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To you suckers for framed keys,
right into this gorgeous sommerloch we bring to you the initial public offering of our next generation TimelinerSA: a standalone timelining application that sends out its values via OSC and as such a candidate for becoming the successor to the rusty original TimelinerSA.
We started this from scratch for all the wrong reasons. Basically we were looking for a simple application to test our new gui framework Posh and mostly in order to have a real world usecase we decided to start redoing the timeline. So while at this point it is still lacking quite some of the old timelines features it already has some shiny new stuff:
Missing are foremost:
and some more, see timeliners issues on github
And as soon as we have the node-version this time it should not be too far out to hope for proper GetTrack/SetTrack nodes for recording values or doing your own evaluating of the keyframes...
For now it still has one major bugger: when deleting a keyframe while hovering it with the mouse everything will freeze. If you get in that situation just press F5 to reload the page. Also big thanks to the patience of all alpha-testers.
Now get it here and in the comments (here) please let us know whats your favorite missing features that makes this thing still useless for you. Hopefully this will let us prioritize further development on timeliner.
If you already like what you see we'd appreciate a /timelinersa|Timeliner?.
Ah and yes it is all opensource: See Timeliner on github.
When developing a GUI application you have to decide on a ui-framework for windowing and drawing. Being a .net developer, typical choices would be WinForms, WPF or GTK# for the windowing part and System.Drawing, Cairo, SharpDX or OpenTK for the drawing.
When hoping for a GUI that at some point will run across platform borders WPF and SharpDX are no options anymore. When even thinking mobile you'll have totally different windowing needs anyway and the typical way would be to do the drawing in OpenTK so at least that part is possibly portable and fast. Still you'd have to maintain separate windowing code for each platform.
In an ideal world you'd not want to think about platform specific issues and especially not maintain all the separate codepaths resulting from whatever compromise you choose.
Luckily mankind came up with that internet-thing and now that we're quite some years into its long-evoked 2.0 phase it feels like they have mostly agreed on quite solid standards and even have implemented them across the current world of devices. So today we are in this privileged position to only face one platform that is: the browser. If it runs in the browser it runs on any device.
But wait, the browser, that was that java(kiddy)script-thing, right? You'd obviously not seriously want to go down there. So isn't there a way to write a GUI that runs in the browser without writing a single line of kiddyscript? Well of course there is and the fact that you're not the first one coming up with that unpopular idea, it should only give you strength to reinvent the same with a focus on your own needs.
Introducing Posh - a flat-ui-framwork that misuses the browser as a windowing/drawing environment for your c#/.net based applications by pushing SVG snippets to it while receiving events from it in return.
Image taken from the internet to attract more people on facebook to click the link of this posting and also to give the text some structure.
Posh exists of two parts:
So essentially in your application all you do is build an SVG-DOM (possibly even by simply loading .svg files) and react to normal .net mouse/keyboard-events that you can attach to SVG-elements. That means when building your application you don't have to think about anything windowing/drawing related except building the DOM describing your UI. Also styling is completely for free via CSS.
We provide a simple demo-app that should also be a good starting point if you want to create your own posh-based app. Clone Posh and then start
to get an idea. If you're interested in a more advanced usecase have a look at Timeliner.
Inspired by this forum post, the SVG nodes got two new companions which make it easy to render a spread of textures from a spread of SVG elements.
If you put an AsDocument (SVG) node right after it, it will create a spread of SVG documents for each SVG element at its input. And since the SVGTexture (EX9.Texture) is also spreadable, you can render a bunch of textures at once.
