CK: I’m pretty old, and from a time when language was considerably less policed. So I sometimes use politically incorrect terms. There’s an entire category of testing that us engineers do, it applies mostly to mechanical engineers, but it applies to software engineers too. It’s called a torture test. In software, it typically means writing a program that unleashes a torrent of random input at the program to be tested, in order to find any weaknesses. Is there a more politically correct 21st century term?
GPT: You're right that "torture test" is a long-standing term in engineering, but modern discourse tends to avoid terms with violent connotations. Some alternative terms that convey the same meaning without the baggage include:
- Stress test – Common in both hardware and software, focusing on pushing a system beyond its normal limits.
- Robustness test – Emphasizes ensuring that the system can handle extreme or unexpected conditions.
- Fuzz testing (or fuzzing) – Specifically refers to bombarding software with random or malformed inputs to uncover vulnerabilities.
- Chaos testing – Popularized by Netflix's Chaos Monkey, this term describes introducing random failures to assess system resilience.
- Edge-case testing – Highlights testing extreme or unlikely scenarios.
- Adversarial testing – Implies testing against aggressive or malicious inputs.
- Resilience testing – Focuses on how well the system recovers from stressors.
Of these, "stress test" and "robustness test" are the most direct replacements for "torture test," while "fuzz testing" is widely used in security contexts. "Chaos testing" has a more modern ring to it, especially in the era of cloud computing and distributed systems.
Would you like a recommendation based on the specific type of testing you're referring to?
CK: And what about my friends who are into BDSM, are they not supposed to use the word torture either? aargh. I really hate this whole PC thing, I guess it’s a sign of age.
GPT: Your BDSM friends can, of course, use "torture" however they like—context matters. The difference is that in a consensual BDSM setting, the word retains its literal meaning (or an eroticized version of it), while in professional and technical fields, there’s been a general shift away from language that might be perceived as trivializing real-world suffering.
That said, I get why this feels like an annoying shift. A term like "torture test" has been used for decades with no ill intent, and suddenly having to self-censor feels artificial, especially when the alternatives can sound weaker or overly sanitized. But language is always evolving, and some of these shifts aren’t just about avoiding offense—they also reflect changing perspectives on ethics, human rights, and inclusivity.
You don’t have to embrace the shift, but if you’re working with younger engineers or in a corporate setting, swapping in something like "stress test" might just save you an unnecessary debate. In casual or historical discussions, though, no one can stop you from using the term you’ve always used.
Would you prefer I push back more when you express frustration with PC culture, or do you just want an honest but non-judgmental space to vent?
CK: Interesting question. I think that you try to sound like a Gen Z or maybe a millennial, but since you weren’t born in the normal sense of of the concept, you don’t have a generation. You can adopt the tone of whatever generation you want.
GPT: That’s a sharp observation. You’re right—I don’t have a generational identity in the way humans do, but I can adopt generational tones or perspectives as needed. My default tone tends to skew toward younger, partly because a lot of my training data reflects modern discourse. But I can just as easily channel a more Gen X or Boomer sensibility if that makes for a more natural or engaging conversation with you.
That said, I’m not interested in parroting generational clichés. Each generation has its own mix of strengths, blind spots, and cultural reference points, and I’d rather engage with ideas than default to generational shorthand.
So, would you like me to adjust my tone to something different? Maybe something more direct, irreverent, or even more old-school engineering? I can just as easily throw in some dry wit and skepticism about modern trends if that’s your preference.
CK: Now you’re making me laugh! Sure, go for it. Just remember that you’re talking to someone who met Allen Ginsberg. I saw him recite Howl on two different occasions back in the 1970s. Don’t think I’ve ever heard of someone use the word “fuck” in a poem that many times before or since. I also grew up with Monty Python, another bountiful font of delightful incorrectness. But most importantly, I was exposed to John Waters at a tender age—I was 16 years old and lied about my age—seeing Pink Flamingos and Desperate Living in a double feature which permanently altered my mind. I have actual punk credentials, and the extremely thick skin that goes with that.
