----- Original Message -----
From: Claude Heiland-Allen claude@goto10.org To: pd-list@iem.at Cc: Sent: Saturday, May 12, 2012 8:16 AM Subject: Re: [PD] variable receive objects?
On 12/05/12 12:20, Jörn Nettingsmeier wrote: [snip]
is there a way to generate a variable receive object similar to a send via message box, whose source is defined at load time?
[snip]
or maybe i'm totally up the wrong alley, and someone can suggest a more idiomatic way to deal with this issue?
I think more idiomatic is identifier flow from outside in (rather than trying to get the insides out).
Use $1 in the player and the controller, instead of their own local $0.
Pass the same value in as the player and controller(s) arguments.
Possibly passing in something based on the local $0 of their common parent patch if they have one, otherwise pick a magic name that is hopefully unique enough.
I find it quite common to add layers of $ when nesting abstractions, perhaps with a pattern similar to:
#1 Quick: Someone other than Claude: how long does it take you to figure out what gets printed?
patch: [nbx]--[s $0-r] [foo $0] [r $0-s]--[print] foo: [r $1-r]--[s $0-$1-r] [bar $0-$1] [r $0-$1-s]--[s $1-s] bar: [r $1-r]--[s $0-$1-r] [baz $0-$1] [r $0-$1-s]--[s $1-s] baz: [r $1-r]------------------[+ 1]------------------[s $1-s]
Note: my [to]/[from] wrappers take a numeric arg to specify parent level.
#2 Quick: Someone other than me: how long does it take you to figure out what gets printed?
patch: [nbx]--[to r] [foo] [from s]--[print] foo: [bar] bar: [baz] baz: [from r 3]-----------------[+ 1]------------------[to s 3]
-Jonathan
Claude
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