VVVV.js Interview Questions & Answers

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VVVV.js Interview Questions

    1. Question 1. What Is Vvvv.js?

      Answer :

      • VVVV.js is a Visual Programming Framework, great toolkit and used for developing rich data visualisation, advanced user interfaces, and games.  It is fully works in your browsers.
      • David Gann is creating VVVV.js rendering /game engine for developing web and mobile apps.
      • VVVV.js is a hybrid visual/textual live-programming environment for easy prototyping and development.
      • VVVV.js is free for non-commercial use, commercial use requires a license.
      • VVVV.js is a Visual Programming Framework for High-End JavaScript/WebGL Application Development.

    2. Question 2. Why Are The Nodes Called "dx9" Or "ex9" Nodes, When They Are Actually Webgl?

      Answer :

      They are compatible with classic VVVV. There is a feature in the making which translates terms from classic VVVV to VVVV.js and vice versa, but at the moment we just have to play along.

    3. Question 3. What Are The Great Features Of Vvvv.js?

      Answer :

      • Graphics and DOM Interface
      • Physical Based Rendering
      • Full glTF character import workflow
      • Instancing
      • IPSF support for rapid prototyping of distributed computing
      • Deferred effects
      • Collision detection
      • Terrain rendering
      • Multi-texturing
      • Character animation
      • Particles
      • Derivative maps and parallax occlusion mapping
      • Node sets for HTML and CSS visual programming
      • Web Audio API nodes
      • Server-side nodes for networking applications

    4. Question 4. How To Started Vvvv.js?

      Answer :

      The four steps involve to started VVVV.js: 

      • Download VVVV.js and extract it. Add this js in your project script folder.
      • Create a new patch
      • Include VVVV.js and the mypatch.v4p file in your website
      • Launch the Editor by appending

    5. Question 5. I Appended #edit/some_patch_name.v4p To The Url To Open The Patch Editor, But Nothing Happens Why?

      Answer :

      There are two common problems when trying to open the editor:

      Pop ups are blocked, or the file name in the URL does not match the exact file name of the patch. Note, that it has to be exactly the same as you specified it in the <script language="VVVV"> tag or in the new VVVV.Core.Patch(...) call, including leading slashes.

    6. Question 6. Why Vvvv.js Does Not Load Correctly And I Get ... Javascript Errors?

      Answer :

      VVVV.js has to dynamically load scripts, patches, shader files, etc., so, in order to run a website containing VVVV.js from your computer you have two options:

      Run it from a webserver environment (like e.g. XAMPP for Windows), so you can load it via e.g. http://localhost/my_visualization/index.html

      Launch Chrome with the --allow-file-access-from-files option. This disables the mentioned security measures, so websites can access files via file://.... But be careful, as this affects all websites you view with this Chrome instance. Read more about how to start Chrome with this flag [here](http://www.chrome-allow-file-access-from-file.com/)

    7. Question 7. I Can't Connect The Quad Node (or Some Other Node) To The Renderer Node, As It's Shown In That Example?

      Answer :

      There are two different Renderer nodes:

      Renderer (EX9) for WebGL graphics and Renderer (Canvas VVVV.js) for 2D Canvas graphics. You can only connect the according EX9 and Canvas VVVV.js nodes to it. Unfortunately, you can not mix those at will. However, you can use the output of a Renderer (Canvas VVVV.js) as a texture in a Renderer (EX9), if that helps.

    8. Question 8. I Connected A Webgl/ex9 Node To Two Renders, But It Only Shows Up In One?

      Answer :

      Each WebGL ressource can only be used in one render context. At the current state, you have to duplicate nodes to have the same geometry in two different renderers.

    9. Question 9. I Can't Find Phongdirectional Or Any Other Shader Nodes In The List Of Available Nodes?

      Answer :

      In contrast to the classic desktop VVVV, VVVV.js can not search the file system for shader files and populate the node list based on that. Instead, you have to enter the complete file name (e.g. PhongDirectional.fx) when creating a new node, and hit enter. Only then VVVV.js can look in the effects folder if it finds that shader node. Once a patch contains a specific shader node, VVVV.js is aware of it, and also lists it in the list of available nodes.

    10. Question 10. I Am Trying To Load A Webgl Texture, But It Does Not Show Up,why?

      Answer :

      Unfortunately, image files can not have arbitrary size in order to work with WebGL. Instead, dimensions have to be powers of 2, like 128px, 256px, 512px, 1024px, and so on.

    11. Question 11. When Should I Use The Ex9/webgl Nodes, And When The Canvas Vvvv.js Nodes?

      Answer :

      With the EX9/WebGL nodes you can create hardware accelerated 3D graphics and employ shader effects. The downside is, that there is a considerable chance that the users' browser does not support WebGL.

    12. Question 12. How Do I Create A New Patch?

      Answer :

      Just create a new empty text file with a .v4p extension and include it into your website. It will do nothing first, but you can launch an editor on top of it and add the logic.

    13. Question 13. I Can't Use The Image File Http://somehost.com/some_image.jpg As Webgl Texture?

      Answer :

      For security reasons, WebGL only allows you to load image files from the host the site comes from. If you need to display external image files via WebGL, you can set up a script on your server backend, which proxies external files, and tell VVVV.js about this by setting the VVVV.ImageProxy variable.

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