Listening exercise (II)

Sat 13, June 2015

Three pieces were analyzed in order to write a couple of thoughts on such pieces of music.

  1. Johann Sebastian Bach, Polonaise In G minor BWV Anh. 119
    • Clean pulse
    • Nice combination of bass and treble pitches
    • Interesting tempo
  2. Johann Sebastian Bach, Passacaglia and Fugue In C minor BWV 582
    • Dark and languid bass chords
    • Repetitive motif
    • Interesting fugue passages
  3. Johann Sebastian Bach, Prelude and Fugue In C major BWV 846
    • Nice arpeggios progression
    • Simple bass notes that makes it clear with treble arpeggios
    • Complex fugue with chords
    • Clear pulse in fugue but not as clear in prelude


Listening exercise (I)

Thu 28, May 2015

Even you may consider yourself a performer with a basic knowledge of musical theory, today I’ve learned a very interesting thing that I’d never realised. Today it was time to update my knowledge about musical terms like Rhythm, Meter, Pulse and more and at the same time to remember all those things we already know like difference between duration of notes and such things. The interesting thing today was the listening exercise proposed where I discovered how to listen all those layers the good music is composed about.

Today there was a proposed exercise consisting of listening two pieces of music, one you already know very well and another one that you didn’t know enough or that is relatively new to you. Idea of the exercise is to listen carefully and write your thoughts about Rhythm term.

I finally came with the following thoughts about the following two pieces:

  1. Dream Theater, Lost Not Forgotten. A Dramatic Turn of Events
    • Drums and bass phrase
    • Strong and contundent progression
    • Melody ascending from verse to chorus. Increasing speed.
  2. Johann Sebastian Bach, Aria Suite for Orchestra No.3
    • Constant and relaxed
    • Three different pieces but you feel contiunity
    • Multiple voice melody
    • Strong tempo by chords. Clear pulse

MIT’s Fundamentals of Music Course

Wed 27, May 2015

I’ve been lately very involved on playing guitar again and passion to compose and write songs came back instantly. I was even more involved in my youth but now I felt again something I couldn’t do in the past, “study music”.

I’ve a full time job so it’s not easy for me to apply to universities’ grade of music. I already know a bit of music that I’ve learned when I played on different local bands in the past but I would like to improve my skills and make myself a better musician.

I recently found that according to the little spare time I got due my full time job and family, that MIT -Massachussetts Institute of Technology- offers offline courses. Even they are not official and you don’t have any credit of them, all the content is shared so you can download lectures, calendar, and everything they did in that course. So, at some point, it’s a personal motivation rather than professional one, I really don’t need any credit, but the knowledge to make myself a better musician and this is the only way I can get the spare time to practice and learn.

I’ll be making then the Fundamentals of Music course by my own, but getting all information that actual students got and making the same exercises and practices they did.

Summer Day in Middle Ages


Sometime when I’ve some spare time I would like to make some motion of this environment. This scene was intended to be the one used in a short movie codenamed “mushroom” made in Blender, but finally we paused the project. I’ve got lot of stuff already though but I don’t have enough time to complete it actually.

Blender Game Engine book review

I’ve recently received at home a copy of the book -Blender Game Engine: Beginner’s Guide- written by Victor Kuller Bacone and published by Packt Publishing that I was pleased to review. It’s an awesome approach to creating 3D games using the latest version of Blender with no need of coding or high programming levels. In other words, a very interesting read for those loving Blender’s versatility.

Documenting software makes it friendly

And that’s an actual true sentence when it comes from a developer. As developer I am used to deal with different kind of projects and mostly with lot of files of code. Some are well structured and some never will be because they require a whole rewrite. But in both cases there is a developer task that is needed by every kind of project -documenting the software.

When applications comes with no further details about areas sucha as, what it does, how it works or how has it been built, means an awesome fail in the horizon. Well structured applications, clean code and effective processes should always be completed with well structured, clean and effective documentation. In the documentation art you may fall in very different errors.

  1. No documentation at all
  2. A wonderful application with messy documentation
  3. Keep documentation out-date

In the three cases there is an unavoidable fail and implicit committment if you want to get a success. So, is the documentation as hard as the coding itself? Probably more in my honest opinion. For “good developers” coding is as important as documentation could be and spend lot of time making the code understandable for users and other developers, because a good application together good documentation makes it easier for the developer to update, debug, implement or review his/her own code.

So, probably the best way to get a success in the software development should be making your code at the same time you’re documenting it, making it bit a bit avoiding full re-coding and full documenting because in this case you could be in front of a huge task and you could miss important bits of code requiring documenting. For that purpose you have lot of different ways of documenting like wiki, plain documentation developed by yourself using html, php or mysql or anything you could keep up to date making your software friendly and accessible for yourself and others.

The speed plays havoc in performance

And that’s true when you get in rush for developing software. In GPVWC we took the decision of getting 2012 as a stabilization season, completing missing features, fixing bugs and making code looks clean and accessible for debugging with the less impact on the user online experience.

I had planning to introduce a whole new kernel in GPVWC for next year but 2012 is coming soon and there is no much time to introduce all in this time frame window, so instead of getting in a rush with no real reasons, we will use the current code that worked really fine and make it better. It’s true that this is not the perfect solution I was after but sometimes you need to decide the best solution to make the project viable. I have to say that this solution is not bad, of course. As I mentioned before, current code is the result of evolution along the years.

We’ve got a lot of things that make our code really interesting such as a built in XML reader that makes all the dirty work updating results, standings or finances automatically… but there is always a but. It’s not using the OOP method I wanted to introduce in the 12.01 version. But, I will do it for 13.01 with no doubts.

So, the speed could play havoc in performace and sometimes to delay a release of very new -and untested- features is a step forward in the whole project development. Sometimes you need to get away the picture to understand the whole idea and getting back to the initial idea is not a step backward but to understand the questions why, where and who to understand how and when.

A finnish bedroom design


Just worked a couple of days in a really interesting project I had never tried -Interior Design- using Blender. Result is The Finn Winter render.

Now I am thinking about to spend little bit more of my time making renders and stills instead animation projects -that is really tedious for a single man BUT I won’t stop them anyway!-