Hi!
Like @hahakid said, if you want to pass a lot of values, you should work with ofBufferObject. You can check an example in examples/gl/textureBufferInstancedExample.
If you want to set an array as an uniform, you should keep it low in terms of length. I usually don't go higher than 16.
I do it like this, ofApp.h:
static const int arrayLength = 16;
float yourArray[arrayLength];
You assign whatever values you want, and then:
shader.setUniform1fv("uniArray", yourArray, arrayLength);
And on your fragment shader, you declare it like so:
uniform float uniArray[16];