7.2. Common patterns - How do I…

If you’re trying to figure out how to accomplish something in Vuo, one good starting point is the Node Library search bar. For example, if you want to make a random list of things, search the Node Library for random to find relevant nodes like Make Random List and Shuffle List. Another good starting point is the example compositions for each node set, found under File > Open Example.

Some problems you might want to solve with Vuo aren’t specific to one node or node set. Certain patterns come up again and again, whether you’re making compositions to display graphics, play audio, or anything else. This section covers these general patterns. Reviewing these patterns can help you create compositions more quickly and easily.

7.2.1. Do something in response to user input

Since Vuo is event-driven, this is easy. Most nodes that get user input have a trigger port that fires an event each time new input comes in. To make something happen in response to that event, just connect a cable from the trigger port to the nodes that make it happen.

Here’s an example that makes a circle follow the mouse cursor as the user moves the mouse around.

7.2.2. Do something after something else is done

This is often quite easy, too, because of Vuo’s rules for event flow. If you want one node to execute before another, you can just draw a cable from the first node to the second node. In the composition below, for each event from Fire Periodically, the two Count nodes always finish executing before the Add node begins executing.

Sometimes you might need to enforce a do something after something else is done rule that’s more complicated than putting nodes in a sequence, as above. For example, you might want a composition to do something only after the user has typed a certain word. The next section explains how to check for conditions like that and do something when they’re fulfilled.

7.2.3. Do something if one or more conditions are met

Vuo has a data type that represents whether a condition is met: the Boolean data type. If a node has a Boolean port, that port’s value can be one of two things: true or false. True means yes, the condition is met. False means no, the condition is not met.

When checking if conditions are met, you’ll often be working with nodes that have a Boolean output port. Many such nodes have a title that starts with Is or Are, like Is Greater than and Are Equal.

Here’s an example that writes a message on the console window when the user types the word please.

Below is an example (File > Open Example > vuo.logic > Is Mouse Within Intersecting Rectangles) that checks two conditions: is the mouse cursor within the blue rectangle? is it within the red rectangle? The Are Any True node says yes (true) if the mouse is within at least one of the rectangles. The Are All True node says yes if the mouse is within both rectangles. The Is One True node says yes if the mouse is within one rectangle and not the other.

Here’s one more example. It demonstrates how conditions can be used to coordinate between nodes downstream of different triggers. The composition displays the message Camera detected once it starts receiving input from the user’s video camera, that is, once the Receive Live Video node’s trigger port starts firing events. The events from that trigger port change the Switch node’s output to true, indicating to the rest of the composition that Camera detected should be displayed.

7.2.4. Do something if an event is blocked

Nodes that have an event door on an input port can let some events through and block others. If you want to do something different depending on whether the event was let through or blocked, you can use an Are All Hit node.

Below is an example that checks if a barcode was found in an image. Since the Find Barcode in Image node blocks events when no barcode is found, the Are All Hit node is used to check whether the event was blocked. Are All Hit outputs false if Find Barcode in Image blocks the event and true otherwise.

7.2.5. Do something if data has changed

Several nodes check if data has changed in a certain way and only let an event through if it has: Changed, Increased, Decreased, Became True, and Became False. In the composition below, the Became True node outputs an event each time the output of Is Within Rectangle changes from false to true, emitting a sound effect each time the mouse cursor enters the square.

Like Became False and the other nodes just described, the Allow Changes node only lets an event through if the data has changed. But Allow Changes is different because it passes the data through along with the event. This can be useful when your composition does something time-consuming or processor-intensive with the data, and only needs to do that work when the data changes. For example, this composition periodically picks a large image file to load, but avoids reloading the same image file if it’s picked twice in a row.

7.2.6. Do something after an amount of time has elapsed

Sometimes, you may want a composition to do something immediately in response to an event. Other times, you may want it to wait until a certain amount of time has passed to do something — for example, launch an animation, start a video, or display a message.

This composition (File > Open Example > vuo.time > Animate On Schedule) launches a series of animations. At 0.2, 0.4, 0.6, 0.8, and 1 second after the composition starts, it sets in motion the next in a series of circles. The bouncing movements of the circles are staggered because each Elapsed Time port of the Schedule node outputs a time that’s 0.2 seconds after the previous Elapsed Time port’s value.

Instead of scheduling things relative to the start of the composition, the composition below (File > Open Example > vuo.time > Flash On Mouse Press) schedules things relative to the most recent mouse press. When the mouse is pressed, the rectangle’s color changes to blue, then gray, then blue, then gray. Why does the Schedule node in this composition schedule things relative to the most recent mouse press, instead of relative to when the composition started, as in the previous example? Because the Schedule node’s Time input port gets its data from the Measure Time node, which outputs the time elapsed since the mouse press.

7.2.7. Do something repeatedly over time

If you want a composition to do something every N seconds, there are several nodes that fire events at a steady rate. The Requested Frame trigger port on nodes such as Render Scene to Window and Render Layers to Window fires every time the computer display refreshes, which is usually about 60 times per second. For a faster or slower rate, you can use the Fire Periodically node.

