Monday, March 22, 2010

Incomplete build of pluggin?

Hi,



A while ago i did a in-house pluggin for our production needs. It was a pretty straightforward modification of the ''Getter'' sample of the SDK.



We had purchased a licence of CodeWarrior 10, but i was able to finish the pluggin using the evaluation version.



So i knew i had to activate the CodeWarrior licence to work on the project again (wich is currently the case): i did this without problem today.



But currently the make my pluggin (the bundle) seem incomplete (wich i attributed first to the end of evaluation period), in the pluggin folder i see a file with the appropriate name but with a similar icon of the Applescript OSAX (a white ''lego type'' block). (0 or just a few Ko) [i'm not sure if it's the ressources or the code that is missing in the ''bundle'']



Also, on some of the projects i get this error (different versions of my pluggin): ''Link Error: The target type is not application. This linker has been intentionally limited to only create applications''



Before i try to do a reinstall of CodeWarrior... is there a specific setting i should have a look on?? (i tried to use ''package linker'' instead of Mach-O without success).



- I have rebuilded the permissions.

- There is not specific major update that have been applied to my system.



Thanks,

Eric
Incomplete build of pluggin?
A Lego block is normal, for a bundle format plugin.



The linker error would seem related to a failure to re-activate. Caveat emptor...



You could try Xcode instead (it's free and doesn't suffer from DeActivation).
Incomplete build of pluggin?
Generic icon could be due to missing Contents/PkgInfo file.

Like you said, very likely that the problem is with the licence... but it's hard for me to validate if it's the licence file that is damaged, the project files or else.. effectively there is something missing in the bundle (the file size of 0 or just a few k instead of more than a Mo for the working pluggin).



The obvious solution is to reinstall CodeWarrior, but i'm not sure if it will be affecting the licence generation and just giving me more problems. Anyway, i have sent a message to Freescale to see what they suggest as reinstall strategy.



ps: I'm aware that CW10 is a end of line product, it's very likely that the SDK samples will be redone in another environnement (Xcode?) and i will have to make the port one day. But not being a full time c++/pluggin developper, i tought it was more safe to go with the Adobe suggested tools (not having too much uncertainities to deal with).



Maybe the SDK (samples) has been updated to XCode already??

At CS2, SDK samples were moved to Xcode for the Mach-O plugin format, and for CS3, it's essential, since only gcc can build Universal plugins (you'll need the
''CS3 Public Beta'' SDK from Adobe).



You can also build these from CLI using a Makefile (example source code is available on
my site - e.g., ''DITABIS'' and ''ICOFormat'' plugins).

''At CS2, SDK samples were moved to Xcode for the Mach-O plugin format''



It was probably done after i downloaded it the first time. I have redownloaded it again and will be checking this option... I'm still waiting for freescale support on licence installation for CW, but considering that it's likely that i will have to port the pluggin to CS3, it's maybe better to transition to the new environnement..



Thanks.

Eric, I may have been too definite. Actually I can't remember whether the CS2 sample code does include Xcode projects. But there is a PDF document in the Illustrator CS2 (and maybe PS CS2) SDK, something like ''MovingProjectsToXCode'', which should give you enough info to migrate.



The CS3 ''beta'' SDK linked above definitely
does have the Dissolve filter as an Xcode project, so that could give you a head start both on Mach-O and Universal plugins.

It was a Licence problem. Freescale sent me a licence.dat file to replace the one that was not working and all is working fine again.
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