<!DOCTYPE PATCH  SYSTEM "http://vvvv.org/versions/vvvv40alpha17.1.dtd" >
   <PATCH nodename="Y:\vvvv33_trunk\help\FrameDelay (Animation) help.v4p">
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   <PIN pinname="Input String" slicecount="1" visible="0" values="|- frame delay waits one frame,  before it passes on the value recieved on the input pin(s)&cr;&lf;- delay depends on the framerate&cr;&lf;- loops can be created in this way|">
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   <PIN pinname="Input String" slicecount="1" visible="0" values="|Because FrameDelay can be used to create loops, which use the result of a calculation for the next calculation step, there is a chance that in more complex patches it could break up some logic and leed to false results or behaviours, which is even more risky if FrameDelay is used in modules and subpatches.&cr;&lf;&cr;&lf;We would recommend to build modules and subpatches in a way that any action on the input has its effects on the outputs in the same frame. A rule of thumb to achieve such behaviour without thinking over and over it again could be to build patches with framedelays in it in the following manner:&cr;&lf;&cr;&lf;Always place the framedelay next to the output. The node above the output (connected to the output) should also be connected to the framedelay. That assures that really the last output is stored in the framedelay. Build the rest of the patch around this architecture.&cr;&lf;&cr;&lf;The patch can then be read like this:&cr;&lf;&cr;&lf;read inputs, read internal variables&cr;&lf;do some calculations...&cr;&lf;write outputs, write internal variables&cr;&lf;|">
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   <PIN pinname="Input String" slicecount="1" visible="0" values="|use the inspektor to delay more inputs|">
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   </PATCH>