copy pasting code to v4 is quite handy, but the copy-paste-workflow of links and states is awful, just one example: if you copy a link and paste it, then both links are at the exact same position! then you have to select one link to drag it to the new state, okay but the second link (which is still on the old position) is somehow not connected to the old state anymore! so you have to reconnect both links.... also the naming conventions are not user friendly (auto deleting spaces etc.) i could go on and on but, ..i think you got it.
okey dokey. might be possible we see different problems. i'm fed up with the workflow of doing stuff in qfsm and copy it to vvvv. if i want to make a small change, i have to do this again and reconnect everything to the automata node since the node is buggy. i want everything built into vvvv and saved with the patch.
right now, i don't plan to implement copy/paste states and transitions.(hello timeliner tradition) the current interface works so quick that you don't really need copy/paste unless you work with really big trees (which i do not).
and my statemachine will have timed states and transitions, so no more framedelay monoflop stuff..
let's see how it all comes together, thanks for the feedback
hi chris, small hint: when updating your automata node with new qfsm-code you can just delete the node after importing the code and press Ctrl-Z (faster than reconnecting)
im using like really mega huge (mammoth-)tree structures, so every minor ui change makes my life easier ;)
@tonfilm, what is your point ? should i quit because someoneelse did ? i'm pretty aware of previous works. i tried vux/flateric's statemachine and now i'm doing it my way.
@woei, yes...thanks for the help concerning the dynamic pins of evil :)
thing is, this is a bigger learning project for me, if something doesn't work, i don't want it to be solved by someone else but actually learn/type it myself.
once it's finished(tested, all features etc.), it will go public for sure.
but i'll contact you for a first alphaish test run...
I hope to someday complete a Hierarchical State Machine node.
Screenshot is of some old experiment I did using the Stateless library (but I wasn't 100% happy with the behaviour of Stateless). Parsing a hsm definition and generating pins for actions.
automata?
want!
sebl, indeed
can I haz?
its not yet finished. it will take a few more weeks since i'm not working fulltime on it. i'll give the alpha version to some ppl before release.
automata with nice ui? fett!
yes,i wonder who uses automata in combination with qfsm. this is aiming to be a replacement.
im using it a lot, but honestly i hate the ui of qfsm
why do you hate the UI of qfsm, or is it just the detour of copy pasting the code to vvvv ?
copy pasting code to v4 is quite handy, but the copy-paste-workflow of links and states is awful, just one example: if you copy a link and paste it, then both links are at the exact same position! then you have to select one link to drag it to the new state, okay but the second link (which is still on the old position) is somehow not connected to the old state anymore! so you have to reconnect both links.... also the naming conventions are not user friendly (auto deleting spaces etc.) i could go on and on but, ..i think you got it.
okey dokey. might be possible we see different problems. i'm fed up with the workflow of doing stuff in qfsm and copy it to vvvv. if i want to make a small change, i have to do this again and reconnect everything to the automata node since the node is buggy. i want everything built into vvvv and saved with the patch.
right now, i don't plan to implement copy/paste states and transitions.(hello timeliner tradition) the current interface works so quick that you don't really need copy/paste unless you work with really big trees (which i do not).
and my statemachine will have timed states and transitions, so no more framedelay monoflop stuff..
let's see how it all comes together, thanks for the feedback
cool thing!
have you maybe seen the ideas that i put over there?
i did it, because i think the state-machine concept has a lot of uncovered potential.
sad thing is, i've seen stuff like that pop up multiple times in the past, but none made it into the community. i think @sven and @flateric developed a pretty sophisticated one: https://vvvv.org/forum/feature-request-automata-functionality
also @gregsn and @robotanton developed a thing that never made it anywhere...
hi chris, small hint: when updating your automata node with new qfsm-code you can just delete the node after importing the code and press Ctrl-Z (faster than reconnecting)
im using like really mega huge (mammoth-)tree structures, so every minor ui change makes my life easier ;)
@tonfilm, what is your point ? should i quit because someoneelse did ? i'm pretty aware of previous works. i tried vux/flateric's statemachine and now i'm doing it my way.
@hrovac, ctrl-z haha...nice
@sebl, what are your ideas?
hehe, i guessed right, what the dynamic bool pins were for...
why not make the deving public? guess there are some people around who would chip in workingtime. me, e.g.
@woei, yes...thanks for the help concerning the dynamic pins of evil :)
thing is, this is a bigger learning project for me, if something doesn't work, i don't want it to be solved by someone else but actually learn/type it myself.
once it's finished(tested, all features etc.), it will go public for sure.
but i'll contact you for a first alphaish test run...
I hope to someday complete a Hierarchical State Machine node.
Screenshot is of some old experiment I did using the Stateless library (but I wasn't 100% happy with the behaviour of Stateless). Parsing a hsm definition and generating pins for actions.