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previously on VL: VL: Many Paths Lead to Rome


Ahoi,

so while the features are freezing we're still cooking the bytes on a low temperature to get them all smooth..

UI Performance

Finally we took the time to do a few performance tweaks on the UI. Not perfect but quite an improvement to what you've seen so far. Selecting nodes and moving them around is now definitely at interactive rates. What you'll still see is that your animations are interrupted while handling the patch. While this might be annoying in the first version of the VL integration, we have worked on the foundations for a non-blocking approach. So expect that to improve in the future. Just not now, priorities are to make everything work first.

Clocks and Time

Previously all VL nodes which do time based calculations had to have an input pin for the time per operation. The default value for the Time type was set per frame by the VL runtime.
This is now different: You can make a Clock or a FrameClock input on the Create operation of your patch or type and store the clock in a pad to access the time in the other operations. This prevents you from making time inputs for every operation. The default value of the Clock if nothing is connected is the VL runtime frame clock.
The Clock type is very simple and only has a Time property.
The FrameClock has a additional property TimeDifference which holds the delta time since the last frame. This saves you from calculating the delta time everywhere on your own.

Further

  • there've been some fixes for high-dpi screens
  • in the patch-explorer (topleft) unused properties now draw transparent
  • vl-nodes in vvvv now turn red if there is an error in vl
  • some unnecessary entries have been removed from the TypeChooser
  • the nodebrowser now shows more help strings when hovering nodes
  • the middleclick alternative (alt+leftclick) now also closes patches when pressing it on a tab
  • new optional via settings:
  • MouseWheelZooms: true by default, vertical pan otherwise
  • NavigationShowCategoryDropDown: false by default, show C menu otherwise
  • NavigationShowNodeDropDown: false by default, show N menu otherwise
  • press ctrl+0 to reset zoom/pan in a patch
  • the Documentation Form (ctrl+M) now follows when navigating patches
  • you can now type a pin as Spread<> to get a spread in vvvv (needed to be Sequence<> so far)
  • defaults of pins now propagate upstream correctly
  • a couple of tweaks/cleanups to the VL.CoreLib.vl

Next Steps

If all goes well we'll see the beta35 (including VL as a first class patching language) release soon™ and with it we're entering phase 2 where we'll actively try to convince you to have a look at VL and actually start using it for your projects. At the risk of repeating myself.. this should be done by updating the gray book and providing a couple of introductory video tutorials. And then the world...

If you want to get started with VL right now, here is what you do:

Diving into VL

If you want to let us know that you like anything you just read...we're always up for a comment or even a flattr:
/downloads|vvvv?

joreg, Wednesday, Dec 14th 2016 Digg | Tweet | Delicious 4 comments  

after let-me-present-to-you-file-io, here comes another thou shall not be afraid

known nodes
handling files and folders as usual

the last post demoed reading and writing files... but the shown iobox with the filename inside actually gracefully skipped the part on how to get to your file. so up above you see the set - well known to any vvvv user who - which takes care of handling directories, files, folders, paths,...

guess, no need to say much about those. Watcher and File/FolderDialog are of course non-blocking and Copier and Mover do their work asynchronously in the background.


so what's the Path thing?

VL extends the behaviour of vvvv string ioboxes a bit. in vvvv you could open up a folder or file selection from the iobox directly. you can again do that, of course. however, the system now knows about Paths, which is more than just a simple string. sounds a bit academical, right...

path makes this possible

the nice thing about this Path Type is that everything feels more like file handling in the explorer

  • most nodes now work on both file and directory out of the box: Modified, Exists, Get/SetAttributes...
  • Size gives you either the one of the file or, in case of a folder, of everything that's inside
  • Copy, Move, Rename and Delete do their job on files as well as folders: eg. no need to move every single file inside a folder to a new location anymore (juggling the strings to preserve the subfolder structure...)
  • traversing file/folder hierarchies is now a piece of cake (think asset management!): you have parent/children relation - not a flat spread of strings anymore
woei, Monday, Dec 12th 2016 Digg | Tweet | Delicious 3 comments  

Thanks to MESO our HTMLTexture (EX9.Texture) node got another update to version 3.2840.1513.gf7effc7 (Chromium 54.0.2840.59) of the Chromium Embedded Framework.

The most important change compared to version 3.1750.1738 (Chromium 33.0) shipped with beta34.2 is probably the improved font-rendering quality by making use of DirectWrite.

For a complete list of changes between Chromium 33.0 and 54.0 have a look at the official development blog of Chromium.

