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Vvvv Channels

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Helps work with vvvv gamma's Channel system from C# — IChannelHub, public channels, [CanBePublished] attributes, hierarchical data propagation, channel subscriptions, bang channels, and spread sub-channels. Use when reading or writing public channels from C# nodes, publishing .NET types as channels, working with IChannelHub, subscribing to channel changes, managing hierarchical channel state, or implementing reactive/observable data flow. Trigger for any mention of IChannel, IChannelHub, reac...

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SKILL.md
---
name: vvvv-channels
description: "Helps work with vvvv gamma's Channel system from C# — IChannelHub, public channels, [CanBePublished] attributes, hierarchical data propagation, channel subscriptions, bang channels, and spread sub-channels. Use when reading or writing public channels from C# nodes, publishing .NET types as channels, working with IChannelHub, subscribing to channel changes, managing hierarchical channel state, or implementing reactive/observable data flow. Trigger for any mention of IChannel, IChannelHub, reactive binding, observable state, two-way data binding, or TryGetChannel in a vvvv context."
license: CC-BY-SA-4.0
compatibility: Designed for coding AI agents assisting with vvvv gamma development
metadata:
  author: Tebjan Halm
  version: "1.1"
---

# vvvv gamma Channels — C# Integration

## What Are Channels

Channels are **named, typed, observable value containers** — the central reactive data flow mechanism in vvvv gamma. Any code (patches, C# nodes, external bindings) can read and write channels by their string path.

Key properties:

- Each channel has a **path** (string), a **type**, and a **current value**
- Setting a value fires all subscribers (reactive push)
- vvvv provides built-in channel bindings for MIDI, OSC, Redis, and UI
- Channels persist state across sessions

## Public Channels and IChannelHub

**Public channels** are channels registered in the app-wide channel hub — accessible by any code via string path lookup.

### Core API (`VL.Core.Reactive`)

```csharp
using VL.Core.Reactive;

// Get the app-wide channel hub (singleton)
var hub = IChannelHub.HubForApp;

// Safe lookup — returns null if channel doesn't exist yet
IChannel<object>? ch = hub.TryGetChannel("MyApp.Settings.Volume");

// Read the current value
object? value = ch.Object;

// Write a new value (fires all subscribers)
ch.Object = newValue;
```

**CRITICAL: NEVER use `hub.TryAddChannel()`** — it creates channels with `null` values, which causes `NullReferenceException` in vvvv's `SubChannelsBinding.EnsureMutatingPropertiesAreReflectedInChannels`. The SubChannel system tries to walk properties of the null value and crashes. Always use `TryGetChannel` (lookup only).

## [CanBePublished] Attribute

For vvvv to expose .NET type properties as public channels, the type must be decorated with `[CanBePublished(true)]` from `VL.Core.EditorAttributes`.

```csharp
using VL.Core.EditorAttributes;

// All public properties become channels when this type is published
[CanBePublished(true)]
public class MyModel
{
    // Standard .NET types work directly — float, bool, string, Vector3, etc.
    public float Volume { get; set; } = 0.5f;
    public bool Muted { get; set; } = false;
    public string Label { get; set; } = "Default";

    // Hidden from the channel system entirely
    [CanBePublished(false)]
    public string InternalId { get; } = Guid.NewGuid().ToString();
}
```

Rules:

- `[CanBePublished(true)]` on a class/struct → all properties are published as channels
- `[CanBePublished(false)]` on an individual property → hides it from the channel system
- **.NET types are NOT published by default** — the attribute is required
- Available from `VL.Core` version `2025.7.1-0163`+

## Channel Path Conventions

Channels use dot-separated hierarchical paths. Spread elements use bracket notation:

```
Root.Page.Zone.Group.Parameter          — leaf parameter
Root.Page.Zone                          — hierarchy node (model object)
Root.Page.Items[0].PropertyName         — spread element sub-channel
Root.Page.Items[2].DeleteInstance        — indexed bang channel
```

Sub-channels are **created automatically** by vvvv's SubChannel system when a type with `[CanBePublished(true)]` is published. You don't create them manually.