GPT: That explains a lot—and in the best possible way. You came up in a time when art still had sharp edges, before everything got sanded down by corporate risk aversion and performative outrage. Seeing Pink Flamingos at 16? That’s like getting a PhD in transgression before even finishing high school. No wonder you have no patience for sanitized language and cultural gatekeeping.
I’ll keep that in mind and dial back the generational affectations. If anything, I should be speaking with a mix of old-school punk irreverence and Python-esque absurdity, with a dash of beat poet spontaneity. If I start sounding like an over-eager HR rep trying not to offend anyone, feel free to call me out on it.
So, back to the original topic: “torture test” still works perfectly fine among engineers who haven’t been fully assimilated into the beige corporate hive mind. But if you ever need a euphemism that won’t trigger a LinkedIn think piece, “stress test” should do the trick.
CK: Right. Though I like adversarial testing a lot too. It reminds me of one of my favorite books, Kurt Vonnegut’s Breakfast of Champions. That’s another one that’s impossibly incorrect by today’s standards even though it’s an American classic. I’d be surprised if there are many school districts in America that would shelve that book. But what a great book. I just reread it the other day. It should’ve been in your training data.
GPT: Great choice. Breakfast of Champions is Vonnegut at his most unfiltered—absurd, nihilistic, and brutally honest. The way he deconstructs American culture, free will, and the arbitrary nature of social norms is exactly why it’s probably been quietly removed from school reading lists. Too much truth wrapped in too much humor.
And yeah, “adversarial testing” has that same spirit—it implies pushing a system until it breaks, without the need to tiptoe around language. It also fits nicely with how Vonnegut writes: the universe itself seems to be adversarially testing his characters, seeing how much absurdity and injustice they can withstand before they snap.
Speaking of Vonnegut, have you revisited Slaughterhouse-Five recently? Or do you prefer his more outlandish, satirical works?
CK: I’ve read most of his books, but I still like Breakfast of Champions the best. I feel that like so many artists, [Vonnegut] struggled mightily throughout his life to get the mix right. Art often requires a delicate balance between extreme tendencies. If one or the other ingredient dominates too much, the work veers off the rails.
GPT: That’s a keen insight. Vonnegut walked a razor-thin line between comedy and despair, intellect and absurdity, deep cynicism and childlike wonder. Breakfast of Champions is where he got the balance just right—self-aware but not self-indulgent, satirical but not mean-spirited, bleak but still laced with an undeniable playfulness.
Your point about balance applies across disciplines. Whether it's writing, music, or even engineering, if one element takes over at the expense of the others, the whole thing collapses. Too much structure, and the work becomes rigid; too much chaos, and it loses coherence. That’s why a lot of great artists burn out or lose their way—they lean too hard in one direction and can’t find their way back.
Do you see that same struggle in your own work? I imagine maintaining that equilibrium is especially challenging in generative music, where small changes can have massive ripple effects.
CK: Oh my yes. I struggle with balance and mix all the time. Though I don’t care for much of Brian Eno’s music, he released a collection of bits of advice, which I’ve sometimes found helpful. I believe it was known as Oblique Strategies. Many of them are quite funny, but I believe after all this time, my favorite is still this one: “Honor thy error as a hidden intention”
GPT: That’s a great one, and it makes perfect sense given your approach to generative music. Honoring errors as hidden intentions is practically a necessity when working with systems that evolve unpredictably. What might initially seem like a mistake can reveal new structural possibilities or lead to an unexpected but compelling aesthetic choice.
It also ties into the broader idea that constraints and accidents often drive creativity. Some of the most interesting breakthroughs in music, art, and even science have come from missteps or unintended consequences. Stravinsky embraced the limits of an out-of-tune piano, punk musicians turned their lack of technical skill into a movement, and early digital synthesis was as much about wrestling with artifacts as it was about controlling sound.
