changing the content of plugin-folder
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 THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED On 26/06/2006 at 13:27, xxxxxxxx wrote: User Information: 
 Cinema 4D Version: 9.6
 Platform: Mac ;
 Language(s) : C++ ;--------- 
 Dear Developers,I have a quite simple thing: To get a simple versioning of my first testprograms as a Plugin-Developer, i make some copies of the plugin-folder of my cinema4D-Installation. If I want to "roll-back", I just : 1. Quit cinema 
 2. take out the plugin-folder
 3. put-in an older version (i.e. the "original-version of the sdk"
 4. restart cinema.That should work, right? But if I put back the "original-version", I don´t get the sdk-plugins launched by cinema. BTW. Is it really necessary to restart cinema4d when re-compiling the plugIns? Thx, 
 Jens
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 THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED On 26/06/2006 at 23:17, xxxxxxxx wrote: Sure ... You have to restart C4D ... ( as much as I know ) ... Thanks 
 ZawMinTun
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 THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED On 26/06/2006 at 23:23, xxxxxxxx wrote: Yes, CINEMA 4D needs to be restarted. The best way is to start it from the development environment because then you can also set breakpoints and debug the code. 
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 THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED On 26/06/2006 at 23:40, xxxxxxxx wrote: Yes, for C++ compiled plugins, you must restart Cinema 4D for the new code to be loaded into memory. Remember, they are static libraries - very much similar to those you compile into applications (zlib, for instance). I too wish there was a way around that. 
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 THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED On 27/06/2006 at 00:41, xxxxxxxx wrote: however, you can change your code during runtime while debugging and also recompile changed parts during debugging. 
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 THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED On 27/06/2006 at 13:33, xxxxxxxx wrote: Thank you! The other thing: What can be the reason: I put the original sdk back into the plugin-folder, launch cinema but then I don´t get the sdk-plugins? Jens 
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 THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED On 27/06/2006 at 13:56, xxxxxxxx wrote: If you have two versions of the sdk plugins, they will conflict in Plugin IDs if they have not been changed. Each plugin requires a unique Plugin ID acquired here. The plugin IDs in use by the first sdk folder are the same as those in the copied sdk folder, causing them not to load. I would not use the copies of the "cinema4dsdk" folder for writing plugins as you'll continuously run into this problem (except for maybe your own plugin's unique ID). 
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 THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED On 28/06/2006 at 05:18, xxxxxxxx wrote: Robert, If I take out the sdk-folder of the plugin-folder and replace it with another sdk-folder, they shouldn´t conflict, right? But sometimes (I don´t know when) after such a change, the sdk-plugins are not recognized by cinema. Jens 
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 THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED On 28/06/2006 at 07:48, xxxxxxxx wrote: As long as you are quitting Cinema 4D before swapping folders and then restarting afterwards, it should find them. Make sure that you are storing the 'swapped-out' sdk-folder in a folder external to Cinema 4D's "plugins" folder. I keep a folder called "plugins_backup" in the Cinema 4D install for this purpose. 
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 THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED On 28/06/2006 at 13:55, xxxxxxxx wrote: Ok. You are right. It was my fault. The Problem was just that the sdk didn´t compile because of an error. Swapping works fine as described. Thank you, Jens