AutoEvaluate

Hi all!

I’ve always been confused by AutoEvaluate

is AutoEvaluate on if the plugin only evaluates when an output is requested?
or is it the other way around?

More importantly, what’s the easiest way to make a plugin always evaluate if there are no outputs in PluginInterfaces2? (default behaviour being only evaluate when output requested)

Thanks
Elliot

Aha
I think i’m getting closer:

public class test : IPlugin
	{

		public bool AutoEvaluate
		{
			get { throw new NotImplementedException(); }
		}

		public void Configurate(IPluginConfig input)
		{
			throw new NotImplementedException();
		}

		public void Evaluate(int SpreadMax)
		{
			throw new NotImplementedException();
		}

		public void SetPluginHost(IPluginHost Host)
		{
			throw new NotImplementedException();
		}
	}




public class test : IPluginEvaluate
	{
		public void Evaluate(int SpreadMax)
		{
			throw new NotImplementedException();
		}
	}

that’s V1 vs V2?

and here’s a simple example of it all working:

#region PluginInfo
	[PluginInfo(Name = "Beep", Category = "System", Help = "Basic template with one value in/out", Tags = "")](PluginInfo(Name = "Beep", Category = "System", Help = "Basic template with one value in/out", Tags = ""))
	#endregion PluginInfo
	public class SystemBeepNode : IPlugin
	{
		#region fields & pins
		[Input("Input", IsBang=true, IsSingle=true)](Input("Input", IsBang=true, IsSingle=true))
		ISpread<bool> FInput;

		[Import()](Import())
		ILogger FLogger;
		#endregion fields & pins

		//called when data for any output pin is requested
		public void Evaluate(int SpreadMax)
		{
			if (FInput[0](0))
				System.Media.SystemSounds.Beep.Play();
		}
		
		public bool AutoEvaluate
        {
            get { return true; }
        }
 
        public void Configurate(IPluginConfig input)
        {
           
        }
		public void SetPluginHost(IPluginHost Host)
        {
           
        }

 
	}
}

IPlugin is the old interface used in V1, while IPluginEvaluate is the new interface used in V2 which requires you less methods to implement.

AutoEvaluate == true -> Evaluate is called every frame.
AutoEvaluate == false -> Evaluate is only called if a downstream node requests data.

In V1 auto evaluation] is set explicitly via the interface IPlugin.
In V2 auto evaluation] is set via the PluginInfo attribute. By default auto evaluation is disabled.

So your example can be written like this (shorter as you see):

[PluginInfo(Name = "Beep", Category = "System", AutoEvaluate = true)](PluginInfo(Name = "Beep", Category = "System", AutoEvaluate = true))
public class SystemBeepNode : IPluginEvaluate
{
    [Input("Input", IsBang=true, IsSingle=true)](Input("Input", IsBang=true, IsSingle=true))
	//called every frame because AutoEvaluate == true (see above)
	public void Evaluate(int SpreadMax)
	{
		if (FInput[0](0))
			System.Media.SystemSounds.Beep.Play();
	}
}

perfect, much better. thanks!
looking forwards to when AutoComplete on SharpDevelop can enumerate those things properly.

p.s. what is it actually called that syntax?

do you mean Attributes?

(array) indexing

Thanks a lot, Elliot. This post solved my problem.