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    Bug in R11?

    Scheduled Pinned Locked Moved SDK Help
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    • H Offline
      Helper
      last edited by

      THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

      On 26/01/2009 at 08:38, xxxxxxxx wrote:

      User Information:
      Cinema 4D Version:   11 
      Platform:    Mac  ;  
      Language(s) :     C++  ;

      ---------
      Hi!

      I found out that this code crashes on Mac.
      Can anyone confirm? For a small workaround I put all the deallocation stuff
      into PluginMessage with the ID C4DPL_ENDACTIVITY which seems to work there.

      #include "c4d.h"

      BaseObject *op;

      Bool PluginStart(void)
      {
           op = BaseObject::Alloc(Ocube);
           return TRUE;
      }

      void PluginEnd(void)
      {
           BaseObject::Free(op); //crashes here
      }

      Bool PluginMessage(LONG id, void *data)
      {
           return TRUE;
      }

      Thanks and bye 🙂

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      • H Offline
        Helper
        last edited by

        THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

        On 26/01/2009 at 09:10, xxxxxxxx wrote:

        Is 'op' ever inserted into a BaseDocument?

        Also, I wouldn't trust using global variables except under specific circumstances. Do a forum search for __WINCRTINIT.

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        • H Offline
          Helper
          last edited by

          THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

          On 26/01/2009 at 10:03, xxxxxxxx wrote:

          Hi!

          Yes, you are right, it was just an example. I don't use global variables here. It was just an example to show that it crashes, when I free a GeListeNode object.

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          • H Offline
            Helper
            last edited by

            THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

            On 29/01/2009 at 06:05, xxxxxxxx wrote:

            can anyone confirm that? thx 🙂

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            • H Offline
              Helper
              last edited by

              THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

              On 29/01/2009 at 08:14, xxxxxxxx wrote:

              I can confirm this.

              You have to use C4DPL_ENDACTIVITY and C4DPL_STARTACTIVITY for allcoations/deallocations which depend on other plugins.

              You allocate a BaseObject (a cube) which is probably just another plugin by itself.

              Besides this the use of global static classes is forbidden (not your case since it's just a pointer).

              From the techinfo paper:

              Stability and Testing

              • Crashes due to use of global static classes
              • Crashes happen randomly and are often hard to reproduce
              • Allowed are elementary datatypes and datatypes that don't need to be allocated (LONG, Real, CHAR, GE_SPINLOCK etc.)
              • Any other SDK datatype cannot be placed in the global scope

              Wrong!

              AutoAlloc <String> my_global_string1;
              Stringmy_global_string2;
              Filenamemy_global_filename;

              cheers,
              Matthias

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              • H Offline
                Helper
                last edited by

                THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                On 06/03/2009 at 02:15, xxxxxxxx wrote:

                Hi!

                At first I checked out several cases and thought the object is not owned by my plugin but thats not the case.

                In PluginEnd I deallocate and clean up some allocated objects(BaseDocuments, BaseObjects, etc.) which were created in the sandbox. Well, I would do all that in C4DPL_ENDACTIVITY but thats not possible. So imagine the following case:

                Someone creates an object of BaseDocument in the sandbox. The sandbox is similar to the standard console and is just a terminal. So if you type

                doc = get_active_document.get_clone() you get a clone of the document which is stored in the sandbox and the object is alive until the sandbox is closed and freed which happens in PluginEnd().

                gDelete(glob->sandbox); the deconstructor cleans up all allocated objects. So imagine there is a BaseDocument like the example above so Py4D calls BaseDocument::Free(objectA); which crashs on Mac OSX but not on Windows. Interesting point: BaseBitmap::Free(objectB); does not crash in PluginEnd().

                So I set a global flag called "finalize" that BaseDocument::Free() will not be executed, if this is called from the cleanup management in PluginEnd. That means, there are memory leaks on Mac OSX. Is there another workaround?

                bye...

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