Advanced features like WebGL, Flash, PDF rendering etc. should all be working, but compared to Chrome itself playback of H.264 encoded video files will not work because we do not have a license to ship these proprietary codecs. For a more detailed discussion have a look here.
In case you need to support these codecs you'll have to build the exact same CEF version we're using (3.2840.1513.gf7effc7) on your own (with set GYP_DEFINES="proprietary_codecs=1") and replace our shipped CEF files with those of your custom build.

As always the node can be tested using our latest alpha builds.

Elias, Monday, Dec 12th 2016 Digg | Tweet | Delicious 0 comments  

There's been a plugin programming feature request by VVIPP vux to get a custom node pin that could also accept value/color/string/transforms which got resolved a while ago. As there were no further complaints about the way it got implemented in the API we now will commit us to the following changes:

  • All pins are now based upon the rather abstract node pins implementing different data interfaces.
  • You now can create an unspecific node input that just asks for different interfaces dynamically and by that can work with different types of data of the builtin pins.
[Input("X")]
  public INodeIn FX; // unspecific regarding the expected data

later on you then can ask for a handle on the data via:

FX.GetUpstreamInterface(out myData);
  • test for specific data by asking if myData supports IValueData, IStringData, IColorData, IRawData

As a side node: Making all pins compatible might help users at times. All data can now flow over GetSlice (Node) and Switch (Node) nodes.

See "girlpower\VVVV Plugin API\VariantPins" for an example for a Switch that is connected to colors, strings, values and whatnot at the same time.

various data over one connection

original request: https://discourse.vvvv.org/t/plugin-interface-feature-request/12639

gregsn, Sunday, Dec 11th 2016 Digg | Tweet | Delicious 5 comments  

Ever wanted to tweak time? Well now you can!

As a patcher you might want to have a look at the Clock (VVVV) node and look at the help patch to get startet. Have some animation running to see the effect. It already allows you to set the time that all time based animations are based upon. The help patch also shows how to create a clock that just lets you tweak time by a small factor. So there is lots to play with.

Also for plugin developers there is a low latency way how to set the time. Register your timeprovider (aka clock) at the host via:

FHost.SetFrameTimeProvider(..);

You have two options:

  • hand over a delegate that should be called back or
  • implement interface ITimeProvider and hand over self

In any way the host will ask you to decide upon the current frame's time, just right before the frame gets calculated. You're completely free on how you provide the time. You may base your time on the original frame time or implement another notion of time.
See girlpower\VVVV Plugin API\Time for an example how to tweak time with the API.

you now can even freeze animations:

this animation is frozen in time
gregsn, Sunday, Dec 11th 2016 Digg | Tweet | Delicious 2 comments  

previously on VL: vl-progress-report-3


Dave Skylark said
same same, but different

on the way to catch up with what you know and need from vvvv, the first choice for expanding VL core library was to work on file thingies. The following should look extremely familiar and probably quite unexciting for you:

FileReader and FileWriter
the very basics needs

These guys do exactly what you would expect them to do: read from file, respectively write to a file. as a convenience nodes you have string versions, the standard ones give you bytes.


since it's 2016, these nodes do their work asyncronously, hence these output pins, which keep you informed about the working status, giving you the opportunity to draw some nice loading animation.

async loading info
async working status info

it wouldn't quite feel like vvvv if the curious ones could not actually peek inside the node to see what's going on

inside the FileReader
the guts of the FileReader

looks a bit overdone for such a simple thing, right?
the motive for the splitting up into File and the actual IO operation has a couple of (imho) good reasons:

chaining operations
chaining io operations

no need anymore to load the whole file and then decide what to do with the content. you can for example parse the header of a video file, look up some frame offset and directly do a partial read of just the blob you are interested

control over file access

there are a bunch of ways to access files. now you can actually control all of that. one reason might be security, since you can decide, whether anyone else can read or write or even delete the file at the same time. you can set it to forcibly create a new file, so you don't accidentally overwrite something existing.
another reason is performance, you are welcome to dive into the deeps of the web to find out which combination of modes causes which thread to do the work. we tried to set the defaults for best performance for parallel reading.

stream stream stream
Stream Operations
the ops: left blocking, right async; also available for strings

the File node actually returns the FileStream. so all these operations can instantly be used with anything else, that is a stream (which is a lot of things in the .net world)


while the async details here are still hidden away in the c# code of the nodes, the process has paved the way towards general patching of threading/async computation. stay tuned...
woei, Thursday, Dec 1st 2016 Digg | Tweet | Delicious 1 comments  

Let me introduce you to the new About patch: Spiced up with some usefulness here is what Alt+A can now do for you:

About vvvv

  • which version of vvvv is running: x64 or x86, from which path (clickable to open explorer)
  • is the correct (x64/x86) addonpack installed (there'll be a warning-sign if not)
  • what other packs are installed
  • what commandline parameters has vvvv been started with
  • what search-paths are active

About the system

  • what's the IP-address of the PC
  • what's the CPU of the PC
  • what graphic-cards are present and how much RAM do they have
  • what MIDI and COM ports are available

And finally we have this cozy place to feature a listing of all additional contributors. The list is gathered from the "Author" tag in any addon (plugin, effect, module) you have installed and weighted by the number of their occurrences. So if you feel your name is missing or not high enough on the list you know what to do..

