| name | vvvv-patching |
| description | Explains vvvv gamma visual programming patterns — dataflow, node connections, regions (ForEach/If/Switch/Repeat/Accumulator), channels for reactive data flow, event handling (Bang/Toggle/FrameDelay/Changed), patch organization, and common anti-patterns (circular dependencies, polling vs reacting, ignoring Nil). Use when the user asks about patching best practices, dataflow patterns, event handling, or how to structure visual programs. |
| license | CC-BY-SA-4.0 |
| compatibility | Designed for coding AI agents assisting with vvvv gamma development |
| metadata | {"author":"Tebjan Halm","version":"1.0"} |
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
true pulse (trigger)
- Toggle — alternates between
true and false
- FrameDelay — delays a value by one frame (breaks circular dependencies)
- Use
Changed node 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.