How to create v11 UB Plugin Stub

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Parent Message unknown How to create v11 UB Plugin Stub

by Tim Nevels :: Rate this Message:

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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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Tim Nevels
Innovative Solutions
785-749-3444
timnevels@...
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Re: How to create v11 UB Plugin Stub

by Josh Fletcher (4D, Inc.) :: Rate this Message:

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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.
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FAQ:  http://www.4d.com/support/faqnug.html
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