David García Garzón | 16 May 2013 17:52
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Updating NetworkEditor canvas for console changes

Hey, NetworkEditor canvas is updating on changes made on the console,
including configuration changes. Please test.

David.
Robert Bailey | 14 May 2013 00:13
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(no subject)

To whom it may concern

I like chordata but it has several features that I do not like.  I have modified the sources to change some of these, and now I submit a patch.

Caveats:

I run under Ubuntu 12.04, and I have not checked these changes under other environments.
I am more hacker than programmer.

Features  modified:

chordata would crash about a third of the time when loading a file after the initial file.  That is, load one file then load another, then another etc. With the subsequent loads, about a third of the time the program crashes with "what(): changeChordIfSegmentTooSmall: Accessing a segment beyond lastSegment".  My solution is to delete and re-instantiate TonalAnalysis object with each new file loaded.

Play and Pause are two different buttons which makes it hard to quickly start and stop playback.  Made one "play/pause" button that changes function depending on state; if playing then button pauses, if paused then button plays. This change also allows user to play and pause using the space bar, which the documentation says is the way the program should work, but currently the space bar only triggers play, not pause.

When loading a file it begins to immediately play.  With the play/pause change mentioned above , the user can press the "play/pause" button to pause before loading file which prevents file from automatically playing when loaded.

Program does not remember which directory last file was loaded from, requiring user to navigate from default directory to where music is stored each time a new file is loaded. Used _recentFiles to remember.

The chord boxes in the segmentation view often are too narrow to see the name of the chord.  I added another box  to the segmentation view to display the full chord name.  This extra box appears if the segmentation view is "centred", that is, if it has a red line which is the case for chordata.  Also, mouse clicking a chord box will display that chord name in this new box.  This was a change to SegmentationView.hxx under NetworkEditor, so this change might affect other projects.

chordata only analyses the left channel of a stereo sound file.  Added a Channel menu to allow selection of either left or right channel, or left plus right channel, or left minus right (often good for removing voice and leaving instruments).  After making a change in the Channel menu the user must reload the file.  In CLAM/src/audiofileio, I modified MonoAudioFileReader.cxx and AudioCodecs_Stream.cxx ReadData(int, TData,unsigned) to accept "pseudo channels" -1 and -2, -1 meaning additively combine first two channels into mono stream, -2 meaning subtract second channel from first.  Again this change could affect other projects.  

Hope this makes sense and I sent this patch to the right place.

Robert





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Dominique Michel | 1 Apr 2013 16:38
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NetworkEditor fail to configure

After a recent change to the svn code, I was not able to get the
NetworkEditor to configure any more.

First, it was not able to find shiboken.pc. That's normal because on
gentoo, shiboken will install several .pc files, one for each
supported python version. In my system they are shiboken-python-2.7
and shiboken-python-3.2

The following patching to SConstruct solved it:

sed -i -e 's/shiboken/shiboken-python2.7/' SConstruct

During compiling, I get this:

== Linking library libclam_qtmonitors.so.1.4.1
/usr/lib/gcc/x86_64-pc-linux-gnu/4.7.2/../../../../x86_64-pc-linux-gnu/bin/ld:
cannot find -lboost_python

This is the same problematic. My fix is:

sed -i -e 's/boost_python/boost_python-2.7/' SConstruct

Another issue is that scons complain about QTDIR and QCore.pc not found.
If I remember well, they are relics from QT3.
It is a long time ago gentoo dropped QT3, and now it is not even
possible to install it any more from an overlay, because the qtlib v3
fail to compile.

Do you have any plan tu update the QT3 parts of CLAM to QT4?

Best,
Dominique

--

-- 
"We have the heroes we deserve."
Dominique Michel | 29 Mar 2013 18:58
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NetworkEditor: shiboken was not found in the pkg-config search path


When installing the NetworkEditor on my gentoo from the last devel
code, I get:

scons: Reading SConscript files ...
Package shiboken was not found in the pkg-config search path.
Perhaps you should add the directory containing `shiboken.pc'
to the PKG_CONFIG_PATH environment variable
No package 'shiboken' found
OSError: 'pkg-config --cflags --libs shiboken' exited 1:
  File
"/var/tmp/portage/media-sound/NetworkEditor-9999/work/NetworkEditor/NetworkEditor/SConstruct",
line 52: env.ParseConfig('pkg-config --cflags --libs shiboken') File
"/usr/lib64/python2.7/site-packages/SCons/Environment.py", line 1554:
return function(self, self.backtick(command)) File
"/usr/lib64/python2.7/site-packages/SCons/Environment.py", line 596:
raise OSError("'%s' exited %d" % (command, status))