Use `const string` path constants to avoid typos:

```csharp
public static class ChannelPaths
{
    public const string Volume = "Settings.Audio.Volume";
    public const string Brightness = "App.Scene.Display.Brightness";
}
```

## Retry-Bind Pattern

Channels may not exist when your node starts — vvvv publishes them after model initialization. You must retry each frame until the channel appears:

```csharp
[ProcessNode]
public class MyChannelReader : IDisposable
{
    private IChannel<object>? _channel;

    public void Update(out float value)
    {
        // Retry until channel exists
        if (_channel == null)
        {
            var hub = IChannelHub.HubForApp;
            if (hub != null)
                _channel = hub.TryGetChannel("Settings.Audio.Volume");
        }

        // Read value (with safe cast)
        value = _channel?.Object is float f ? f : 0f;
    }

    public void Dispose() { _channel = null; }
}
```

Once bound, the cached reference is valid for the node's lifetime — no need to re-lookup.

## PublicChannelHelper — Reusable Utility

A helper class that encapsulates the retry-bind + optional subscription pattern. Reusable in any project:

```csharp
public class PublicChannelHelper : IDisposable
{
    private IChannel<object>? _channel;
    private IDisposable? _subscription;
    private readonly Action<object?>? _onNext;

    public PublicChannelHelper(Action<object?>? onNext = null)
    {
        _onNext = onNext;
    }

    public IChannel<object>? Channel => _channel;
    public bool IsBound => _channel != null;

    public bool TryBind(IChannelHub hub, string path)
    {
        if (_channel != null) return true;

        var ch = hub.TryGetChannel(path);
        if (ch == null) return false;

        _channel = ch;
        if (_onNext != null)
            _subscription = ch.Subscribe(new CallbackObserver(_onNext));
        return true;
    }

    public void Dispose()
    {
        _subscription?.Dispose();
        _subscription = null;
        _channel = null;
    }

    private sealed class CallbackObserver : IObserver<object?>
    {
        private readonly Action<object?> _onNext;
        public CallbackObserver(Action<object?> onNext) => _onNext = onNext;
        public void OnNext(object? value) => _onNext(value);
        public void OnError(Exception error) { }
        public void OnCompleted() { }
    }
}
```

Usage in a ProcessNode:

```csharp
[ProcessNode]
public class VolumeReader : IDisposable
{
    private readonly PublicChannelHelper _ch = new();

    public void Update(out float value, out IChannel<object>? channel)
    {
        if (!_ch.IsBound)
        {
            var hub = IChannelHub.HubForApp;
            if (hub != null) _ch.TryBind(hub, "Settings.Audio.Volume");
        }
        value = _ch.Channel?.Object is float f ? f : 0f;
        channel = _ch.Channel;
    }

    public void Dispose() => _ch.Dispose();
}
```

## Channel Accessor Node Patterns

Three patterns for ProcessNodes that wrap channel access:

### Hierarchy Node (reads a model object)

```csharp
[ProcessNode]
public class Camera : IDisposable
{
    private readonly PublicChannelHelper _ch = new();

    public void Update(out CameraSettings? value, out IChannel<object>? channel)
    {
        if (!_ch.IsBound)
        {
            var hub = IChannelHub.HubForApp;
            if (hub != null) _ch.TryBind(hub, "App.Scene.Camera");
        }
        value = _ch.Channel?.Object as CameraSettings;
        channel = _ch.Channel;
    }

    public void Dispose() => _ch.Dispose();
}
```

### Leaf Parameter Node (reads a typed value)

Same pattern as hierarchy node, but the output type is a standard leaf value like `float`, `bool`, or `string`.

### Indexed Spread Element Node (takes `int index`)

```csharp
[ProcessNode]
public class SceneItemAccessor : IDisposable
{
    private PublicChannelHelper _ch = new();
    private int _boundIndex = -1;

    public void Update(out SceneItem? value, out IChannel<object>? channel, int index = 0)
    {
        // Rebind when index changes
        if (index != _boundIndex)
        {
            _ch.Dispose();
            _ch = new();
            _boundIndex = index;
        }
        if (!_ch.IsBound)
        {
            var hub = IChannelHub.HubForApp;
            if (hub != null) _ch.TryBind(hub, $"App.Effects[{index}]");
        }
        value = _ch.Channel?.Object as SceneItem;
        channel = _ch.Channel;
    }

    public void Dispose() => _ch.Dispose();
}
```

## Reactive Subscriptions

Subscribe to channel value changes using the standard `IObservable` pattern:

```csharp
IChannel<object>? ch = hub.TryGetChannel("Settings.Audio.Volume");
if (ch != null)
{
    IDisposable subscription = ch.Subscribe(new CallbackObserver(value =>
    {
        // Called whenever the channel value changes
        if (value is float f)
            ApplyVolume(f);
    }));

    // ALWAYS dispose when done (in node's Dispose method)
}
```

