How to create v11 UB Plugin Stub

4D, Inc. (7/3/08 5:21PM)
Tim Nevels (7/3/08 6:50PM)


4D, Inc. (7/3/08 5:21 PM)

Hi Tim,

There's a separate list for plug-in questions:

http://www.4d.com/maillists

("4D Plugin Talk" under "Subscription Form")

I think this was discussed recently on that list.  The archives are
here:

http://www.nabble.com/4D-Plug-Ins-f15655.html

Kind regards,

Josh Fletcher

Tim Nevels wrote:

I'm doing a conversion to v11 and have a plugin that only used on  

Windows.  It's an older plugin and I don't expect a new Universal  

Binary (UB) version of the plugin will be created.  But I still need  

to use the plugin on Windows -- and I do development on an Intel Mac.
  

And I do not want to run in Rosetta.

I would like to create a UB plugin that will simply load and allow  

compiles on Intel Mac OS.  The plugin command will never be executed  

on the Mac.

It appears that the format plugins for Windows has not changed from 4D  

2004 to v11.  I'm hoping I can create a UB plugin stub on the Mac and
 

then swap in the original Windows .4DX and .RSR files in the "Windows"  

directory inside the plugin bundle.

Do anyone know if this is possible?  And if so can anyone provide me  

with an XCode project that I can use to build the UB plugin stub?  I  

can modify it to have the same plugin commands and parameters.

Again, I only need to do this so that I can develop and compile with  

v11 on an Intel Mac.  The plugin is Windows specific and not used on  

Mac.

Thanks!

Tim

--

Josh Fletcher

Technical Services Team Member

4D, Inc.

Tim Nevels (7/3/08 6:50 PM)

I'm doing a conversion to v11 and have a plugin that only used on  

Windows.  It's an older plugin and I don't expect a new Universal  

Binary (UB) version of the plugin will be created.  But I still need  

to use the plugin on Windows -- and I do development on an Intel Mac.
  

And I do not want to run in Rosetta.

I would like to create a UB plugin that will simply load and allow  

compiles on Intel Mac OS.  The plugin command will never be executed  

on the Mac.

It appears that the format plugins for Windows has not changed from 4D  

2004 to v11.  I'm hoping I can create a UB plugin stub on the Mac and
 

then swap in the original Windows .4DX and .RSR files in the "Windows"  

directory inside the plugin bundle.

Do anyone know if this is possible?  And if so can anyone provide me  

with an XCode project that I can use to build the UB plugin stub?  I  

can modify it to have the same plugin commands and parameters.

Again, I only need to do this so that I can develop and compile with  

v11 on an Intel Mac.  The plugin is Windows specific and not used on  

Mac.

Thanks!

Tim

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Summary created 7/4/08 at 2:07AM by Intellex Corporation

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