Maxon Developers Maxon Developers
    • Documentation
      • Cinema 4D Python API
      • Cinema 4D C++ API
      • Cineware API
      • ZBrush Python API
      • ZBrush GoZ API
      • Code Examples on Github
    • Forum
    • Downloads
    • Support
      • Support Procedures
      • Registered Developer Program
      • Plugin IDs
      • Contact Us
    • Categories
      • Overview
      • News & Information
      • Cinema 4D SDK Support
      • Cineware SDK Support
      • ZBrush 4D SDK Support
      • Bugs
      • General Talk
    • Unread
    • Recent
    • Tags
    • Users
    • Login

    GePluginMessage

    Scheduled Pinned Locked Moved SDK Help
    4 Posts 0 Posters 372 Views
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • H Offline
      Helper
      last edited by

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

      On 24/11/2004 at 02:51, xxxxxxxx wrote:

      User Information:
      Cinema 4D Version:   8.207 
      Platform:   Windows  ;   
      Language(s) :     C++  ;

      ---------
      Some messages are function calls, for example if I sent a message directly to an object, some are scheduled, like core messages.
      What about GePluginMessage? Is it a direct call, or a scheduled message? So, if I do a GePluginMessage from one plugin, can I be sure that the according code in the destination plugin will be called after that line of code?

      1 Reply Last reply Reply Quote 0
      • H Offline
        Helper
        last edited by

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

        On 24/11/2004 at 07:10, xxxxxxxx wrote:

        Yes, of course. It´s not possible to catch a message if it wasn´t send (logical) so it´s impossible to let the code be evaluated before, if it requires the data container of the pluginmessage. Of course, you need to check for this, otherwise another plugin may have send any data and your plugin thinks it´s his own.

        But that´s what the plugin ID is good for.

        1 Reply Last reply Reply Quote 0
        • H Offline
          Helper
          last edited by

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

          On 24/11/2004 at 07:27, xxxxxxxx wrote:

          The question is, if the message is synchronous or asynchronous! The reaction on the message will of course be done after I sent the message, the only question is when! In my case, the other plugin I notify with GePluginMessage will do some important things to my plugin. If the message is synchronous, then the modification will be finished after I leave the GePluginMessage function. If its asynchronous, then the modification will "soon" be done...in that case the other plugin will have to notify after the modification has done.

          1 Reply Last reply Reply Quote 0
          • H Offline
            Helper
            last edited by

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

            On 01/12/2004 at 02:38, xxxxxxxx wrote:

            Afaik none of the messaging functions are guaranteed to be synchronous, even if they would happen to be now. So I would go the more robust route of designing for asynchronity.

            1 Reply Last reply Reply Quote 0
            • First post
              Last post