Related Pages
Here is a list of all related documentation pages:
 Development System Information
 Anatomy of a Max ObjectMax objects are written in the C language, and the Max API is C-based
 Inlets and OutletsYou are familiar with inlets and outlets when connecting two objects together in a patcher
 Atoms and MessagesWhen a Max object receives a message, it uses its class to look up the message selector ("int", "bang", "set" etc.) and invoke the associated C function (method)
 The SchedulerThe Max scheduler permits operations to be delayed until a later time
 Memory AllocationThe Max API offers cross-platform calls memory management
 Anatomy of a MSP ObjectAn MSP object that handles audio signals is a regular Max object with a few extras
 Advanced Signal Object TopicsHere are some techniques for implementing additional features found in most signal objects
 Sending Messages, Calling MethodsMax objects, such as the one you write, are C data structures in which methods are dynamically bound to functions
 Anatomy of a UI ObjectMax user interface objects are more complex than normal non-user-interface objects
 File HandlingMax contains a cross-platform set of routines for handling files
 Scripting the PatcherYour object can use scripting capabilities of the patcher to learn things about its context, such as the patcher's name, hierarchy, or the peer objects to your object in its patcher
 Enhancements to Objects
 Data Structures
 ThreadingThe Max systhread API has two main purposes
 Drag'n'DropThe Max file browser permits you to drag files to a patcher window or onto objects to perform file operations
 ITMITM is the tempo-based timing system introduced with Max 5
 Jitter Object Model
 Jitter Max Wrappers
 Matrix Operator QuickStartThe purpose of this chapter is to give a quick and high level overview of how to develop a simple Matrix Operator (MOP), which can process the matrix type most commonly used for video streams—i.e
 Matrix Operator DetailsThe purpose of this chapter is to fill in the details of what a Matrix Operator is and how it works
 OB3D QuickStartThe purpose of this chapter is to give a quick and high level overview of how to develop a simple Jitter OpenGL object which draws geometry within a named rendering context - we refer to such an object as an OB3D
 OB3D DetailsThe purpose of this chapter is to fill in additional details of Jitter OpenGL, which we refer to as OB3Ds
 Scheduler and Low Priority Queue IssuesIn Max, there are a few threads of execution
 Jitter Object Registration and NotificationIn Jitter, matrices are passed around as named references between Max objects
 Using Jitter Objects in CWhen developing for Jitter in C, the functionality of pre-existing Jitter objects can be used
 JXF File SpecificationThe Jitter File Format (JXF) stores matrix data in a binary (not human-readable) form
 Jitter Networking SpecificationThis appendix describes the format of the data sent by a object
 Appendix: Messages sent to ObjectsWhen writing objects for Max, you typically think of creating methods which are called when a message is sent to your object through the object's inlet
 Appendix: Providing Icons for UI ObjectsIf you are writing user interface objects for Max, it is recommended that you provide an icon for your object
 Appendix: Additional ResourcesWhile it is out of the scope of this document to cover many topics related to Jitter development, we suggest the following resources to better inform your development
 Appendix: Updating Externals for Max 6
 Appendix: Updating Externals for Max 6.1 (x64 architecture)
 Appendix: SDK changes for Max 7
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