The composition below uses a Fire Periodically node to change the width and number of tiled copies of an image every 3 seconds. This composition actually has two kinds of repetition over time. One is the change in tile width that occurs every 3 seconds because of the Fire Periodically node. The other is that the tile width repeats itself every 12 seconds. It goes from 2, to 1, to 0.5, to 0.25, and then back to 2. This wrapping-around of the tile width is done by the Count within Range node.

Count within Range is one of many ways to cycle through a series of numbers. Another is the Curve node when its Loop port is set to Loop or Mirror. And another is the Wave node. The composition below (File > Open Example > vuo.motion > Wave Circle) uses the Wave node to make a circle move back and forth.

If you want to cycle through a series of things other than numbers, you can use Cycle through List. Here’s an example (File > Open Example > vuo.list > Cycle Seasons) that uses Cycle through List nodes to cycle through colors and texts, displaying the next one each time the mouse is pressed.

7.2.8. Do something to each item in a list

Where you would use an Iterator patch in Quartz Composer, you might use a Process List or Build List node in Vuo.

Process List and Build List are Vuo's general-purpose nodes for iteration. They're similar to text programming constructs such as loop control structures and foreach and apply functions.

The previous section showed how to do something with each list item in turn, using a Cycle through List node. For each event the Cycle through List node receives, it outputs one list item. If instead you want an event to do something to all list items, you can use the Process List node.

Here’s an example (File > Open Example > vuo.list > Display Grid Of Images) that turns a list of images into a list of layers using Process List. When Process List gets an event and list of images into its Fire port, it rapidly fires a series of events through its Process Item port, one event for each image in the list. The image and event go through the Make Scaled Layer node, and the created layer and event go into the Process List node’s Processed Item port. Once that port has received as many events as Process Item fired, the Processed List port fires an event with the accumulated list of created layers.

7.2.9. Create a list of things

If you don’t have a list to start with, one way to create one is with the Build List node. Build List looks a lot like Process List. The difference is that the Build List node’s Fire port inputs an integer (the number of list items to create) instead of a list, and the Build Item port rapidly fires a series of integers (from 1 to the number of list items) instead of input list items. Here’s an example (File > Open Example > vuo.list > Display Rainbow Ovals) that uses the Build List node to display a grid of 100 different-colored ovals.

Build List and Process List are general-purpose tools. Vuo also provides some simpler, more specialized ways to create certain types of lists. These include Make Random List to make a list of random numbers or points, Copy Layer and Copy Scene to duplicate a 2D or 3D object, and Enqueue, which is explained in the next section.

7.2.10. Maintain a list of things

Sometimes you may want not only to create a list, but also to hold onto it and make changes to it over time. One way to do that is with a feedback loop, as in the example composition below (File > Open Example > vuo.list > Replace Colors In Gradient). It maintains a list of colors, randomly changing one of them every 1 second.

Another way you might want to maintain a list is to accumulate a queue of items over time, using the Enqueue node. A queue in this node is like a queue of people waiting in line. It’s first-in-first-out, meaning that new items get added to the end of the line, and the item that’s been waiting in line the longest is the next one that can leave the queue. Here’s an example that uses Enqueue to remember the positions of the 5 most recent mouse presses.

7.2.11. Gradually change from one number/point to another

Earlier, under Do something repeatedly over time, the Curve and Wave nodes were mentioned as ways to cycle through a series of numbers or points. You can also think of these nodes as ways to gradually change from one number or point to another. Here’s an example that uses a Curve node to gradually move a circle from one point to another. Since the Curve port is set to Quadratic and the Easing port is set to In + Out, the circle starts moving slowly, picks up speed, and then slows down as it reaches its destination.

Another way to gradually change from one number or point to another is with the Smooth nodes — Smooth with Duration, Smooth with Inertia, Smooth with Rate, and Smooth with Spring. Here’s an example (File > Open Example > vuo.motion > Spring Back) that makes a square spring back to the center of the window when the user drags and releases it.

7.2.12. Set up a port’s data when the composition starts

When a composition starts running, its data-and-event input ports start out with some initial data — either the port’s constant value, if you’ve used the input editor to set one for the port, or the port’s default value. An input port with an incoming data-and-event cable stays at its default value until the first data-and-event comes in through the cable. Sometimes you may want to send certain data with that first event so that the port will start off with the right value.

A simple way to do that is with a Fire on Start node. In the Smooth with Spring example in the previous section, the Fire on Start node fires an event that sets up the data for two input ports. One is the Align Layer to Window node’s Layer input port, which gets the layer created by Make Text Layer. The other is the Smooth with Spring node’s Set Position input port, which gets initialized to (0,0). The Select Latest node helps out here by sending (0,0) to the Set Position port for the Fire on Start event and, after that, the current mouse position each time the Receive Mouse Drags on Layer fires an event.

