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    Shall we check if passed parameters are valid?

    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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 26/07/2012 at 08:49, xxxxxxxx wrote:

      User Information:
      Cinema 4D Version:    
      Platform:      
      Language(s) :

      ---------
      In the SDK Examples, the SculptingTool example (sculpting.cpp) performs some checks in ToolData::MouseInput().

      Bool SculptingTool::MouseInput(BaseDocument *pDoc, BaseContainer &data, BaseDraw *pDraw, EditorWindow *win, const BaseContainer &msg)  
      {  
        if (!pDoc)  
            return TRUE;  
        if (pDraw != pDoc->GetActiveBaseDraw())  
            return TRUE;  
        
        /* .. */  
      }
      

      Why should Cinema pass invalid arguments to our plugins, should we really perform these kind of checks?

      -Nik

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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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 26/07/2012 at 09:00, xxxxxxxx wrote:

        Better safe than sorry 🙂 It may be a bit over defensive but you should never assume a pointer to be valid, especially in a multi-threaded application as CINEMA 4D.

        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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 30/07/2012 at 11:24, xxxxxxxx wrote:

          Ok, you're right at this point. Thanks! 🙂

          -Nik

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