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On 28/10/2008 at 14:45, xxxxxxxx wrote:
Cinema 4D Version: 10
Platform: Windows ;
Language(s) : C.O.F.F.E.E ; C++ ;
Is there a way to debug a plugin, which I wrote under VC6, I mean setting breakpoints and checking the variables and not just using println.
I have installed the VC6 plugins in plugincafe, but they just let me view the documentation and the type information of the variable, if understand this write.
Is there a way to reload the C++ plugin into C4d without restarting C4d?
I couldn't find a lot of information on debugging in the forum.
Thanks for the help
On 28/10/2008 at 15:58, xxxxxxxx wrote:
Yes, debugging is described in the SDK documentation. You need to put C4D into 'debugging' mode and build, of course, a debug api_lib and plugin. Then you can actually set break points in your code and debug.
No, you must restart C4D after every rebuild of the C++ plugin, unfortunately...
The Project Settings "Post-Build Step" is your best friend in these circumstances. I use it to copy the newly built plugin and the res files to 'production' then launch C4D. Saves much time due to this unfortunate requirement.
On 30/11/2008 at 02:47, xxxxxxxx wrote:
I found two important things about debugging in VC++ V6 (which took me a lot of time to find) :
- in the linker options of VC++ make sure that the output file (Name der Ausgabedatei) matches the name of the project (.dsw,.dsp). When that was not the case, no breakpoints were found while executing c4d from vc++.
- Make sure that the active configuration is debugging in VC++. With the release configuration the breakpoints work (more or less) but the variable values displayed are wrong! It took me a while to figure out that the values were wrong. The program doesn't tell!