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As you know, the devvvvs never sleep and constantly come up with implementations of random stuff, which you have to catch up with.
We have been accepted as one of the first who get a free development version of the Leap Motion device. The device is not yet available, but if your lucky and also got one, you can use it with vvvv right away.
Leap will ship another 10k dev devices in the next week, you might be lucky. apply here:http://developer.leapmotion.com
Otherwise this is just a public announcement that the Leap SDK found its way into our code base.
finally,
after quite some months in development and testing we are happy to announce the availability (in alpha builds) of Player (EX9.Texture). It was developed in collaboration with and initiated and sponsored by eno | nsynk.
The idea was to have a professional/highperformance alternative of playing back videos based on stacks of images instead of video files. The node is quite versatile/spreadable and does the heavy datahandling a background thread. Check its helppatch for instructions.
oui..
vvvv has finally arrived in the age of 64bit computing. to you this means you can finally use all of your PCs memory. to us it means we have to maintain two builds now. but nevermind. service is our success.
so basically "out of memory" messages should be out of our memories (cheese us!) soon and content/texture heavy vvvv-applications ahoi. in theory due to the compilers use of SSE2 instructions things should be generally faster as well..but we already noticed this doesn't seem the case just yet. generally.
now available from: alpha builds
and of course every beauty has its beast. so here is a list of a couple of things that are not yet (probably never will be) working in the 64bit builds:
most of the addons already work with the 64bit build. below is a listing of those which still need some treatment. chances are good that we'll get most of them to run..given some time.
when you want to debug 64bit stuff use:
scripts/fetch-binaries --platform=x64
in the bash to get the according executables and in the Addonpack.sln set the Configuration to x64.
here is to introduce a new primitive (node-)datatype. so next to value, string, ... transform there is now: raw
nothing to get too excited about as long as you're not dealing with device-communication and raw-byte handling.
if that is what you do though, this is your lucky day. instead of misusing strings as bytearrays (which you had to do in vvvv until now - and you can still do) there is now a native raw (byte) datatype. so think no more Ord (String) and SpellValue (String) but instead:
make sure to check the helppatches of those to get all their details.
further the following nodes now have raw inputs:
still the old versions of those nodes with string inputs are available as modules and versioned "string".
so this is to distinguish more clearly between string and byte-handling and should also have a positive influence on performance in situations where string/byte conversions can now be omitted.
please give it a run and let us know what you think.
as always get the latest from here: alpha builds
helos,
this is to announce that vvvv alpha-builds now include the afformentioned unicode changes.
summarized to you this means:
but:
enjoy.
and if you find a specific unicode-related bugger -> alpha forum.
@devvvvelopers: this would be a good time to pull upstream
oui this maybe a small step for yousers but it is definitely a big step for vvvvs codebase. advancing it by about 10 years letting it finally arrive in ~2007 (yep, still some more to catch up..). so what happened? vvvv is now fully unicorn..ah unicode. from highest to lowest bit.
for most of you this will not change anything except that you don't have to deal with UTF8 vs. ANSI in IOBoxes or on specific nodes (e.g. Text (EX9)) anymore. as from now on there is only unicorn..code. that is: inside of vvvv.
when getting strings into vvvv you may have to specify an encoding. for those special cases the Reader/Writer nodes got a (visible in inspektor only) Encoding. its default should work in 99% of all cases for you. for the Reader (File) the default setting of Auto will work if the file is encoded in the current system codepage or UTF8, else you'll have to chose the specific codepage manually. for the Writer (File) the Auto setting means it will write files as UTF8.
doing those changes under the hood caused quite a stir in the codebase and while our tests show all green we're still a bit cautious with merging those changes in our main alpha-branch. therefore we're asking you to give this a ride with your patches using the latest unicorn-build from:
unicorn-builds
don't forget the suitable addonpack and run your patches with it. what would be interesting to hear tested, are:
nota bene:
now please give us a quick feedback in the comments if that fukcs everything up for you or you'd say it basically works. if you find a specific bugger -> alpha forum.
thanks to MESO for sponsoring and CEF and Chromium for doing the hard work, it's finally possible to render web content (HTML, Flash, WebGL, etc.) directly into a texture using one of the two new nodes:
HTMLTexture (EX9.Texture String)
|
HTMLTexture (EX9.Texture URL)
|
as there's no window involved at all in the rendering process this is also known as offscreen rendering. and, probably the best feature, the generated texture contains an alpha channel. so for example setting no background color on the <body> element of your HTML content will result in a completely transparent texture.
the new possibilities are of course endless:
the nodes are fully spreadable, so for example feed it with a spread of urls you last visited, add some scale/translate magic and voila, you patched the welcome screen like we know it from firefox or chrome.
with the key and mouse inputs you can redirect user input wherever it needs to go, so you could display several websites at once, but redirect user input to only one of them.
for more advanced usage scenarios use the JavaScript input pin in combination with the Execute pin. they allow you to run custom JavaScript code on the displayed web site.
if you want to test these new nodes download the latest alpha build of vvvv including the addonpack.
Flash demo | WebGL demo |
We added nodes that ease the creation and analyzation of xml documents.
Documents are represented by Elements and Attributes - not strings, which helps performance...
You now can easily get some parts of your document and route those as a spread of Elements to other parts of your patch, where they get further analyzed.
You always can convert an element to a simple string via AsString (Object) - or back to an element via AsElement (XML). But typically you only want to do that once: when reading from disk or writing to disk. For the rest working with Elements and Attributes is much more comfortable.
There are nodes with which you can easily join & split XML-Elements (aka Tags) and Attributes: Element (XML Join), Element (XML Split), Attribute (XML Join), Attribute (XML Split).
Note that by concatinating several Element (XML Split) nodes - which also outputs an elements' child elements - will give you the possibility to dig into the xml structure. E.g. you could retrieve all child elements of an element, check its properties and dependant of some test select some of the childs via Select (Node). You therefore could patch a query into your xml structure...
However this can get complicated and so we added some more nodes:
With GetElements & GetAttributes we added different ways of searching for child tags and attributes.
When searching by name you get those that have a certain tag or attribute name and are direct child elements or attributes of the specified element.
do that with GetElements (XML ByName) & GetAttributes (XML ByName)
When searching by XPath you can express a more complex query that allows you dig deeper...
do it with GetElements (XML ByXPath) & GetAttributes (XML ByXPath)
While those nodes are flexible and spreadable in means of what you are searching for, they might be a bit unhandy when you already know that at a certain point in your patch only a certain tag with certain attributes are of interest.
For those cases we added Prune (XML) which lets you set those tag and attribute names statically in configuration pins with the bonus that you get friendly pin names and dont need to further process your attribute data.
For being really sure that your patch system can work with a certain xml-File or string you can check validity with IsValid (XML RelaxNG). link: RelaxNG
Both XML Syntax (.rng-Files) & Compact Syntax (.rnc-Files) are supported.
Thanks to our MESO for putting those node on our agenda and for sponsoring.
For analysing small textures there is a new node that let's you do that in a patch:
Texture (EX9.Texture Split) gives you all RGBA-Values for each texel of the texture.
Even for small textures this results in quite big spreads. So typically this is useful when you can identify the interesting texels with just a few nodes. E.g. you could check if the alpha value is > (Value) 0. You then can Select (Value) those texels and operate on just those few texels.
the beta28 release will contain two new spread operations available for all major data types: zip and unzip. their operation is best explained by two screenshots of their help patches:
anonymous user login
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