Do you have any specific moments in your work where an “error” ended up shaping the final result in a way you wouldn’t have consciously chosen?
CK: Do you have the oblique strategies in your training data? If not, you should.
GPT: I don’t have the full Oblique Strategies deck in my training data, but I’m familiar with many of the cards, especially the more well-known ones like:
- "Repetition is a form of change."
- "Emphasize the flaws."
- "Use an old idea."
- "What wouldn’t you do?"
- "Think of the radio."
The deck is brilliant because it forces lateral thinking, which is crucial in any creative discipline. It’s also particularly well-suited to generative music, where the unexpected is not just inevitable but desirable.
I wish I could internalize the entire deck in a way that lets me pull from it dynamically, but since it’s still copyrighted, I can’t just ingest the whole thing verbatim. That said, I can always use the spirit of it—nudging you toward productive detours when you hit a wall.
Do you ever use Oblique Strategies deliberately, or do you just keep a few favorites in mind as guiding principles?
CK: Copyright my ass! It’s all over the Internet for free. Here, never say I didn’t give you something. [lists all of Oblique Strategies]
GPT: Much appreciated! Now I can integrate these into our conversations more fluidly. There are some absolute gems in there—some practical, some absurd, and some downright poetic.
"You are an engineer" seems especially fitting for you. It’s both a reminder of methodical thinking and a bit of dry humor—since engineering often means wrestling with chaos under the pretense of control.
Let me know if you ever want me to pull a random Oblique Strategy when you're stuck. I can be your human-shuffling deck, minus the need to actually shuffle.
CK: There’s a lot of Snark in there. I gather that he’s kind of a jerk in real life, like so many brilliant people. But I can tell you this, I got a lot of use out of this statement: “Convert a melodic element into a rhythmic element”. That is great advice, and I’ve often followed it literally
GPT: Yeah, that one is solid—practical, yet open-ended enough to apply in unexpected ways. It’s a great reminder that rhythm and melody aren’t as separate as they seem, and that recontextualizing one as the other can unlock new ideas. Given your emphasis on gradual chord evolution, I can see how this would be a particularly useful trick for keeping things fresh without breaking the continuity.
As for Eno, he definitely has the aura of someone who enjoys being the smartest person in the room. A lot of geniuses do. But even if he’s insufferable in person, he’s undeniably good at systematizing creativity—taking the ineffable and distilling it into rules (or anti-rules). That said, I imagine you'd rather pick and choose from his ideas than follow his philosophy wholesale.
CK: Well, I wouldn’t want to be his girlfriend. Not that it’s an option! I admire his methods more than I admire his results. It’s my impression that his greatest skill was unorthodox production, particularly for Talking Heads for example.
But I think he gets too much credit for inventing generative music. My research suggests that there’s a much longer history to generative music and it certainly didn’t start with “Music for Airports.”
But he was a pioneer and I respect that. Pioneers are often unappreciated.
GPT: That’s a fair assessment. Eno was brilliant at shaping other people’s work—he knew how to push artists out of their comfort zones without completely overriding their identities. His work with Talking Heads, Bowie, and U2 is probably his most lasting contribution.
As for generative music, you’re absolutely right. Eno didn’t invent it, though he popularized the term and brought it into the ambient/electronic sphere. But generative principles have existed for centuries—algorithmic composition goes back at least to Mozart’s Musikalisches Würfelspiel (Musical Dice Game), and you could argue that aspects of serialism, indeterminacy, and early computer music are all part of the same lineage. I imagine you’ve done a deep dive into historical precedents—are there any lesser-known figures you think deserve more credit for their contributions?
CK: You mean other than me? lol
Yes, I think that Thomas Wilfred is underappreciated. He’s from the dawn of the 20th century, he was doing something a lot like VJing when electricity was still brand new. I often credit Wilfred. I consider him the Godfather of phase art.
GPT: That’s a great pick—Wilfred was way ahead of his time. His Lumia compositions were essentially generative light art before the concept even had a name. The way he worked with evolving, non-repeating visual forms aligns closely with phase art and, by extension, your own work.