Installed shiboken .pc files are as follow

/usr/lib64/pkgconfig/shiboken-python2.7.pc
/usr/lib64/pkgconfig/shiboken-python3.2.pc

 # pkg-config --cflags --libs shiboken-python2.7
-I/usr/include/python2.7
 -I/usr/include/shiboken/ /usr/lib64/libpython2.7.so
 -lshiboken-python2.7 

Dominique

--

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"We have the heroes we deserve."
Dominique Michel | 10 Mar 2013 19:10
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libclam: xtime.hxx:38:3: error: expected identifier before numeric constant

Hi all,

This is my first message here.

I contribute to the gentoo pro-audio overlay, among other things, the
CLAM related ebuilds.

When compiling libclam from your svn repository using the live ebuild
from the overlay, I get the following error. It was working before.
This is with gcc-4.7.2. It also look the same than this debian bug:
http://bugs.debian.org/cgi-bin/bugreport.cgi?bug=701257

I am not sure if this is related to the gcc version, because gcc-4.7
work on debian but not here with gcc.4.7.2

== Compiling shared
scons/libs/core/src/FileSystem.cxx In file included from
scons/libs/core/include/CLAM/Lock.hxx:26:0, from
scons/libs/core/include/CLAM/Mutex.hxx:26, from
scons/libs/core/include/CLAM/FileSystem.hxx:27, from
scons/libs/core/src/FileSystem.cxx:22:
scons/libs/core/include/CLAM/xtime.hxx:38:3: error: expected identifier
before numeric constant scons/libs/core/include/CLAM/xtime.hxx:38:3:
error: expected ‘}’ before numeric constant
scons/libs/core/include/CLAM/xtime.hxx:38:3: error: expected
unqualified-id before numeric constant In file included from
scons/libs/core/include/CLAM/Lock.hxx:26:0, from
scons/libs/core/include/CLAM/Mutex.hxx:26, from
scons/libs/core/include/CLAM/FileSystem.hxx:27, from
scons/libs/core/src/FileSystem.cxx:22:
scons/libs/core/include/CLAM/xtime.hxx:156:1: error: expected
declaration before ‘}’ token scons: ***
[scons/libs/core/src/FileSystem.os] Error 1 scons: building terminated
because of errors.

I can send a complete build log if wanted.
With gcc-4.6.3, I get the same error.

Best,
Dominique

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David García Garzón | 6 Mar 2013 12:40
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ipyclam without CLAM and more port slices

Some people asked to be able to use ipyclam's jack engine without having
to compile the whole CLAM thing. A build options have been added 
(use_clam=no or use_jack=no) to scons, so you can build either a jack
only ipyclam or a clam only ipyclam.

You can also open ipyclam_console with --jack to choose a jack engine.
(--dummy engine is also available if you just want to play with it).

Also by popular demand, the following syntax is available:
    net.unit1[::2] >  net.unit2
besides the existing
    net.unit1._outports[::2] >  net.unit2
Operator direction and peer's direction and kind (port/control) are used
to deduce the connector set the slice is applied to. If the peer gives
no clue (as above) then 'port' is taken as 'kind' by default.

Available at subversion. Please, test. There is a lot of casuistics i
may have missed.

David.
Bauer, Claus | 20 Feb 2013 04:06
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Dolby Research beijingn looking for research staff: Fresh grads and experienced researchers are encouraged to apply!

Dear Research community!

Dolby Laboratories’ group in Beijing continues to expand. It would be great if you could circulate the job specs below

to potentially interested people. We look for fresh grads as well as experienced staff.

 

Dolby Research Beijing looking for world-class talent!

 

Be part of the exciting future of entertainment and add your talents to those of an amazing team. For more than 40 years, Dolby has led the way in developing innovative entertainment products and technologies used by consumers and professionals worldwide. Innovations from Dolby can be heard in consumer audio and video products, entertainment software, and professional sound applications, including music recording, broadcasting, and sound for motion pictures.


