Does #0 still work in Max 6?

    Aug 05 2012 | 3:23 am
    I can't seem to get it to work. I create a new patch, then add a subpatch containing the #0 object, save both patches, and there is no change to the #0 object. I also get an error in the Max Window: "newobj: #0: No such object". I read about a similar object "---" but can't get that to work either. So how are unique symbols generated in Max 6?

    • Aug 05 2012 | 4:31 am
      #0 is not in itself an object. It's used as a prefix to a argument/name/value, and upon loading the #0 gets replaced by a unique number.
      So for example, in your subpatch you might have a buffer object: [buffer~ #0-buf]. Upon loading the outer patch, the buffer object instantiates as something like [buffer~ 3021-buf]
      --- does a similar thing but for patches loaded in Max for Live.
    • Aug 05 2012 | 4:49 am
      Yes I realize that but I couldn't get it to work properly. It always showed [#0] upon load, never a unique number such as [3021]. I did manage to get it to work, though. I had mistakenly tried to load the subpatch using [p subpatch] instead of simply [subpatch], which is why it wasn't working before. Thanks!
    • Aug 05 2012 | 5:15 am
      Glad you got things working :) Just wanted to make things clear in case anyone else reads this thread. [#0] isn't an object.
      (in case the bpatcher can't load, all it contains is an exact copy of the buffer~ object above it)
    • Aug 05 2012 | 11:13 am
      Also as far as I know it needs to be in an _abstraction_ If it's a normal subpatcher, none of the #0- #9 work
    • Aug 05 2012 | 6:03 pm
      That's right, I forgot to make that clear :S.So like in a bpatcher (as I did above), in a poly~, or directly as spectre did: [patchername]. With --- you can of course have it in your main patch. There needs to be better documentation for this in any case :P