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message

Send any message

Description

message displays and sends any given message with the capability to handle specified arguments.

Examples

Send a simple message, or construct a message of any degree of complexity

Arguments

message [list]

The initial contents of the message box are typed in when the patcher window is unlocked. Any message can be contained in a message box. Certain characters have special meaning.

changeable-arg [symbol]

A dollar sign ($), followed immediately by a number in the range 1-9, is a changeable argument. This argument's value can be replaced by the corresponding item in a list received in the inlet. (Example: $2 stores the second item in a list as its value before sending out the contents of the message box .) The value of a changeable argument is initially 0.

comma [symbol]

A comma (,) divides a message into separate messages which will be sent out in order. (Example: 3, 4, 5 sends out 3, then 4, then 5.)

backslash [symbol]

A backslash (\) is used to negate (escape) the traits of a special character. When a backslash immediately precedes a dollar sign, comma, or semicolon, the character is treated as a normal character. (Example: Notes played were C\, E\, and G.)

Attributes

bgfillcolor [4 floats]7.0.0

Sets the background color of the message box in RGBA format. The message box can be configured to display a gradient using the format palette.

dontreplace [int] (default: 0)7.0.4

Don't Restore Contents

style [symbol]7.0.0

Style

Common Box Attributes

annotation [symbol]

Sets the text that will be displayed in the Clue window when the user moves the mouse over the object.

background [int] (default: 0)

Adds or removes the object from the patcher's background layer. background 1 adds the object to the background layer, background 0 removes it. Objects in the background layer are shown behind all objects in the default foreground layer.

color [4 floats]

Sets the color for the object box outline.

fontface [int]

Sets the type style used by the object. The options are:

plain
bold
italic
bold italic

Possible values:

0 = 'regular'
1 = 'bold'
2 = 'italic'
3 = 'bold italic'

fontname [symbol]

Sets the object's font.

fontsize [float]

Sets the object's font size (in points).

Possible values:

'8'
'9'
'10'
'11'
'12'
'13'
'14'
'16'
'18'
'20'
'24'
'30'
'36'
'48'
'64'
'72'

hidden [int] (default: 0)

Toggles whether an object is hidden when the patcher is locked.

hint [symbol]

Sets the text that will be displayed in as a pop-up hint when the user moves the mouse over the object in a locked patcher.

ignoreclick [int] (default: 0)

Toggles whether an object ignores mouse clicks in a locked patcher.

patching_rect [4 floats] (default: 0. 0. 100. 0.)

Sets the position and size of the object in the patcher window.

position [2 floats]

g/s(set)

Sets the object's x and y position in both patching and presentation modes (if the object belongs to its patcher's presentation), leaving its size unchanged.

presentation [int] (default: 0)

Sets whether an object belongs to the patcher's presentation.

presentation_rect [4 floats] (default: 0. 0. 0. 0.)

Sets the x and y position and width and height of the object in the patcher's presentation, leaving its patching position unchanged.

rect [4 floats]

g/s(set)

Sets the x and y position and width and height of the object in both patching and presentation modes (if the object belongs to its patcher's presentation).

size [2 floats]

g/s(set)

Sets the object's width and height in both patching and presentation modes (if the object belongs to its patcher's presentation), leaving its position unchanged.

textcolor [float]

Sets the color for the object's text in RGBA format.

textjustification [int]

Text Justification

Possible values:

0 = 'left'
1 = 'center'
2 = 'right'

varname [symbol]

Sets the patcher's scripting name, which can be used to address the object by name in pattr, scripting messages to thispatcher, and the js object.

Messages

bang

In left inlet: Sends out the contents of the message box. A mouse click on the message box has the same effect.

In right inlet: Sets the contents of the message box to 'bang' without triggering output.

int

Arguments

input [int]
In left inlet: The number replaces the value stored in the argument $1, if such an argument exists, then sends out the contents of the message box.

In right inlet: Sets the contents of the message box without triggering output.

float

Arguments

input [float]
In left inlet: The number replaces the value stored in the argument $1, if such an argument exists, then sends out the contents of the message box.

In right inlet: Sets the contents of the message box without triggering output.

list

Arguments

input [list]
Each item in the list replaces the value of its corresponding $ argument, if such an argument exists, then sends out the contents of the message box.

In right inlet: Sets the contents of the message box without triggering output.

anything

Arguments

message [list]
See the list listing

append

Arguments

message [list]
The word append followed by any message will set the message box to display that message after any text which it already contains without triggering output.

(mouse)

A mouse click on a message box sends its contents out the object's outlet.

prepend

Arguments

message [list]
The word prepend followed by any message will set the message box to display that message before any text which it already contains without triggering output.

set

Arguments

message [list]
The word set, followed by a message, sets the contents of the message box to that new message, without triggering output. The word set by itself clears the contents of the message box .

symbol

Arguments

input [symbol]
In left inlet: The symbol replaces the value stored in the argument $1, if such an argument exists, then sends out the contents of the message box.

In right inlet: Sets the contents of the message box without triggering output.

Output

anything

The contents of the message box are sent out the outlet. If a semicolon is present, the rest of the message (or up to the next semicolon) is sent to the specified receive object, rather than out the outlet.

See Also

Name Description
append Append arguments to the end of a message
atoi Convert ASCII characters to integers
comment Explanatory note or label
itoa Convert integers to UTF-8 (Unicode) characters
jit.cellblock Edit rows and columns of data
prepend Add a message in front of input
receive Receive messages without patch cords
Max Basic Tutorial 1: Hello Max Basic Tutorial 1: Hello
Max Basic Tutorial 2: Bang! Max Basic Tutorial 2: Bang!