I have heard people describe dynamic patching as a bit of a hack or at risk of breaking in future releases of Pd. This is reasonable enough, but it seems to imply that there are alternatives when building abstractions.
Dynamic patching seems to be useful for both instantiating a variable number of objects and connecting up to a variable number (a number defined at creation time - I personally don't need it to change after the fact, at this stage) of inlets and outlets within an abstraction.
Now I understand that the [clone] object can solve the problem of creating objects. I can see too that looping through send and receive objects would solve much of the connection issues with careful planning but what I do not understand is how objects like [trigger]
, [route]
and [select]
can be adjusted or replaced in some way? I fail to see how you would avoid using dynamic patching to, for example, create a [trigger f f] when the creation arg to your abstraction is 2, and a [trigger f f f] when the creation arg is 3. Again, the same with [route]
and [select]
and similar objects.
EDIT: The original question was perceived as too vague. I later posed a follow-up question in the comments which should really be here instead. As it happens, the answer to the follow-up provided a good answer to the original question, in my opinion. So to summarise and hopefully clarify, I was after a few "tools" to use when building abstractions so that I could limit my use of dynamic patching, if possible. These tools turned out to be:
- using send and receive instead of inlets and outlets (although
[initbang]
can be used for creating inlets and outlets at instantiation). - using
[clone]
- chaining trigger, route and select objects using send and receive - for example, using
[t b b]
-[t b b]
instead of[t b b b]
. This means that the number of arguments in these objects can be defined at creation time with the help of[clone]
for example. This is discussed in the Pd mailing list. - using
[initbang]
as indicated in the answer below.
After having attempted to build a drum machine with presets and an arbitrary number of tracks with my limited knowledge of dynamic patching techniques, I realised that there must be many ways of avoiding the problems I had when doing this, which were several! Of course, some things have to be done with dynamic patching and that's fine. It's just about creating manageable code.