@3) there is no special mechanism for what you call caching. you just store data in private variables in your code. or what do you expect?
@4) if you clone from a template you don’t have to do anything for a plugin to show up in the nodebrowser. but in general for addons to show up they have to be in one of the searchpaths. read nodes and paths.
there seems to be a general missunderstanding. vvvv is framebased and as such all computation is always done in one frame. a bang is a value of 1 for one frame. a frame lasts until all computation of all nodes is finished. so if one node takes a very long time it influences the whole framerate. see? so:
@5) “If the calculations in evaluate lasts longer than the “bang”, what happends?” if you understood the paragraph above that doesn’t make sense anymore, right?
@6) you shouldn’t think about it that way. think only in frames. a bang is a 1 for one frame, followed by a 0 in the next.77
@7) again this question doen’t make sense anymore, right?
@8) have you checked the ConnectAll? it demonstrates how you internally use a normal list and then in the end assign the list to the output.
@9) that is only a template for texture output that just doesn’t do any calculation yet. if it did, it would do it in Evaluate() as well.
joreg, thanks. I know, these questions were just “simple” (not to say stupid). I’m coding a plugin, and whereas the algorithm in a php-test-setup works like a charm, it does weird things in c#/vvvv. I had to figure out, where to search/isolate the problem. (Maybe there will be another beginner, finding his answers in this thread :)
ah, thanx for this example.
regards from germany - chmee