Patch On!

joreg, Wednesday, Nov 30th 2016 Digg | Tweet | Delicious 3 comments  

previously on VL: VL Progress Report /2

here we go,

FEATURE FREEZE!

just like that. with the previously mentioned unification of Record, Class and Process into one more easy to understand Patch we have now added the last big feature to alpha-builds that we were working towards. so finally the question "how to create a new patch in vl" can (again) be answered by: CTRL+P to create a patch and open it or CTRL+SHIFT+P to create a node of a new patch at the cursor. easy.

also the explorer (the listings in the topleft of the patch) are now hidden by default because our theory is that it will ony be useful for more advanced usecases and shall not distract the casual user. you can open the explorer by clicking the little quad in the corner and from there change from Patch to Record or Class to make the patch available as a datatype. so much just as a quick info. more explanations to come in tutorials and documentation updates.

Easy switching between Patch, Record and Class

here is a rough log of other recent changes that you can now test in latest alphas:

  • to create a patch for grouping some utility operations together now create a Group
  • Cons: the Cons node now finally has a dynamic pin count. use CTRL +/- on the selected node to increase/decrease the number of inputs
  • Concat: similar to Cons, but for concatenating multiple spreads to one spread
Ctrl + and Ctrl -
  • adding/removing pins now also works on multiple selected nodes
  • Evenly distribute a selection of nodes using two different approaches
Ctrl+Shift+L
Ctrl+Alt+L
  • IOBoxes created via middleclick and pins created via doubleclick now can instantly have their label edited
  • there is now a simple IOBox for colors
Color IOBox via middleclick with instant label editing
  • the inspektor of an input or IOBox now updates when changing a type annotation
  • changes in inspektor are now part of undo history
  • rightclick on link: if already selected then delete else open context menu
  • usability of the NodeBrowser is improved
  • preliminary support for tags in nodebrowser: they are not visible but they already influence the search results. e.g. type / to find both / and DIV (the integer division)
  • links now only show tooltips if there is an error or warning. force tooltip by pressing CTRL when hovering link
  • clicking a .vl file anywhere in the menu now opens its document patch
  • finish a link on an input pin with middleclick to start another link from the same output
  • improved pin picking sensitivity
  • changing pin-order in signature now applies to pins on respective nodes
  • splicer and accumulator bars are now reversed in loops
  • accumulators in loops are now rendered as diamonds
  • patches with the same name and category in a document will now be recognized as duplicates and report an error. same for pins in operations.
  • middleclick alternative (ALT + LeftClick) now works on patch labels to open the patch

Documentation

  • the following pages where updated in the gray book
  • regarding the gray book please also notice three new features gitbook implemented:
    • in the top-left corner of the book there is now a search-field that seems to work pretty good
    • there is a discussion board for the book
    • you can comment on any paragraph in the book using the little + button that appears on the right when hovering a line. lets see how that goes..

Next Steps

Bughunt and preparing for the beta35 release in parallel to continued library development for VL. Means, now is a good time to report bugs!

If you want to get started with VL right now, here is what you do:

Diving into VL

If you want to let us know that you like anything you just read...we're always up for a comment or even a flattr:
/downloads|vvvv?

joreg, Thursday, Nov 17th 2016 Digg | Tweet | Delicious 10 comments  

previously on VL: VL Progress Report /1

and indeed,

just as planned, we're now making quicker progress as we have the previously mentioned big stones out of the way. Always still some to come, but things start to feel more and more solid and intuitive. We're also happy about the now frequent VL related bug-reports and questions in the forum. Keep them coming, very helpful!

