# Replicator COMP Reference The `replicatorCOMP` clones a template operator N times, driven by a table of data. The fundamental TD pattern for data-driven networks: button grids, scene rosters, dynamic UI, parameter panels per-channel. For visual instancing (per-pixel/per-render copies), see `geometry-comp.md`. Replicator builds NETWORK NODES; instancing builds RENDER COPIES. Different layer. --- ## Concept ``` [Template OP] [Data tableDAT] │ │ └─────→ replicatorCOMP ←───────┘ │ ▼ [N clones], one per data row Each clone gets per-row params ``` Edit the template once → all clones inherit. Edit the table → clones add/remove dynamically. Push parameter overrides per-row. --- ## Minimal Setup ```python # 1. Make a template (the thing to clone) template = root.create(buttonCOMP, 'btn_template') template.par.w = 80; template.par.h = 80 template.par.text = 'X' template.par.bgcolorr = 0.2 # 2. Make a data table (one row per clone) data = root.create(tableDAT, 'scene_data') data.appendRow(['name', 'color_r', 'color_g', 'color_b']) data.appendRow(['Sunset', 1.0, 0.4, 0.0]) data.appendRow(['Midnight', 0.0, 0.1, 0.4]) data.appendRow(['Storm', 0.3, 0.3, 0.5]) data.appendRow(['Forest', 0.0, 0.5, 0.2]) # 3. Replicator — points at template + data rep = root.create(replicatorCOMP, 'scene_buttons') rep.par.template = template.path rep.par.opfromdat = data.path rep.par.namefromdatname = 'name' # use 'name' column for clone names rep.par.incrementalnumbering = False ``` After cooking, the replicator creates 4 child COMPs named `Sunset`, `Midnight`, `Storm`, `Forest` (one per non-header row), each cloned from `btn_template`. --- ## Per-Row Parameter Overrides The replicator's docked `replicator1_callbacks` DAT lets you customize each clone: ```python def onReplicate(comp, allOps, newOps, template, master): """Called once per replicate cycle. newOps is the list of just-created clones.""" data = op('scene_data') for i, clone in enumerate(newOps): row = i + 1 # +1 to skip header clone.par.text = data[row, 'name'].val clone.par.bgcolorr = float(data[row, 'color_r'].val) clone.par.bgcolorg = float(data[row, 'color_g'].val) clone.par.bgcolorb = float(data[row, 'color_b'].val) return ``` Or use parameter expressions referencing `digits` (the per-clone index, available as a built-in expression token inside the cloned subtree): ```python # Inside the template, set a param expression like: # par.value0.expr = "op('../scene_data')[me.digits + 1, 'value']" ``` `me.digits` resolves to the row index of the current clone. This is the cleanest way for static reference patterns — no callback needed. --- ## Layout: Buttons in a Grid Drop the replicator inside a `containerCOMP` with auto-layout: ```python panel = root.create(containerCOMP, 'scene_panel') panel.par.w = 400; panel.par.h = 100 panel.par.align = 'lefttoright' # Move the replicator inside rep.parent = panel.path # or create rep as a child of panel directly ``` Each clone is a child of the replicator (which itself is a child of the panel). The panel auto-arranges everything. For a 2D grid, set `par.align = 'fillresize'` on the container and override `par.x` / `par.y` per clone in the callback based on row/col index. --- ## Updating Without Rebuilding When the data table changes, the replicator regenerates the clones. By default it destroys and recreates everything. To preserve state, set: ```python rep.par.recreatemissing = True # only add/remove changed rows rep.par.recreateallonchange = False ``` This pattern is essential for live-edit scenarios (designer adjusts table, network keeps running). For incremental data ingestion (e.g., from a `webDAT` polling an API), have a `datExecuteDAT` watch the response, parse, write to the data table, and the replicator self-updates. --- ## Common Patterns ### Scene Roster (Data → Buttons + Logic) ```python # Data per scene: name, file path, audio track, BPM scene_data.appendRow(['name', 'file', 'audio', 