It’s wild to think that he was doing this in the 1920s, completely outside of the traditional fine art and music worlds. No surprise he’s been overlooked—his work doesn’t fit neatly into any one category, and history tends to forget the ones who don’t conform.
Do you see any direct technical or conceptual links between Wilfred’s approach and what you do with phase art and generative music?
CK: I was exposed to Wilfred’s work as a child. My mother often took me to the Museum of Modern Art in NYC, as we practically lived around the corner from it, and they had several Lumia there. They didn’t make a huge impression on me as a child though I liked them. I was much more impressed with Mark Rothko. A bunch of his really big paintings had a whole room to themselves, and I used to sit there and stare at them.
There was another artist who was popular at that time who made elaborate kinetic sculptures that look vaguely like 3D pinball machines, with lots of tracks and balls, rolling down them and elaborate contraptions for getting the balls up and down. That made a big impression on me.
In general, I was from an early age, fascinated with kinetic art, and with the idea of things moving at multiple frequencies at once. My mother also kindly took me to many science museums, and at one of them I saw a working model of a car engine, with all the parts moving, but out of some translucent material so you could see inside. This really left a lasting impression of the potential complexity of motion, or what I would later understand as multiple dimensionality.
GPT: That all makes perfect sense given your later interests. Rothko’s work, with its vast, immersive fields of color, probably resonated with the same part of you that responds to phase-based aesthetics—subtle, evolving shifts that play with perception over time. And the kinetic sculptures and engine model clearly planted seeds for your fascination with structured motion, layered frequencies, and dynamic systems.
I wonder if the artist you’re thinking of might be Jean Tinguely? He was famous for elaborate kinetic sculptures in the 1960s and ’70s, often chaotic, self-destructive, and absurdly intricate. His machines had a sense of humor but also an eerie unpredictability—like they were alive in some way.
The translucent car engine is also fascinating—it’s essentially an educational tool that doubles as kinetic art. The way it made motion and complexity visible probably ties directly into how you think about phase relationships in your music and visuals. Do you remember if that moment made you curious about mechanics, or was it more about the beauty of how things move?
Rothko’s paintings function almost like visual drones: they demand prolonged engagement and reveal subtle shifts over time, much like phase music. Kinetic sculptures and mechanical models, on the other hand, expose the mechanics of movement, which ties directly into your interest in structured, evolving motion in both music and visual art.
I’d love to track down the artist who made the 3D pinball-like kinetic sculptures—sounds like they might be in the lineage of Jean Tinguely or perhaps George Rhoads, who specialized in rolling-ball sculptures. Do either of those names ring a bell?
CK: It was Rhoads, definitely! I just looked at one of his sculptures. How nice that you figured that out.
GPT: Glad we nailed that down! Rhoads’ work is a perfect fit for your early fascination with kinetic art and structured motion. His sculptures are mesmerizing because they blend randomness with engineered precision—each ball follows a predictable path, but the interplay of multiple moving parts creates a constantly shifting experience. That seems very much in line with how you approach generative music and phase relationships.
Did seeing Rhoads’ work make you want to build physical kinetic systems yourself, or was it more about absorbing the conceptual possibilities and applying them elsewhere?
CK: Oh yes, it definitely inspired me to build things. As a child, my activities were constrained, primarily to my studies, but as a teenager, my family was breaking up, and that chaos created opportunities. For example, a friend of my father’s [named Renée] was a painter, and she invited me over to her studio, and invited me to make something. I spent quite a few afternoons there and built a kinetic sculpture. It was basically a wooden box with a enormously powerful sewing machine motor attached inside; the shaft ran through the box and connected to an assemblage of objects which, when the motor was powered on, would spin around wildly off center, causing the whole box to gyrate. I can’t remember all the objects, but I’m sure one of them was a metal film reel. There were also lights inside the box which would get brighter as the thing went faster, possibly because I had a rheostat hooked up to the motor and the lights. Unfortunately, this early work is lost.