Using Fire on Start to set up data is pretty simple, but it has one weakness: the Fire on Start node’s trigger isn’t coordinated with other triggers in the composition. If you’re trying to use Fire on Start together with the Requested Frame port of Render Layers to Window or Render Scene to Window, you might see a momentary flicker or adjustment in graphics as the composition starts. That’s because the Fire on Start event and the first Requested Frame event are setting up different parts of the graphics at slightly different times. So how can you avoid the flicker? Instead of Fire on Start, which fires its own event, use Allow First Event, which can borrow the event fired from Requested Frame. Here’s an example.

7.2.13. Send the same data to multiple input ports

If you have several input ports in your composition that all need to stay in sync with the same data, then it’s usually a good idea to feed cables to all of them from a single output port. But what if the data isn’t coming from an output port — what if it’s a constant value? In that case, you can use a Share Value node to set the constant value in one place and propagate it from the Share Value node’s output port to all connected input ports.

Here’s an example that draws several shapes, all of the same height. You could accomplish the same thing without the Share Value node by using input editors to individually set the Height input ports to 0.8. The advantage of using Share Value is that, if you change your mind and decide the height should be 1.0 instead, you only have to edit it on the Share Value node’s input port instead of on all connected input ports.

7.2.14. Strip out data, leaving just an event

In the previous section’s example, you could think of the Share Value node as adding data to an event — an event goes into the node, and an event plus data comes out. What if you want to do the opposite — start with an event plus data, and end up with just an event? You don’t need a node to do this. Instead, hold down (Option) while dragging a data-and-event cable to change it to an event-only cable.

7.2.15. Merge data/events from multiple triggers

When you have streams of events from multiple triggers flowing through your composition, usually those streams of events have to merge somewhere in the composition.

Sometimes the streams of events just naturally overlap, as in the example below (File > Open Example > vuo.scene > Move Spinning Sphere). The events fired from the Requested Frame port on Render Scene to Window and the events fired from the Moved To port on Receive Mouse Moves both travel through the Make Transform and Make Sphere nodes to the Render Scene to Window Node.

Other times, you may want to merge the event streams more intentionally. Here’s an example (File > Open Example > vuo.select > Show Arrow Presses) that takes input from key presses on different arrow keys, and displays a message for each one. The Select Latest node lets the events from each arrow key through.

Here’s an example that shows a different way of merging two event streams. This composition (File > Open Example > vuo.data > Store Mouse Position) draws two gradients that each follow the mouse cursor a bit differently. The purple (upper) gradient stays with the mouse all the time. The violet (lower) gradient only updates every 1 second. For the lower gradient, the event streams from Receive Mouse Moves and Fire Periodically merge at the Hold Value node. Unlike the composition in the previous example, which let both event streams through, this composition lets one event stream through and blocks the other. However, the data left by the blocked event stream (from Receive Mouse Moves) gets picked up and carried along downstream by the other event stream (from Fire Periodically).

7.2.16. Route data/events through the composition

Vuo's Select Input node is similar to Quartz Composer's Multiplexer patch. Vuo's Select Output node is similar to Quartz Composer's Demultiplexer patch.

Vuo's Select Input and Select Output are similar to if/else or switch/case statements.

In the last example in the previous section, events from the Receive Mouse Moves node’s trigger were always blocked at the Hold Value node, and events from the Fire Periodically node’s trigger were always allowed through. Instead of always blocking one trigger’s events and always letting another trigger’s events through, what if you want to switch between the event streams?

Here’s an example with a keyboard control that switches the data-and-event stream that controls a circle’s position. When the user presses the space bar, setting the Select Input node’s Which port to true, the circle is controlled by the Leap Motion device. When the user presses the space bar again, setting the Which port to false, the circle is controlled by the mouse. Whichever data-and-event stream is not controlling the circle at a given time is blocked at the Select Input node.

Instead of taking multiple event streams and picking one to let through, as in the previous example, what if you have a single event stream and want to pick one of several downstream paths to route it to? Below is an example of that. The space bar toggles between two circles. Whichever circle is chosen at a given time is controlled by the mouse. This works because the Select Output node routes the data-and-event stream from Receive Mouse Moves through just one of its output ports at a time.

7.2.17. Run slow parts of the composition in the background

Different parts of the composition can be executing simultaneously. If you have multiple triggers firing events through the composition, events from both triggers can be traveling through the composition at the same time. This fact comes in handy if you want a composition to start working on a slow task and do something quicker in the meantime.

Here’s an example (File > Open Example > vuo.event > Load Image Asynchronously). The slow task, in this case, is to download an image from the internet. Immediately after this composition starts running, it starts downloading the image and, in the meantime, fills the window with a solid color. The Spin Off Event node is what allows the download to happen in the background. If Spin Off Event weren’t there, then the Select Latest node would wait for both Make Color Image and Fetch Image to complete before it executed. But, thanks to Spin Off Event, the Fetch Image node is now executed by a different event than the Make Color Image node, so Select Latest can go ahead and execute as soon as Make Color Image is complete.