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On 23/03/2012 at 07:48, xxxxxxxx wrote:
Cinema 4D Version: 13 Demo
Platform: Windows ;
Language(s) : C++ ;
is debugging under c++ a full version feature ? i have got an object plugin. when i try to debug it,
it returns _"debugging information for Cinema 4d demo.exe cannot be found or does not match. _
_no symbols loaded." _it happens with 32 and 64 bit versions of cinema and the respective compiler
plattforms. i have followed the instructions from the sdk and added the Executable and the
Working directory to my project settings. i have also created a c4d_debug.txt. i am on
visual studio 2005.
edit: this happens also for the out of the box sdk examples. and both plugings (the sdk and
mine) are compling and working just fine, but i cannot get the debugging to work.
On 23/03/2012 at 08:09, xxxxxxxx wrote:
This requires a special debugging version of Cinema 4D which is not avaible for plugin developers. Sorry.
On 23/03/2012 at 08:35, xxxxxxxx wrote:
thanks for the quick reply, but i am a bit irritated by your answer, because the 13.029 c++ sdk
has a special page dealing with debugging within the ide. it even shows some screenshots.
so the the c4d console and debuging within the ide aren't open to public anymore ?
On 23/03/2012 at 09:31, xxxxxxxx wrote:
I think there's a misunderstanding here. You can certainly debug plugins in R13 in the Visual Studio IDE. I do it all the time, but I am using VS 2008, I haven't tried it in VS 2005.
It may be that the reason you can't get it to work is because you're using a demo version of Cinema. You can compile with a demo but maybe not debug it. Possibly the debugging info is not included. Have you tried it on a full version of Cinema, e.g. R12?
On 23/03/2012 at 10:15, xxxxxxxx wrote:
not possible because i have at home VS but not c4d, while at work i have c4d but not VS
On 23/03/2012 at 12:14, xxxxxxxx wrote:
You can debug your plugins (call stack, registers etc.) but the debug symbols are not avaible in the commercial version, which will make the debugging a bit harder. Personally I didn't find it too limiting.
Btw. you should also take a look at the C4D TypeViewer. It's an Add-on for VS. You can find in the additional SDK downloads at the bottom:
On 23/03/2012 at 12:26, xxxxxxxx wrote:
Now I'm really intrigued. In the SDK it says 'In both VS2005 and XCode it's possible to run the plugins through the built-in debugger.' And later on 'To invoke the step-by-step debugger you can either break manually from the IDE or place breakpoints in your code that will invoke the debugger when executed.'
All of which is correct. I can step through the lines of source code with the debugger and it'll tell me what values the variables have, let me set breakpoints, and basically do all the things I'd expect a debugger to do. This is with an out-of-the-box install of the commercial version of R13.
What am I missing? What else could it do if I had the special debug version that it isn't currently doing?
On 23/03/2012 at 12:35, xxxxxxxx wrote:
I'd guess, that your view on symbols ends, when stepping beyond SDK API calls. With a special debug build of Cinema, you'd be able to step through entire C4D. But why would one want to do so, when debugging a plugin (letting aside reverse engineering in order to find some undocumented feature)?
One more question on the type viewer though: Is it possible to use it with VS2010 Express? Somehow I don't find devenv.exe in my installation, so I don't know, where to put the dll.
On 23/03/2012 at 12:55, xxxxxxxx wrote:
That makes sense, thanks. And no, I wouldn't want to step through C4D itself, there'd be no reason to (other than to see how it works, I suppose - but since the source is not available, there's not much point).
On 23/03/2012 at 14:39, xxxxxxxx wrote:
thanks for your help, got it to work.