Our company philosophy encourages creativity, collaboration and a strong focus on creation, development and delivery of innovative technology solutions that enhance the entertainment experience. Our team-oriented research environment offers the opportunity for market-savvy innovators to apply their theoretical knowledge, awareness of technology trends and alertness to emerging market opportunities to help create technology solutions that are broadly applied in the marketplace through Dolby’s global market reach. We offer great benefits, including an assortment of life insurance and health coverage options, and the opportunity for innovators to make a difference and to experience the satisfaction of seeing technology solutions to which they contributed, in the marketplace!

 

 

Senior Research Engineer/Staff engineer

(Audio/speech algorithm architecture and design)

Dolby Sound Technology Research, Beijing

 

 

 

Position Summary

 

This position is in the Research Organization of Dolby Laboratories (www.dolby.com) and is located in Beijing, China. The senior staff research engineer position focuses on the creation of audio signal processing technologies including the whole range of research from the underlying theoretical concepts to the development of prototypes that provide a proof of concept. As a part of an international team, the senior staff research engineer will work on ideas exploring new horizons in the audio processing, analysis, replay and organization. The researcher is responsible for performing fundamental new research, transfer technology to product groups, and draft patent applications.

Dolby Laboratories is looking for a self-motivated, highly talented individual interested in applying his or her skills in technologies involving a fundamental understanding of the way that sound sources (audio and voice) are captured, manipulated, coded, delivered, enhanced and played back using digital signal processing techniques. Applications include pre-processing, coding and post-processing solutions in market areas such as consumer electronics, mobile, broadcast, PC and digital cinema applications and other technologies crucial to Dolby Laboratories’ success. The position involves working in cooperation with other technology developers/researchers within Dolby’s global research network, and the opportunity to propose new ideas for further investigation.

 

 

Education, Skills, Abilities, and Experience Required

 

  • M.S.E.E. (required) plus 3 years of applicable, hands-on commercial experience (strongly preferred), or Ph.D. in Electrical Engineering/Computer Science with or without professional experience are both welcome

  • Demonstrated ability to create fundamentally new, novel (patentable) signal processing technologies and to envision applications those technologies in the form of innovative product solutions

  • Strong innovator

  • Proficient in advanced theory and application of audio signal processing techniques

  • Highly skilled in C/C++ language and Matlab programming

  • Team-oriented work ethic and interest to work in cross-continental teams

  • Strong personal interest sound technologies and in learning, researching, and creating relevant new technologies with high commercial impact

  • Independent, self-motivated worker requiring minimal supervision

  • Fluent in Chinese and English. Excellent communication skills

  • Good understanding of general acoustics

 

Strongly Desired

 

  • Experience working in a software development team, including software version control tools

  • Real-time windows programming

  • Real-time audio processing

  • Willing to do occasional international travel

  • Personal interest in audio in entertainment applications

Please send your English and Chinese resume to cb <at> dolby.com

 

 

 

Best,

Claus Bauer

 

Claus Bauer, Ph.D.
Director, Research
Dolby Laboratories
Room907-916, Level 9, West Building

World Financial Center

NO.1East 3rd Ring Middle Road, Chaoyang District

Beijing100020

P.R. China

Tel.: +861059103091

 

 

Tel.: +861059103091

 

www.dolby.com

 

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clam-devel mailing list
clam-devel@...
http://lists.clam-project.org/listinfo.cgi/clam-devel-clam-project.org
David García Garzón | 22 Jan 2013 17:01
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Re: LADSPA export bug

