vvvv Patching Patterns
Dataflow Basics
- •Left-to-right, top-to-bottom execution order
- •Links carry data between pads (input/output connection points)
- •Spreading — connecting a
Spread<T>to a single-value input auto-iterates the node - •Every frame, the entire connected graph evaluates; disconnected subgraphs are skipped
Both visual patches and C# source projects operate in a live environment — edits take effect immediately while the program runs. Patch changes preserve node state; C# code changes trigger a node restart (Dispose → Constructor). You can adjust parameters, add connections, and restructure patches while seeing results in real-time.
When to Patch vs Write C#
| Patch | Code (C#) |
|---|---|
| Data flow routing, visual connections | Performance-critical algorithms |
| Prototyping and parameter tweaking | Complex state machines |
| UI composition and layout | .NET library interop |
| Simple transformations | Native resource management |
As a rule: patch the data flow, code the algorithms.
Regions
Regions are visual constructs that control execution flow:
| Region | Purpose | C# Equivalent |
|---|---|---|
| ForEach | Iterate over Spread elements | foreach loop |
| If | Conditional execution | if/else |
| Switch | Multi-branch selection | switch |
| Repeat | Loop N times | for loop |
| Accumulator | Running aggregation | Aggregate/Fold |
Process Nodes in Patches
Process nodes are the primary way to add state to patches:
- •They have a Create region (runs once) and an Update region (runs each frame)
- •Internal state persists between frames
- •Can contain sub-patches for complex logic
Channels — Reactive Data Flow
Channels provide two-way data binding:
- •
IChannel<T>— observable value container - •
.Value— read or write the current value - •Channels persist state across sessions
- •Connect channels between nodes for reactive updates without explicit links
Event Handling
- •Bang — a one-frame
truepulse (trigger) - •Toggle — alternates between
trueandfalse - •FrameDelay — delays a value by one frame (breaks circular dependencies)
- •Use
Changednode to detect when a value changes between frames
Patch Organization
Naming Conventions
- •Use PascalCase for patch names and node names
- •Group related operations under a common category
- •Use descriptive names that indicate the operation (verb + noun)
Structure
- •Keep patches focused — one purpose per patch
- •Extract reusable logic into sub-patches
- •Use IOBox nodes for exposing parameters
- •Add Pad nodes to create input/output pins on the patch boundary
Common Anti-Patterns
- •Circular dependencies — use FrameDelay to break cycles
- •Too many nodes in one patch — extract sub-patches
- •Polling instead of reacting — use Channels for reactive updates
- •Ignoring Nil — always handle null/empty Spread inputs gracefully
For common patterns reference, see patterns.md.