cross-compiling?
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On 16/10/2013 at 12:39, xxxxxxxx wrote:
User Information:
Cinema 4D Version: 15
Platform: Windows ; Mac ; Mac OSX ;
Language(s) : C++ ;---------
To create OSX and Windows versions of C++ plugins do I have to run to separate projects - one on my Mac and one on the PC - or can this be done from a common code base?Thanks
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On 16/10/2013 at 13:35, xxxxxxxx wrote:
Originally posted by xxxxxxxx
<ADDRESS>
User Information:
Cinema 4D Version: 15
Platform: Windows ; Mac ;
Mac OSX ;
Language(s) :
C++ ;---------
</ADDRESS> To create OSX and Windows versions of C++ plugins do I have to run to separate projects - one on my Mac and one on the PC - or can this be done from a common code base?
ThanksYou need separate project files of course (for VS and Xcode). If you use a versioning system (git, perforce, etc), you can use the same source & resource files though.
The versioning systems usually take care of the line endings - VS has trouble to work properly with Mac or Unix line endings. If you don't use a versioning system you might have to fix source files with "wrong" line endings from time to time to make VS work.
Best regards,
Wilfried
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On 16/10/2013 at 14:04, xxxxxxxx wrote:
Yikes. I was afraid of this.
Thanks
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On 17/10/2013 at 00:33, xxxxxxxx wrote:
Originally posted by xxxxxxxx
Yikes. I was afraid of this.
ThanksIf you don't use a versioning tool yet, then you should seriously consider it.
It will make your programming life much easier, allow adventurous experiments with your source, simpify hunting down speed regressions or bugs and therefore increase quality and stability of your product.
Best regards,
Wilfried
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On 17/10/2013 at 06:22, xxxxxxxx wrote:
Howdy,
Originally posted by xxxxxxxx
...If you don't use a versioning system you might have to fix source files with "wrong" line endings from time to time to make VS work...
Also, in Xcode's preferences in the Text Editing, you can set the Default line endings to "Windows (CRLS)" and enable the "Convert existing files on save" option.
Adios,
Cactus Dan -
On 17/10/2013 at 11:34, xxxxxxxx wrote:
Originally posted by xxxxxxxx
Howdy,
Originally posted by xxxxxxxx
...If you don't use a versioning system you might have to fix source files with "wrong" line endings from time to time to make VS work...
Also, in Xcode's preferences in the Text Editing, you can set the Default line endings to "Windows (CRLS)" and enable the "Convert existing files on save" option.
Adios,
Cactus DanRight, but that doesn't help if you've to deal with 3rd party sources using a different encoding (e.g. Unix) - that 's where the fun with VS starts if you don't use a versioning system.
Best regards,
Wilfried
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On 23/10/2013 at 12:24, xxxxxxxx wrote:
Thanks for all the input on my cross-compiling question. In the whole process a few more questions came up:
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(the easy one) Which version of Visual Studio is recommended? I installed VS2010 last night but have yet to successfully compile one of the C4D R12 SDK examples.
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Since I recently upgraded to C4D R15 a new problem crept up. I am mostly a Mac user with an Ubuntu box for CNC and a Windows XP box to make the G-code. Both the Unix and the Windows computer are used computers I got very cheaply from a local source - my CNC machine needed a parallel port so these computers are a bit older. Which is why R15 won't work (64bit). What would you recommend to run R15 on in Windows, low end, it just needs to run. Not for use for full fledged C4D work. Of course it could also be a laptop.
Thanks
Peter
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On 23/10/2013 at 14:37, xxxxxxxx wrote:
Howdy,
Well, if your Mac is an intel Mac and 64bit capable, you could possibly setup it up for dual boot, and partition the hard drive with a second small Windows partition, just enough to run your MSVC and R15. Or add a second hard drive for that.
Adios,
Cactus Dan -
On 23/10/2013 at 18:27, xxxxxxxx wrote:
I didn't even think about that possibility - especially annoying since my MacMini already has a 20GB Windows XP partition. I guess now I need to find out if it is 64 bit.
Thanks
Peter