the next point)

3) The previous two points might to be related to the fact that Apple seems
to assume that as a Mac developer, I've been developing for macs
continuously since 1984, and have religiously read the developer mailing
list since whenever it was created. Apple: for the love of god find some
way of getting those mailing list posts linked to/from the relevant
documentation pages.

4) There are WAY too many ways to accomplish similar things. The classic
example which I bitch about a lot is text rendering--last I checked, there
is CoreText (apparently awesome, but 10.5 only), CoreGraphics text
functions (seem nice, but lots of limitations including non-functioning
text measuring), HITheme rendering (which is nice but doesnt give you much
for font style selection), AppKit NSString/NSAttributedString drawing
(great, but slow), ATSUI (seems to be the best all around but takes a bit
to get to the point where you get what's going on). I understand that there
are historical reasons for these APIs, but again, this can be fixed with
proper documentation (perhaps a page describing all of the APIs and their
benefits and drawbacks).

5) Addition of new APIs in new OS versions. I know Apple wants to sell new
OS versions, but from a developers standpoint, it's really difficult to
properly support multiple versions of OS X. I'd like to use new OS features
if available, but fall back to old versions if not. If there's a clean way
to do this, I'd love to hear about it -- on Windows we usually just load
the appropriate DLLs if available..

6) Performance on OS X for basic graphics drawing seems terrible. Perhaps
if you take advantage of the highly OS X specific stuff, you can get around
some of this, but as an example I made two native projects, one for OS X
and one for Win32, that create a 640x480 window and try to draw at about
30fps. They fill the background black and draw white lines. On Windows
basic double buffering is used, on OS X the system buffers the drawing. The
OS X version uses Cocoa and CoreGraphics to draw, and the view is opaque.

The source code which you can build is here (VC6/win and Xcode2.4+ for OS X
required).

Results: on the same Core2 hardware: OS X: 11% CPU use. WinXP: 1% CPU use.
In fairness to OS X, it was drawing pretty antialiased lines, however when
I disabled AA on the OS X build, the CPU use went _UP_ to 20%. Go figure.
It's not really the line drawing, either--make it draw just one line the
numbers dont change much...

=== and Windows...
Well I don't have anything to really bitch about Windows right now, but I'm
really disappointed with all of the VC++ builds after VC6. The issues are a
plenty, but it makes it hard to upgrade. All dynamic linking uses
msvcrt71.dll etc which even MS doesnt distribute anymore, so you end up
having to static link. Bleh.

I guess most people don't care about the size of their software, but for us
keeping the program size down is also part of keeping the development
process fast and efficient. If I have to upload a 30mb installer and
everybody has to download one to test...

Link: http://1014.org/shiz/code/basicperftest.zip

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January 24 2008
=== no time prototype video
My old Canon XL1 finally gets some use.. I love putting it in full-manual
mode, mmm.

Shot this in 45m, then spent an hour or so editing:



It's actually a lot better in high quality form (17MB XVID AVI).

Perhaps if I'd actually written a song ahead of time it would have been
better...

Link: http://1014.org/shiz/prototype_video.avi

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January 1 2008
=== HAPPY NEW YEAR(S)
(this serves as a reply to those who texted me HNY and didn't get a


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