Starting to code with XCode

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

On 02/02/2009 at 09:29, xxxxxxxx wrote:

User Information:
Cinema 4D Version:    
Platform:      Mac OSX  ; 
Language(s) :     C++  ;

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This may sound like a too general or sparse question but...
I want to start coding in C++, using XCode.
What do I need to do to start? I know I should use the cinema4dsdk.xcodeproj but, when I open it and hit "Build", I get 221 errors and 4 warnings.
So, what do I need to do to start coding, lets say, a simple "Hello World" script in C++?
Any help to get me started would be greatly appreciated.

Rui Batista

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

On 02/02/2009 at 09:48, xxxxxxxx wrote:

What Cinema4D and XCode versions are you using?

cheers,
Matthias

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

On 02/02/2009 at 09:49, xxxxxxxx wrote:

XCode 3.0 and Cinema4D 11.x

Rui Batista

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

On 02/02/2009 at 10:08, xxxxxxxx wrote:

What MacOS version are you using? You'll need 10.5+ (Leopard).

I think you need at least Xcode 3.1 (can't find the info to verify that atm). Just download the latest version from developer.apple.com (using your ADC account, go to Downloads and then Developer Tools on the right) and install.

Unfortunately, the cinema4dsdk sort of acts as the 'Hello World' example since there are so many types of plugins possible. I'd start by using one of the examples that most closely matches the type of plugin you have in mind.

This is the important information:

Never develop your C++ plugins directly in the Cinema 4D install. With Vista and Leopard, you can't anyway (write access is forbidden in the Applications folder).

So, what do you do? In your Users folder, create a folder to store your project files and build from there. Copy the 'resource' and 'plugins' folders from your Cinema 4D install into that folder. Inside the plugins folder, create your plugin project folder and keep the source, res, icons, etc. in there. This is where you should build the cinema4dsdk as well.

Yes, this means that you must create a folder in the real Cinema 4D plugins folder for your plugin and copy your res folder and plugin (.xdl, .cdl, .cdl64, .dylib) into it before running Cinema 4D for testing each time you build. You'll also need to copy the cinema4Dsdk.dylib into the plugins/cinema4Dsdk folder once built.

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

On 02/02/2009 at 10:49, xxxxxxxx wrote:

Thank you, Robert. I'm downloading version 3.1.2 of XCode right now. I'm using Leopard 10.5.6
I will look into doing what you said.
Damn, sound a whole lot more complex than doing COFFEE stuff ;)

Rui Batista

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

On 02/02/2009 at 11:36, xxxxxxxx wrote:

Not too bad once you get used to it. :) There might even be a post-build where these things can be automatically copied and Cinema 4D run (I do this in Visual Studio). Just haven't found it with Xcode yet.