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Mapping and Visualization with SuperCollider by Marinos Koutsomichalis

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Chapter 9. Design Patterns and Methodologies

Being towards the end of this book and having discussed in depth how to address the various challenges of mapping and visualizing audio and data, as well as how to implement animation and audiovisual generative programs in SuperCollider, we will now dedicate this chapter to software architecture itself. We will discuss how to design, implement, and finalize a fairly involved example. With the introduction of miscellaneous common-design patterns, we will exemplify how certain problems can be cast as trivial, using the appropriate techniques. Of course, there is no single approach to software design and we may have to come up with our own particular designs for certain kinds of problems; nevertheless, ...

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