'bpm']) scene_data.appendRow(['Intro', '/scenes/intro.tox', '/audio/intro.wav', 110]) scene_data.appendRow(['Main', '/scenes/main.tox', '/audio/main.wav', 128]) # Replicator clones a buttonCOMP per scene # Each button's onClick callback loads the corresponding tox + cues audio ``` ### Dynamic Parameter Panel For a list of audio bands, generate a fader strip per band: ```python # Data: band names (sub, low, mid, hi-mid, high, air) # Template: containerCOMP with label + sliderCOMP # Replicator clones N strips # Each slider's value is read at /audio_eq/{band_name}/fader ``` ### Procedural Visual Network Build a multi-channel visual network from a config file: ```python # Data: which TOPs to chain, per "scene" # Template: a baseCOMP with placeholder children # Replicator builds one baseCOMP per scene; each scene contains a custom chain # Switch between scenes via switchTOP.par.index driven by panel ``` ### Per-Channel CHOP Display Visualize each channel of a multi-channel CHOP separately: ```python # Data table: one row per channel (auto-extracted via choptodatDAT) # Template: a small chopVis COMP showing one channel # Replicator generates N visualizers stacked vertically ``` --- ## Replicator vs. Pure Python Loop | Approach | When to use | |---|---| | **replicatorCOMP** | The set of clones changes (add/remove rows live). Visual editor expectations. Pattern is reusable across projects. | | **Python loop** (in `td_execute_python`) | One-shot generation. Static set. Simpler logic, no template overhead. Faster to write. | If you'll only ever build the network once, prefer a Python loop with `td_execute_python`. The replicator earns its weight when data is live. --- ## Pitfalls 1. **Header row** — `tableDAT` rows are 0-indexed. If you have a header, your first data row is index 1. Off-by-one bugs are common in callbacks. 2. **`namefromdatname` column missing** — replicator silently uses `digits` (numeric suffix) names. Buttons end up named `1`, `2`, `3` instead of meaningful names. Set `par.namefromdatname` explicitly. 3. **Template lives in network** — the template OP is itself a real network node. Don't connect things downstream of it directly; connect to the clones (or use a `nullCOMP` between). 4. **Recreate-on-change wipes state** — toggles, slider positions, and uncached data inside clones are lost on each regeneration. Use `recreatemissing` to preserve. 5. **`onReplicate` doesn't fire on edit** — only fires when the clone set changes. Editing a value WITHIN an existing row doesn't re-trigger. Use `parameterExecuteDAT` or expressions for per-cell live updates. 6. **Custom params on clones** — pages added in the template propagate. Pages added in `onReplicate` don't survive the next regeneration. Always add custom pages on the template, not the clone. 7. **Cooking storms** — adding many rows fast triggers many clone events. Bundle adds via Python and call `data.cook(force=True)` once at the end. 8. **`me.digits` outside replicator children** — `me.digits` only resolves inside an op that's a descendant of the replicator. Don't reference it in unrelated networks. 9. **Cross-clone references** — referencing a sibling clone via relative path works from inside a clone (`op('../OtherClone/x')`), but breaks if names change. Prefer absolute paths via the data table. --- ## Quick Recipes | Goal | Setup | |---|---| | 8-button scene picker | `tableDAT` (8 rows) + `buttonCOMP` template + `replicatorCOMP` | | Per-band EQ strip panel | `tableDAT` (band names) + container template (label + slider) + replicator | | Data-driven visual scenes | `tableDAT` (scene config) + `baseCOMP` template (visual chain) + replicator | | Live-updating clone set | Same as above + `par.recreatemissing = True` | | Per-row colored UI | Data table with color cols, `onReplicate` callback sets per-clone colors | | List from API response | `webDAT` → `datExecuteDAT` parses JSON → writes to data table → replicator updates |