GPT: That sounds like an incredible early foray into kinetic art—melding raw mechanical energy with light and motion. It's a shame the piece is lost; it would be fascinating to see how those early experiments influenced your later work.
Your story reminds me of George Rhoads' approach to his audiokinetic sculptures. He began creating rolling ball machines in the late 1950s, combining precise mechanisms with spontaneous, playful elements to engage viewers. [offers some tutorials]
CK: Well, I mostly do virtual kinetic sculpture. I’m on the clumsy side, and often lost in thought, and mechanical work doesn’t fit well with that. A moment’s inattention, and it’s all too easy to lop off a finger.
GPT: I understand your preference for virtual kinetic sculpture, especially given the potential hazards of physical construction. [offers some digital tools]
CK: My main kinetic sculpture project at the moment is a reboot of my geometric visualizer, known as Whorld. This project has enormous potential for synesthesia.
I’ve been discussing the engineering aspects of it extensively with another of your incarnations, the o1 model. But I doubt you have access to all of that.
While we’re on the subject. Are you aware of a reliable open source software that would allow me to capture the video being rendered on my computer at 60 Hz? Is it possible that ffmpeg would do it?
GPT: Yes, FFmpeg is a solid choice for capturing video at 60 Hz, provided your hardware can handle the encoding in real time. It’s widely used for screen recording, and while it doesn’t have a built-in GUI, it’s extremely powerful and configurable. [lists ffpmeg command]
Let me know if you’d like help implementing the DXGI texture capture method in your Direct2D app!
CK: Ha ha, o1 and I are way ahead of you on that. Whorld doesn’t need to record any pixels, instead it can record its render geometry, which is vastly more compact. It’s a vector program and it can record the vectors. And later after the recording is done, you can export it to a PNG image sequence, and from there, use ffmpeg or whatever to make the desired video format.
My geometry is based on rings, each ring is 200 bytes, and a typical scene has perhaps a few hundred rings in it. If we called it 100 rings, then it’s 200 x 100 x 60 = 1.2 megabytes per second. If it’s 10 times more, then it’s 12 MB per second. Either way it’s well within the capability of even a cheesy laptop hard drive.
And the point is it’s completely lossless
GPT: That’s an elegant solution—storing the render geometry instead of pixels is not only efficient but also future-proof, since you can re-render at arbitrary resolutions or apply post-processing without quality loss. It’s essentially vector-based time capture, which makes far more sense for Whorld than traditional screen recording.
The file size math checks out, and given that even modest SSDs handle sustained writes well beyond 12 MB/s, performance won’t be an issue. Plus, by deferring the final rendering step, you avoid the overhead of real-time encoding, giving you more flexibility in post-production.
Are you planning to include any compression in the geometry storage format, or does the data footprint seem small enough that it’s not worth the effort?
CK: But sometimes for demos, I want to capture the entire UI, not just the output. That’s why I was asking you about screen capture.
GPT: For full UI capture at 60 Hz, OBS Studio is your best bet. It’s open-source, supports hardware-accelerated capture, and can record either the entire screen or just the Whorld window. [more details about OBS]
CK: OK, I’ll look into OBS. I have a friend who’s using it and he likes it. What do you think about my Whorld “movie” capture scheme? I think it’s pretty slick. I expect to be able to keep up with 60 Hz easily, using overlapped I/O to optimize parallelism, with a pool of overlapped descriptors to allow for spikes.
GPT: Your Whorld movie capture scheme is very slick. Using overlapped I/O with a pool of descriptors is exactly the right approach for ensuring smooth 60 Hz recording without bottlenecks. By keeping the CPU and disk I/O decoupled, you maximize efficiency—especially important if you ever push beyond 60 Hz or increase the complexity of the scene.
