as an ex-long-term max/msp user i can report some experiences from
over there.

– send and recieve objects. both objects take an argument, meaning the
channel on which they communicate.
°send radiusA° will talk to °recieve radiusA° (one-way).
send has only one inlet, recieve only one outlet.
double-clicking on one of them will direct you (highlight,
pulldown, ...) to those components on the same frequency.
one advantage of send/recieve object IMO is that you can copy and
pastepastepaste... to whereever you might need the value.
with hiding connections you still have to connect them manually (if
you don't shortcut this by named components as baldino suggested)

– value objects. also takes an argument and has inlet and outlet.
no matter i which instance you update the value all others will share
it.

"nested blocks" or referenced definition clusters work just fine with
these 2 concepts. moreover it is quite essential to have recieve
objects/variables inside clusters to address their functionality
without making every connection. of course, the user has to take care
not to confuse channels/names and figure out more unique names.





On Jan 21, 10:45 am, David Rutten <[email protected]> wrote:
> This is very possible, but there are some problems with recursive
> solutions. If you start to 'jump' into different parameters without
> following wire connections, it becomes a lot easier to create a
> recursive solution. But I can handle these cases just as I do now. The
> other problem with global parameters is that parameters can contain
> multiple data items. If you have a global parameter with 10 points
> inside, how do you want it to behave inside the expressions? Would you
> expect to be able to access the individual elements?
>
> Apart from tagging certain variables as Global, I could also provide a
> list of constants as a different UI. These are a lot safer to use, but
> they would be manually typed in constants, rather than variable data.
>
> --
> David Rutten
> [email protected]
> Robert McNeel & Associates
>
> On Jan 21, 10:02 am, frankS <[email protected]> wrote:
>
> > i like the idea a lot.
> > you are probably requesting quite a functionality in terms of using
> > the global variables inside expressions, i think.
> > maybe we could start i bit more simple and limited.
>
> > on the wish list page there is also the prososal for having send/
> > recieve object. the concept is meant to be one-way "broadcasting".
> > to have a global variable, as far as i get it, would be having a "GV-
> > component" which you can use anywhere in your definition and can
> > "broadcast" from any instance and the value will be shared to all the
> > other instances.
>
> > either way, this would be a great help for large definition and help
> > reducing the number of connections.
> > if the global value could be used inside expression, even better. then
> > you could use them for calculation without connecting grips.
>
> > david, you don't have a bunch of interns who can help you with all the
> > stuff we keep requesting, do you ;-) ?
>
> > looking forward,
> > GH is great fun, i wish i could spend more time on this...
> > frank
>
> > On Jan 20, 3:49 pm, "Rhino3D.TV" <[email protected]> wrote:
>
> > > Hi David
>
> > > Would it be possible to to have an option for the Parameters to be
> > > Global Variables!
>
> > > Sample:
>
> > > 1) Drag Num (Number) to the canvas.
>
> > > 2) Rename it to X1, so X1 is the new global variable.
>
> > > 3) Be able to set X1 as a Global Variable.
>
> > > 4) Be able to use it later on, on any expression I write inside any
> > > parameter or component.
>
> > > 5) Drag a new Num parameter, name it Dist1 and assign a value to it.
> > > Make it Global too.
>
> > > 6) Drag a Point component, and the X value of this new point could be
> > > X1 + Dist1. It would take the value from the Global Variable X1 and
> > > Dist1 and assign it to the X value of the new point. But, I do not
> > > have to connect the grips [This is the whole point of this]. The new
> > > point is far away to the right of the first Num X1. Therefore, it
> > > makes it very hard to connect the grips.
>
> > > Hope this makes sense!
>
> > > Andres Gonzalezwww.rhino3d.comwww.rhino3d.tv

Reply via email to