The update to CEF 3 brings the following features:
But there're also some new limitations we came across in our first tests:
We encourage everyone to test the node and report issues as usual in the alpha forum.
hola senioritas preciosas y seniores pequeños,
here is an update on our progress with documenting everything we know about vvvv. our documentation taskforce robotanton is busy on two ends:
the Audio and IO sections were reworked last year already but the latter got a new section on Files more recently that should answer many questions regarding how to read from and write to files. the page on all things Strings is new and offering convenient entry-points to topics like unicode, xml, json, regular expressions and more. and also The GUI got a complete facelift while Physics only received minor cosmetic treatment.
for more than a decade the \girlpower directory shipping with vvvv was a rough corner. undocumented poser-patches showing off stuff that you could do with vvvv if you only understood how.
starting with beta30.2 we thought it may be a good idea to try and explain a bit more and we shipped a new directory called
\girlpower\The Next Generation
that collects all new carefully documented demo patches. with the beta32 release this directory will be gone and all the good new (and still some of the old) stuff will be available in a new structure closely resembling the wiki Topics.
here is where the new bits are with beta32:
and yes, as always, still more to come..
There are several nodes in vvvv that have a functionality which does not need to know anything about the datatype on which it operates, since the functionality is so meta. In modern programming languages this is commonly known as generic programming.
Some examples are Cons, GetSlice, Select, Queue... They all move around some data but don't really care about which data.
Over the past years some developers programmed generic node definitions and used them in the addonpack, in their own packs or contributions. This is a great thing, but for a new developer its almost impossible to know where they are all hidden.
The latest version of the vvvv-sdk contains a project which gathers all generic node definitions from different places. Every node developer can now reference this project, covert the template files with a convenient patch and get over 20 nodes for his own data type for free:
here is to give you a little heads up on UI related improvements for the upcoming beta32 release. so read carefully now and don't later say that nobody told ya.
most importantly (and as already mentioned before) vvvv is now fully dpiAware meaning that you can enjoy vvvv at any OS zoomlevel which you can specify via
Control Panel\Appearance and Personalization\Display
thanks to everyone who bugged us on this one for quite a while and thanks for your testing and reporting.
as also mentioned previously vvvv can now be basically operated via touch devices. Please see that older posting for gesture details.
so among other nifty options this means that you can now by default select a group of nodes in your patch and delete them without worrying that you'd also delete links which you'd rather keep.
here is the first feature backported from vvvv50 to 45: inlets (ie in vvvv45 an IOBox that has a descriptive name and is only connected to downstream) have their label displayed above the node for better readability. ages ago this has also already been suggested by urbankind.
IOBox (Node) can now display a stream of raw bytes which was an obvious thing still to come and requested by everyone working with raw data.
IOBox (Value Advanced) now features a new behavior for 'Boolean' valuetypes called Press which returns a 1 for as long as the right mouse button is pressed on it. also requested long time ago by sven.
as requested by seltzdesign and reaktant Send and Receive nodes (of all types) now show their channel-names in their nodes by default. that will make it easier to navigate patches with a lot of S/R nodes. if you hate that you can still remove the label easily with a middleclick on the nodes. note that this flag is simply stored as a configuration pin called Display Channel on all S/R nodes. also note that when opening <b32 patches you'll have to manually enable this on S/R nodes there we didn't want to mess with your old patches.
ever saw your tty spammed and wanted to find which node this is coming from? now hit debug mode (ctrl+f9) and see nodes logging to tty rendered in a different color. while this feature kind of has been there for quite a while it is now really supposed to work. also Renderer (TTY) has a new configuration pin called Show Node Address which even displays the full node-path to the node that is spamming.
so you see all simple stuff hopefully improving ease of use..ah and of course now would be a good moment to test all this in the latest alpha builds and report problems in the alpha-forum as latest alphas already pretty much are what you'll get with b32.