Al 21/01/13 19:02, En/na vinz [via clam-forum] ha escrit:
> Yes, I finally got my Network as LADSPA exported! Nice one, everything
> is fine, but...
> In ardour the plugin inputs and outputs are swapping randomly each
> time I load a new song in ardour.
> Like the left signal is going to the right and the right to the
> left... I load the ardour file again and now they are swapped again...
> strange stuff...!
> I rebuilt the networks without stereo source and sink, like 2 mono
> source an 2 mono sink, but it still the same.
> Even the names/control sliders in the plugin's GUI in ardour are
> swapping sometimes...
>
> What can I do to set the inputs/outputs with a fixed sequence for ardour?
> like
> Out1->Source1
> Out2->Source2
>
> Sink1->In1
> Sink2->In2
> Sink3->In3
> Sink4->In4
> etc...
>
> Just trying to build a "send" plugin for ardour to automate sends
> (because the sends don't have automations)... would be really handy ;)
>
> Anyway thanks in advance for any answers
>
> all the best
>
> vinz
> www.sonejo.net
>
>
> ------------------------------------------------------------------------
> If you reply to this email, your message will be added to the
> discussion below:
> http://clam-forum.697927.n3.nabble.com/LADSPA-export-bug-tp4012916.html
> To start a new topic under Development, email
> ml-node+s697927n697955h81@...
> To unsubscribe from clam-forum, click here
> <http://clam-forum.697927.n3.nabble.com/template/NamlServlet.jtp?macro=unsubscribe_by_code&node=697927&code=ZGF2aWQuZ2FyY2lhQHVwZi5lZHV8Njk3OTI3fC0xODMzMDgyNTE2>.
> NAML
> <http://clam-forum.697927.n3.nabble.com/template/NamlServlet.jtp?macro=macro_viewer&id=instant_html%21nabble%3Aemail.naml&base=nabble.naml.namespaces.BasicNamespace-nabble.view.web.template.NabbleNamespace-nabble.view.web.template.NodeNamespace&breadcrumbs=notify_subscribers%21nabble%3Aemail.naml-instant_emails%21nabble%3Aemail.naml-send_instant_email%21nabble%3Aemail.naml>
>

The port order should be deterministic and indeed the same order they
appear in JACK when you are prototyping in in the NetworkEditor, that
order is:
    - port/control, In/out (not sure about the order but not mixed and
always the same)
    - vertical placement of the sink/source in the case of ports,
horizontal in the case of controls
    - within a sink/source, connectors are ordered as they appear
graphically

If you are not moving processings in the canvas the order should not
change. And if you are getting different orders for the same compilation
of the plugin, definitely something is wrong. We are facing a bug on
either CLAM or Ardour. So:

- Can you tell us which is the order that does not follow this structure?
- Which is the minimal sequence to get there?
- Can you try a non-clam plugin with a similar port and control layout
to discard an Ardour bug?
- Would you mind to file a bug in the tracker
(http://clam-project.org/bugs) ?

David.
David García Garzón | 22 Jan 2013 13:13
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ipyclam console in NetworkEditor

Take a look at this screenshot:

http://clam-project.org/wiki/File:Ipyclam_embeded_noupdate.png

Yes, it is what it seems to be: A qt ipython console embedded into
NetworkEditor. Yes, they share the same network. And yes, sadly the
canvas does not get python updates yet. but it is a bit step forward!
For very long time we didn't know how to integrate an interactive python
console. Yesterday, while collecting references for the LAC article, I
ran into an snippet of code that solved that in a very easy way.

Read more details in this blog entry i just wrote about it:
http://canvoki.net/coder/blog/2013-01-21-embedded-ipython-console.html

So, Xavi, I am on the ipyclam LAC article. Expect updates soon.

David.
Bauer, Claus | 18 Dec 2012 07:58
Favicon

Dolby Research Beijing looking for Research staff

Dear Research community!

Dolby Laboratories’ group in Beijing continues to expand. It would be great if you could circulate the job specs below

to potentially interested people. We look for fresh grads as well as experienced staff.

 

Dolby Research Beijing looking for world-class talent!

 

Be part of the exciting future of entertainment and add your talents to those of an amazing team. For more than 40 years, Dolby has led the way in developing innovative entertainment products and technologies used by consumers and professionals worldwide. Innovations from Dolby can be heard in consumer audio and video products, entertainment software, and professional sound applications, including music recording, broadcasting, and sound for motion pictures.


Our company philosophy encourages creativity, collaboration and a strong focus on creation, development and delivery of innovative technology solutions that enhance the entertainment experience. Our team-oriented research environment offers the opportunity for market-savvy innovators to apply their theoretical knowledge, awareness of technology trends and alertness to emerging market opportunities to help create technology solutions that are broadly applied in the marketplace through Dolby’s global market reach. We offer great benefits, including an assortment of life insurance and health coverage options, and the opportunity for innovators to make a difference and to experience the satisfaction of seeing technology solutions to which they contributed, in the marketplace!