Here is a rough log of recent changes that you can now test in latest alphas. Ordered by nerdness, simple ones first:

  • IOBoxes can now be reset to their default using ALT+Rightclick
  • more sensitive picking area for pins
  • problems with the mouse sometimes hitting an element that is visually below the one you targeted are now fixed
  • when creating any new element (property, operation, patch,..) the elements name is now in editmode, allowing you to choose a proper name without an extra
  • moving pins in the signature no longer throws random exceptions (don't forget to uncheck the default-on autosort checkbox before you do so)
  • the coloring of member operations was broken in recent alphas and is back working
  • IOBoxes no longer show "null" while being moved
  • annotating pins/pads with a type that had no registered editor used to crash
  • improved mergability of patches (when using versioncontrol like git) by introducing guids as identifiers for elements in the patch
  • adaptive nodes now show the type they use in the context in their tooltip and if they have a patch you can now jump to that specific implementation directly via contextmenu->open
  • you can now return a Spread<Spread<>> (and even more) to vvvv and get according multiple BinSize bins (omg!)
  • delegates now survive a hot-swap

Next Steps

With strong support by owner of the golden quad woei we're working on library basics, like File and Network IO. The goal is to have them as simple to use for standard use-cases as in vvvv, yet more flexible for more complex scenarios. In the process we're still learning about library design and taking notes for a guide to help future devlopers to make good nodes quickly.

Progress is being made on the EditingFramework which will next see an update with a proper gizmo handling..

Work has begun on the previously mentioned unification of Record, Class and Process into one more easy to understand Patch and it is looking good already.. Otherwise bugs and fixes as per usual..

If you want to get started right now, here is what you do:

Diving into VL

If you want to let us know that you like anything you just read...we're always up for a comment or even a flattr:
/downloads|vvvv?

joreg, Thursday, Nov 3rd 2016 Digg | Tweet | Delicious 0 comments  

previously on VL: VL Midsummer Night's Dream

helo evvvveryone,

here is to inform you of recent updates in VL land. We're still in feature-mode as we have a few things that we need in the first release even though they are quite advanced and a typical VL user will hardly come across them. Still, we figure, a few of you will be interested in:

The Process Explorer

The avid reader of this blog and tester already knows that a stateful patch (aka data type) in VL can be used in two different ways:

  • as a single node: we call that Process Node for now
  • as a series of nodes represending the types individual member operations

The process explorer is supporting the first of those cases in that it allows you to define the order in which operations will be called for a Process node. The simplest example of where this is interesting is when you patch a node like the FlipFlop which has a Set and a Reset operation. For the case where in one frame both of them are called it is important to specify which of them takes precedence. This is what you can now do in the process explorer by simply specifying the order of the individual operations. In addition it allows you to specify for some operations to not take part in the process at all by unchecking their indicator and to show (or not) a State output pin on the node...


Prioritizing the operations of a FlipFlop

Again: this is a rather advanced topic which the casual vl user will hardly ever come across. Still having this feature improves the pro-users lives and specifically the vl core library of nodes makes of course heavy use of that feature.

More changes since last report

  • a series of fixes are in place for connection handling
  • pin order of operations is now x-based by default but can be changed manually via the signature
  • context menu is now only on rightclick (was on marquee selection)
  • the IOBox Inspektor is drawing a bit nicer
  • middleclick "jump to" now focuses the targeted operation after the patch was opened
  • you can now use the mouse thumbs-buttons navigate back and forth
  • there's a new girlpower: girlpower\Curves\SplineTree

All this and more availble now in latest alphas.

Next Steps

Same as in the previous blog-post apply + we're hoping to reach a feature-freeze soon. We basically have one bigger rework to go that is supposed to make everyones lifes easier. In short: right now in VL when you create a new patch you need to decide beforehand between making an Operation, a Class or a Record. Those are all new concepts that are not so simple to explain to someone without any programming background. That is why we're now working on a workflow where this is not the first thing someone has to understand...nuff words, you'll see when it is done..

If you want to get started right now, here is what you do:

Diving into VL

If you want to let us know that you like anything you just read...we're always up for a comment or even a flattr:
/downloads|vvvv?

joreg, Tuesday, Oct 18th 2016 Digg | Tweet | Delicious 3 comments  

anonymous user login

Shoutbox

~4h ago

ggml: someone has a recommendation for full body photogrammetry service in berlin ? thx

~17h ago

eps: @joreg thank u sir

~17h ago

joreg: @eps available now on the downloads page!

~22h ago

eps: @joreg no offline installer anymore?

~22h ago

joreg: Out now: vvvv beta 39: vvvv50beta39

~2d ago

tonfilm: @strblau they are in the dx11 pack: directx11-nodes

~2d ago

strblau: @schlonzo I DID IT! Thank you so much

~2d ago

schlonzo: @strblau install addonpack

~2d ago

strblau: anyone knows how to find kinect2 (dx11,flateric) node?