@Jona "....better than to code" actually that was a reason why i started with pure data.
Sure -- different people have different cognitive styles, which is why it's good to have multiple tools with different approaches. I had a couple of students who really took to Pd, which never happened in the classroom with SuperCollider for me -- and that's more important to me than my own personal biases.
I can also see that some of what I'm experiencing with Pd is simply lack of fluency -- such as, there are efficient and inefficient ways to express complex math expressions in data flows. I simply haven't practiced those skills, so of course my perception is going to be that "it's really hard." (In SC, wiring up GUIs is admittedly harder than in Pd.)
so your main audio programming language is super collider?
Yes. Features that I feel are better developed in SC than in other audio programming environments are: polyphony (and parallel signal graphs -- not the same as parallel processing btw), glitch-free instantiation of audio UGens, and feature-complete implementations of standard data structures (multidimensional arrays whose elements are "variant" types, hash tables, queues and linked lists). These data structures have been invaluable in my big project over the last few years (a live-coding dialect for SC).
On the downside, both synthesis and GUIs are "heavy" in that there's more background involved -- hslider --> [osc~] is easy, SC sliders are not exactly hard to use, but more to learn at the beginning. So a lot of potential users probably give up.
of course it would be nice to have a pure data library database where you can search for vocoder for example, and it shows all available vocoder objects and the corresponding libraries.
Indeed... but maintaining such a list is a huge effort. SC has the same problem with third-party UGen plug-ins and class library extensions -- some great stuff out there, but how do you find it?
can i ask what you use for graphics programming besides GEM and Ofelia?
I've done almost nothing with graphics (no time), so only those two.