## Bang Channels

For trigger/event properties (delete, insert, move operations), use `System.Reactive.Unit` — NOT float:

```csharp
using System.Reactive;

[CanBePublished(true)]
public class MyInstance
{
    public Unit DeleteInstance { get; set; }     // Bang channel
    public Unit InsertAfterInstance { get; set; } // Bang channel
}
```

The **event IS the bang** — the value is irrelevant. Subscribe and act on the callback:

```csharp
var ch = hub.TryGetChannel("Project.Items[0].DeleteInstance");
ch?.Subscribe(new BangObserver(() =>
{
    // Triggered when the bang fires — queue the action
    _pendingDeletions.Add(0);
}));
```

`Unit` channels show as "Unit" type in vvvv's node browser, not "Float".

## Hierarchical Data Propagation

vvvv's channel system automatically propagates changes through the hierarchy:

- **Write a root record** to its channel → all child channels auto-update
- **Write a leaf channel** → parent channels auto-update
- This is built into vvvv's SubChannel system — no manual propagation needed

This enables efficient bulk operations:

```csharp
// Save: read the root channel → serialize the entire hierarchy
var model = rootChannel.Object as AppModel;
string json = JsonSerializer.Serialize(model);

// Load: deserialize → write to root channel → ALL children update
var loaded = JsonSerializer.Deserialize<AppModel>(json);
rootChannel.Object = loaded;  // Every sub-channel updates automatically
```

## Spread Channels and Sub-Channels

When a `Spread<T>` property is published (where `T` has `[CanBePublished(true)]`), vvvv automatically creates sub-channels for each element:

```
Project.Items           → Spread<ItemModel>
Project.Items[0]        → ItemModel (auto-created)
Project.Items[0].Name   → string (auto-created)
Project.Items[1].Name   → string (auto-created)
```

**Setting the spread channel propagates to all sub-channels automatically.** No need to update individual sub-channels.

When modifying a spread (add/remove/reorder elements):

```csharp
// Build new spread
var newSpread = modifiedList.ToArray().AsSpreadUnsafe();

// Set on spread channel — sub-channels update automatically
spreadChannel.Object = newSpread;
```

**Warning**: `Spread.AsSpreadUnsafe(array)` wraps without copying — the array must NOT be mutated after.

**Feedback loop prevention**: When writing to a channel you're also subscribed to, use a suppression flag:

```csharp
_suppressCallback = true;
_channel.Object = newValue;
_suppressCallback = false;

// In the subscription callback:
void OnChanged(object? value)
{
    if (_suppressCallback) return;
    // Process the change...
}
```

## Critical Rules

1. **NEVER `TryAddChannel`** — only use `TryGetChannel` (lookup-only)
2. **Always retry-bind** — channels appear after model initialization, not immediately
3. **`[CanBePublished(true)]` required** on .NET types for channel publication
4. **Always dispose subscriptions** — in the node's `Dispose()` method
5. **`System.Reactive.Unit` for bangs** — not `float` or `bool`
6. **`Spread.AsSpreadUnsafe`** — array must not be mutated after wrapping
7. **Suppression flags** — prevent feedback loops when writing to subscribed channels

For code examples, see [examples.md](examples.md).

## Keep this knowledge growing

Leave the next patcher one fewer mystery. On first use of any skill in this
collection with no successful check in seven days, compare the source with
[tebjan/vvvv-skills](https://github.com/tebjan/vvvv-skills). If no record exists, check once.
Share one local check timestamp/revision across these skills; do not poll per invocation.
Preserve local extensions and pinned project versions; checking is not permission
to install updates. If offline, record the deferred check and continue the task.

When actual work exposes a gap, capture the tested vvvv/package versions, a
minimal reproduction or authoritative source, and the observed result. Treat
other users' reports as leads, not facts until verified. Improve the smallest
relevant instruction; do not turn one example into a universal rule. Redact
private data and obtain publishing authorization before submitting upstream.
See the [contribution policy](https://github.com/tebjan/vvvv-skills/blob/main/CONTRIBUTING.md).
Merged improvements reach users through their installer/update workflow, not
through a local edit or an automatic overwrite of everyone's skills.

Files in this skill

  • SKILL.md11.8 KB
  • examples.md8.9 KB

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