 

 

Senior Research Engineer/Staff engineer

(Audio/speech algorithm architecture and design)

Dolby Sound Technology Research, Beijing

 

 

 

Position Summary

 

This position is in the Research Organization of Dolby Laboratories (www.dolby.com) and is located in Beijing, China. The senior staff research engineer position focuses on the creation of audio signal processing technologies including the whole range of research from the underlying theoretical concepts to the development of prototypes that provide a proof of concept. As a part of an international team, the senior staff research engineer will work on ideas exploring new horizons in the audio processing, analysis, replay and organization. The researcher is responsible for performing fundamental new research, transfer technology to product groups, and draft patent applications.

Dolby Laboratories is looking for a self-motivated, highly talented individual interested in applying his or her skills in technologies involving a fundamental understanding of the way that sound sources (audio and voice) are captured, manipulated, coded, delivered, enhanced and played back using digital signal processing techniques. Applications include pre-processing, coding and post-processing solutions in market areas such as consumer electronics, mobile, broadcast, PC and digital cinema applications and other technologies crucial to Dolby Laboratories’ success. The position involves working in cooperation with other technology developers/researchers within Dolby’s global research network, and the opportunity to propose new ideas for further investigation.

 

 

Education, Skills, Abilities, and Experience Required

 

  • M.S.E.E. (required) plus 3 years of applicable, hands-on commercial experience (strongly preferred), or Ph.D. in Electrical Engineering/Computer Science with or without professional experience are both welcome

  • Demonstrated ability to create fundamentally new, novel (patentable) signal processing technologies and to envision applications those technologies in the form of innovative product solutions

  • Strong innovator

  • Proficient in advanced theory and application of audio signal processing techniques

  • Highly skilled in C/C++ language and Matlab programming

  • Team-oriented work ethic and interest to work in cross-continental teams

  • Strong personal interest sound technologies and in learning, researching, and creating relevant new technologies with high commercial impact

  • Independent, self-motivated worker requiring minimal supervision

  • Fluent in Chinese and English. Excellent communication skills

  • Good understanding of general acoustics

 

Strongly Desired

 

  • Experience working in a software development team, including software version control tools

  • Real-time windows programming

  • Real-time audio processing

  • Willing to do occasional international travel

  • Personal interest in audio in entertainment applications

Please send your English and Chinese resume to cb <at> dolby.com

 

 

 

Best,

Claus Bauer

 

Claus Bauer, Ph.D.
Director, Research
Dolby Laboratories
Room907-916, Level 9, West Building

World Financial Center

NO.1East 3rd Ring Middle Road, Chaoyang District

Beijing100020

P.R. China

Tel.: +861059103091

 

 

Tel.: +861059103091

 

www.dolby.com

 

_______________________________________________
clam-devel mailing list
clam-devel@...
http://lists.clam-project.org/listinfo.cgi/clam-devel-clam-project.org
Jeff Kearns | 3 Dec 2012 23:16
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Clam cvs on OSX 10.8.2

Hi, I'm having a build problem with Clam 1.4.1~svn15308 on my iMac. I'm using QT 4.8.4 library frameworks
and tools and all 64-bit dependencies. Llvm-g++-4.2 compiler. The 3 Clam libraries all compiled just
fine. So on to Network Editor. At first, the build halted trying to link the first library target:
libclam_qtmonitors.1.4.1.dylib  :

Undefined symbols for architecture x86_64:
  "_glBegin", referenced from:
      CLAM::VM::Tonnetz::DrawTile(int, int)in Tonnetz.os
      QFirstPerson::roomWall(float, float)in moc_QFirstPerson.os
      QFirstPerson::paintDecoration()       in moc_QFirstPerson.os
"_glBlendFunc", referenced from:
      CLAM::VM::Tonnetz::initializeGL()    in Tonnetz.os
      QFirstPerson::initializeGL()       in moc_QFirstPerson.os
"_glColor4fv", referenced from:
      QFirstPerson::paintDecoration()       in moc_QFirstPerson.os
      QFirstPerson::paintScene()       in moc_QFirstPerson.os  …..

