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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 -
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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 -
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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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