So right now, I am albe to run Dollys, generate some source code, open it with xcode, but when I want to run that plugin xcode reports error, that it couldnt find any sdks...
Hi, every sdk has its C++ IDE requirements, see the porting-guide.pdf. For cs5.5 sdk the requirements are:
On Windows®, the required C++ development environment is now Visual Studio 2008 with Service Pack 1 and Microsoft® Windows XP Service Pack 2 or higher.
On Mac OS®, the required C++ development environment is XCode 3.1.3 and Mac OS X 10.5.x.
Everything works out of the box with the requiered environment and the only tip you can get in this forum is to fix the requierements first.
thank you for your answer, I read about requirements, but unfortunately my mac book is running on Lion (mac os x 10.7.2) and xcode 4.2 and by apple polici downgrade isnt posible. So there must be a way how to achive non problem plugin development... I doubt that everyone who is developing on mac has that archaic operating system and xcode... so my requirements couldnt be fixed...
Sorry about that, but you will need XCode 3 to compile plug-ins. Search the web for tutorials on how to install XC3 on Lion, or -- probably the best way -- buy Snow Leopard, reinstall your MacBook and install XC3 there. If you need Lion, just upgrade from Snow Leopard. XC3 will continue working on Lion then.
You can install XCode 3 under Lion, it's easy.
but basically just:
open "/Volumes/Xcode and iOS SDK/Xcode and iOS SDK.mpkg"
right now Iam reading getting started and there is on page 25 tutorial, how to add sdk project template for xcode... I have some questions about that:
- point 4. could I enter path to hard drive folder, where I placed whole copy of InDesign sdks? When the window "select directory to use as the project root" didnt appear, what should I do? Is it possible to set this path in build settings of project?
- point 6 Iam not sure, that where I should place my project file...
- point 7 (didnt get there yet)...
Thank you for any answers.
so finally I have made all steps the right way. Everything is ok, but when Iam trying to build my sample, error:
"DontDeadStrip()", referenced from:
ld: symbol(s) not found
collect2: ld returned 1 exit status
pop up. How it is possible, that this method is missing?? Could anyone suggest correction?
Please check if the XXXNoStrip.cpp that has the definition of this method is included in the target that you are trying to build, or in fact if the file has been added to the project or not.
This seems to be a linker error caused because the linker is not able to find the definition of the method "DontDeadStrip". Add the file to the target you are building and hopefully the problem will be fixed.
- Efficient InDesign Solutions -
I generated the code again by DollyXs and everything was ok, so this is ok
i am trying to create custom plugin for Indesign . i downloaded the sample projects and configured x code .i am able to complie and run the sample plugin project but i found no result/output in indesign application . i am just helpless, can you help me
the first thing that you must set TARGET_BUILD_DIR to your indesign plugin folder. This setting is in Debug/Release setting of targets.
If you want to start your indesign automaticaly from xcode you need to create custom executable pointing to indesign file.
Thanks for your reply ,
i came across one more issue that ****.sdk.InDesignPlugin cannot load. It requires debug version of indesign.
any advice Please?
Suren, you really should start your own thread rather than posting in old threads.
Debug builds of plugins can only run in the debug build of InDesign, which is politically challenging to obtain. If you do not have it, you must use the release build of your plugin.
Hi Ondrej, john
Thanks for reply,
i have created new thread in the name of how to create relese build of custom plugin
help me over there