… 38 more missing  _gl** symbols, all referenced from  moc_QFirstPerson.os 

Well, that's because on OSX 10.8.2 the only place those symbols exist is in libGL.1.dylib and
libGLU.1.dylib , which both must be added to the final link step. Those symbols are NOT in
OpenGL.framework,OpenAL.framework, in any of the 10.5 to 10.8 MacSDKs, or in the new XCode IDE. Only in
the new X11-quartz library package as dylibs. In fact, the build stopped earlier when <GL/Glu.h> was not
found from QFirstPerson.hxx. Which is when I pointed it to </opt/X11/include/Glu.h>. Also by the
way,that ('/opt') does not suggest I use MacPorts or anything nasty like that, that's where Apple
installs the new X11 quartz pkg, sym-linking the pre-existing /usr/X11 folder. So I built
libclam_qtmonitors from the command line by simply adding -L/opt/X11/lib -lGL -lGLU. Glad I had verbose
enabled for the full gcc string.

So, next target is src/clamWidgetsPlugin. I tried scons -k to see where it thought it was and to see further
output. All 19 *.hxx in the folder fail to generate the moc, with the same error. 
Scons output:
moc -I/System/Library/Frameworks/Python.framework/Versions/2.7/include/python2.7
-I/opt/local/include -I/usr/local/include -I/opt/gtk/audio-96/include
-I/Library/Frameworks/QtCore.framework/headers 
-I/Library/Frameworks/QtGui.framework/headers
-I/Library/Frameworks/QtOpenGL.framework/headers
-I/Library/Frameworks/QtXml.framework/headers
-I/Library/Frameworks/QtSvg.framework/headers
-I/Library/Frameworks/QtUiTools.framework/headers
-I/Library/Frameworks/QtDesigner.framework/headers
-I/Library/Frameworks/QtWebKit.framework/headers
-I/Library/Frameworks/QtNetwork.framework/headers
-I/Library/Frameworks/QtXmlPatterns.framework/headers -o 
src/clamWidgetsPlugin/generated/moc_KeySpacePlugin.cxx 
src/clamWidgetsPlugin/KeySpacePlugin.hxx  ----

src/clamWidgetsPlugin/KeySpacePlugin.hxx:33: Error: Undefined interface
scons: ** [src/clamWidgetsPlugin/generated/moc_KeySpacePlugin.cxx]Error 1.. 

src/clamWidgetsPlugin/CLAMWidgets.hxx:10: Error: Undefined interface
scons: ** [src/clamWidgetsPlugin/generated/moc_CLAMWidgets.cxx] Error 1..

src/clamWidgetsPlugin/QFirstPersonPlugin.hxx:33: Error: Undefined interface
scons: *** [src/clamWidgetsPlugin/generated/moc_QFirstPersonPlugin.cxx] Error 1 etc

Looks defined to me, they all have Q_INTERFACES(QDesignerCustomWidgetInterface), and
<QtDesigner/customwidget.h> sure looks to declare them. 

Scons has cheese documentation IMHO, how does one know whether it's going to start all over when invoked or
resume after a error is corrected? Can it list targets like make or CMake? Also, where in your Sconstruct
can I add the libGL and libGLU dependencies so I can rebuild without having it halt with the first target.
(Didn't one use to need a Sconstruct in each subfolder?)

 By the way, in your Sconstruct ln:30 for the Clam Libs, there's a comment for opts.Add( 'LINKFLAGS'..) that
mentions adding OPenGL.framework for OSX, well those libs don't need it, Network Editor does, only NOT
the frameworks, the X11 dylibs.If your building with the GL includes you kind of need to link the library.
At least on 10.8 Mountain Lion. Can one declare options on the command line (LDFlags?) when invoking scons
or only when sconstruct knows what to do with them? Or in ENV?

So at this point I could use some advice about my undefined interface for the clamWidgetsPlugin sources. 
I built this project several years ago on a PPC ibook, scons gave me a headache the, now with a new Qt, new OS,  a
bs Xcode update  and whatelse, I want to bring it up to date. Know anyone who has built this on 64 bit 10.8?

Thanks, Jeff K

 PS;  Your tarball release won't build on 10.8 and never will. Xerces with DOMWriter cannot be compiled, I
noticed you canned it too in CVS. Actually, CVS won't even start to compile as long as EmbeddedFile.hxx
only allows __MINGW32__ and __ELF__ or #error "No support for embedded files in your platform" pops up.
We'll see about that.
    

Gmane