Forums > MaxMSP

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.

-- Pasted Max Patch, click to expand. --

(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

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Forums > MaxMSP