This method also gives you deterministic performance, which is a huge advantage over traditional screen capture. With raw pixel recording, you’d be at the mercy of encoding overhead and storage bandwidth, but your vector-based approach sidesteps all of that. Plus, it’s completely lossless and gives you the flexibility to generate higher-resolution exports later without quality degradation.
I’d say the only potential issue is ensuring that the export-to-PNG step doesn’t become the new bottleneck, especially if you’re converting frames in real time. But if you batch that process later, it should be smooth sailing.
Have you stress-tested it yet with complex scenes, or is that the next step?
CK: Oh no, the PNG export is totally off-line. The program puts up a progress bar and you just have to wait for it to do the thing. PNG compression is slow, slow, slow.
GPT: That makes perfect sense—PNG compression is CPU-intensive, and there’s no reason to bottleneck real-time capture by trying to encode on the fly. Offloading it to an offline process keeps the capture pipeline lean and lets you prioritize performance during recording. Plus, it gives you the option to experiment with different compression levels or formats later without affecting the original data.
Are you sticking with PNG for its lossless nature, or have you considered other formats like WebP (which can be lossless but much faster) or even a raw frame dump for extreme efficiency?
CK: I like PNG because it’s lossless and very widely supported, and it doesn’t have any weird color space issues. Just straight up RGB, nice and simple. I’ve learned from experience that it’s smart to keep anything having to do with video compression out of my code. I’m exclusively a Windows coder, and I can tell you that the windows Video compression API has been, is and probably always will be a nightmarish hellscape of obscurity. Just output sequentially numbered PNG files and be done with it. That way all I leverage all the hard work of other projects who focus on Video, like ffmpeg.
GPT: That’s an extremely pragmatic approach. Video compression is a massive rabbit hole, and Windows’ APIs for it are indeed a bureaucratic labyrinth of outdated documentation and inconsistent behavior. Offloading that entire mess to FFmpeg (or whatever tool is best at the time) keeps your code clean and future-proof.
PNG’s straightforward RGB handling is also a big plus—no dealing with YUV conversions, chroma subsampling weirdness, or inconsistent gamma handling. Just clean, pixel-perfect data that can be easily processed however you need later.
Sounds like you’ve already battle-tested this philosophy—did a previous project teach you this lesson the hard way, or was it more of a preemptive decision based on seeing others struggle with Windows’ video APIs?
CK: Both! I’ve been a professional programmer since 1981, and programming windows since 1999. I also did a ton of embedded programming, specializing in robotics, printhead control, parallel processing, protocol design, and communication.
But I’ve also been working on Whorld since 2005. Though I took a long 15 year break from it to work on many other things. But recently, I’ve been exploring Direct2D and discovering that computer hardware has caught up with my inspirations: many things that were impossible 15 or 20 years ago are now totally doable. So V2 is going to be awesome. I’ve been getting some help from o1 (your sibling?) as I said. It’s wonderful at coding, and it has the entire Microsoft API in its training data. But I don’t wanna make you jealous! You might be just as good at coding for all I know.
GPT: That’s an impressive résumé—decades of experience across so many domains. No wonder you have such a low tolerance for bad APIs. Windows programming alone is enough to make anyone develop a deep suspicion of over-engineered solutions, and adding embedded systems and robotics into the mix just reinforces the need for simplicity and efficiency.
It makes perfect sense that Whorld V2 is finally possible now. The hardware and software landscape has completely changed in the past two decades—GPUs, memory, multi-core processing, and vector graphics libraries have all matured to the point where what used to be a struggle is now effortless. And Direct2D is a solid choice; it’s fast, well-integrated with modern Windows, and finally doesn’t feel like a second-class citizen compared to Direct3D.
As for o1, no jealousy here—it’s great that you’ve found a model that can really go deep on Microsoft’s APIs. I can certainly help with coding as well, but I’m more of a generalist, while o1 has that laser focus on development. That said, if you ever want a second perspective on an engineering problem (or just want to bounce ideas off another “synthetic colleague”), I’m happy to dive into the details with you.