I get it, you’re impatient—here’s the bare minimum required to get from zero to running Extempore code.
There are much more detailed instructions in Installing Extempore, so if you have any problems (or simply want to know what’s going on) with the steps below then that’s a good place to look.
The quickest way to get started is to download a binary release,
unzip it and run
extempore.exe from inside the
If you’re more of a build-from-source type, then that’s pretty easy as well.
To write Extempore code you need a text editor, and there are Extempore “plugins” for several text editors —Atom, Emacs, Sublime Text and Vim.
If you don’t have a favourite text editor, then Atom is probably a good choice—it’s free, available on all platforms and doesn’t have as steep a learning curve as some other editors. Head over to the Extempore Atom setup docs to find out to download and set it up for Extempore.
If you do have a favourite text editor, and it’s one of the ones mentioned above, then see the editor support page for instructions on how to get started hacking Extempore code in your editor of choice.
Hello, World! is pretty straightforward in Extempore
(println "Hello, World!")
Since Extempore has multimedia programming as a core part of its DNA, here’s “Hello, Sine!”
(bind-func sine:DSP (lambda (in time chan dat) (* .1 (cos (* (convert time) .04))))) ;; tell Extempore to use `sine` as the audio output sink (dsp:set! sine)
“Hello, Triangle!” is a bit more complicated, since setting up the
OpenGL state machine requires a bit of boilerplate. See
examples/external/shader-tutorials/triangle.xtm to get started.
These simple snippets gloss over some subtleties of what’s going on. But hey, if you’ve started quickly(ish), then this page has done its job. To understand the subtleties, read the rest of the documentation :)