"The Humble Quad Bundle" by #vvvv serves 4 computer classics implemented using the stilltocome #visualprogramming language codenamed #vvvv50
(hint: the above are exactly 140 characters)
The bundle comes with a reissue of the hit games Pong (1972), Frogger (1981), Worms (1995) and Asteroids (1979) all realized using the patternpending Quad render-engine. Something for the whole family.
we just had a look at the calender and noticed it's been already over a year since we told you about our next big thing. those who were there at the node13 keynode event already got a glimpse but since then we kept a low profile on that thing again. we're now slowly coming to a point where things start working and we feel we can start sharing some more infos about what is to expect.
we're currently in the process of testing patching convenience and the usability of certain language features and paradigms. all with vvvvs traditional focus on ease of use.
the games above are the result of our first round of applying the new language to some actual problemsolving. specifically we picked one very common problem for a start that is managing the life-time of objects. And the term "object" is key here. where in vvvv45 you need to manually synchronise several spreads representing the properties of your objects, in vvvv50 you can comfortably (on a high-level) think in actual objects that have data and operations that act on that data. so eg. when the spaceship shoots we can create a list of rockets that have a position and speed and and ask them to check if they hit one of the asteroids. and when they do, we can remove them from the list of rockets and tell the asteroid to explode...
here is a screenshot of the asteroids root patch. have a look around and see if you can read it. don't worry, it took us a while ourselves as well.
(click image for a sharper version)
now here is a little vvvv50 faq:
will it run on mac/linux?
probably. it is all written in pure c#/.net which runs cross-platform via mono. we haven't done extensive testing on this yet but are halfway optimistic.
will it run on devices?
probably, see above answer.
when will it be available?
rumours are there will be a node15...
can i alpha-test?
don't call us, we call you. we'll slowly start reaching out to testers when we feel it makes sense.
will it be faster than vvvv45?
will the first version be as amazing as vvv45 is now?
nope. but in a good way.
thats it for the first treat. expect more posts introducing some of the new features in detail in the coming months. but now next up is the release of beta32 scheduled for late april.
Pretty early in its devvvvelopment vvvv introduced an automatic patch conversion system that allowed us devvvvelopers to change nodes' behaviours, namings and defaults under the hood, while converting users' patches in a way that no damage is done to old patches.
The diffff.xml file in vvvvs lib folder has all the info of changes between the different versions.
In many cases we ship legacy nodes with the unchanged behaviour but now change their name to reflect that they are legacy. The diffff.xml then only needs to convert the old patches in a way that the legacy node is taken and not the node with the new behaviour...
Since we now also have pretty huge packs, managed by external devvvvelopers, we now also introduce versioning per pack.
Packs from now on may ship a version.info file and a diffff.xml file.
When vvvv starts up it figures out which packs are loaded and stores the versioning infos of all packs into the patches to be able to convert them later on.
If you are an author of a pack or just want to learn more about pack versioning, please have a look here:
This folder shows you some ideas about conversion and also back conversion.
If you feel like it, you could temporarily move this folder into your packs folder to have a try.
Read the diffff.xml for further info. You might want to use this as your starting point when creating your own diffff.xml.
recently we made a few (partly long requested) changes to vvvv that were finally necessary with the advent of win8.1 which caused some things to break. so here we are:
vvvv is now fully dpiAware meaning you can finally use it at any OS zoom level which you can set via:
Control Panel\Appearance and Personalization\Display
fonts will stay crisp and nodes/pins will sit at their right place.
in order to be able to basically operate vvvv on windows tablets we introduced simple touch support. as you're used to from your favorite OS think: rightclick = double-tap (or windows standard: index-longpress) and middleclick = index-press + middle-tap. so in other words:
that should do for a start..
we've now turned on the /dx9ex switch by default on win>=vista. if for some reason you still need the old version you can now fallback by using /dx9 as a commandline parameter.
also crack.exe is now checking for .net4.5 on win>=vista to make sure plugins possibly written in .net4.5 don't ruin everything. win8 comes with .net4.5 anyway so this will only be an issue for Vista and 7. and since the vvvv core does not yet make any use of .net4.5 features running on winXP (which cannot install .net4.5) is still possible, see also: plugins-targeting-.net-4.5
for even more fixes also check the Change Log.
and so before we make those all into a beta we'd like to ask everyone to take the latest alpha for a spin and report related issues in the alpha forum. the simplest test would be to just open your current project and see if everything behaves as expected. this is your last chance to complain for before beta32.
have a good patch.
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