Re: FxPlug not Bundling
Re: FxPlug not Bundling
- Subject: Re: FxPlug not Bundling
- From: George King <email@hidden>
- Date: Fri, 10 Oct 2008 10:18:26 -0700
The problem was a nil default value passed to addCustomParameter. This
was in fact showing up in Console as an FCE exception; for some reason
I didn't see it before. What a goose chase!
Thanks for all your help,
George
On Oct 10, 2008, at 9:46 AM, Paul Schneider wrote:
Hi George,
and it loads up until the very last step, where I swap out the
default FxFilter class for my custom one.
When you changed the name of your class, did you update the
"className" in your plist's ProPlugPlugInList, so that FCE knows
which class to instantiate?
- Paul
On Oct 10, 2008, at 11:45 AM, George King wrote:
Hi Darrin, I could not see any messages printing to console. When
the plugin first stopped loading, I added a bunch of NSLog calls to
the FxFilter class, and because I didn't see any of those show up,
I assumed I had mangled my plists or something. Since then I have
rebuilt the project from the ground up, and it loads up until the
very last step, where I swap out the default FxFilter class for my
custom one. The custom class builds just fine, but FCE never
appears to run any of the init code, because if it did, I would see
the log messages in console.
What does FCE do to check the class before running any of this
code? Is there any way to get FCE to be verbose about the plugin
loading process?
I'll keep trying to narrow this down by rebuilding the class itself
incrementally.
On Oct 10, 2008, at 9:09 AM, Darrin Cardani wrote:
George,
Is anything printed to the console when you run FCE? Where is
your FxPlug stored on your hard drive?
Thanks,
Darrin
On Oct 9, 2008, at 10:25 PM, George King wrote:
Jim, thanks for the hints. I had conflated changing the
extension with getting FCE to load the fxplug, but that was
irrelevant. It does not explain why my fxplug was loading, and
now it is not (nor does it explain why the finder was
displaying .fxplug.bundle products as lego bricks, and is now
treating them as regular folders).
The examples are loading just fine as is.
UUIDs are not the issue; i tried regenerating them to no avail. I
have one for the group (the first two occurrences in the plist)
and another under protocolNames.
Can you think of anything else that needs to be 'just so' for FCE
to load the fxplug? I changed the name of the FxFilter class,
moved a bunch of source files around to make room for another
target, and then after realizing I had a problem, changed the
name back to the original. Oops.
My plist is named correctly; otherwise it wouldn't build.
My bundle name matches the executable file and the principal
class name.
All my localized strings look correct.
The build settings look equivalent to various working examples.
I'm about ready to start with a fresh project and just reload
everything, but I'm really curious as to which cranky bit I
flipped.
Thanks for your help,
George
On Oct 9, 2008, at 8:17 PM, Jim George wrote:
Hey George,
This can be confusing, but a bundle really is just a folder, but
the
OS recognizes it as such and doesn't allow you to explore the
contents
in finder. if you right click any bundle (or app for that
matter) you
can select "Show Contents" and explore it as a folder. FxPlug
files
just don't have this feature built into the OS so Finder isn't
smart
enough to pretend it is not a folder. Make sure you've changed
the
UUID's from the example project (make sure to only change the ones
that are different, 2 of them are should be the same - this
tripped me
up) and then put the .fxplug "folder" into /Library/Plug-Ins/
FxPlug ,
relaunch final cut and you should see your plug in.
To avoid UUID problems, just do this with one of the example
projects
to get it to show up in FCP, then try it with your own project.
This
will cut down on possible causes of error. If FCE isn't loading
it
still then there are other issues.
On Fri, Oct 10, 2008 at 9:45 AM, George King <email@hidden
> wrote:
Hi List,
I'm working on my first FxPlug and I am having a recurring
problem. If I
create a new FxPlug filter and build the default project, I get
a folder
called FxPlugTest.fxplug, rather than a bundle. This will not
load in FCE. I
was able to fix this by changing the wrapper extension to
'fxplug.bundle'
under Target Info -> Build -> Packaging. However, after making
some changes
to my project (adding an application target, fussing around
with the filter
target's name, and some other things that should have been
preceded by a
snapshot), Xcode started building a folder with the
fxplug.bundle
extension. Moreover, When I created a brand new project to try
to backtrack,
the trick stopped working. Obviously I'm missing something, but
it's hard to
tell because all of the developer examples also build folders
instead of
plugins.
Any insight would be greatly appreciated. Thanks!
George
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- Jim
www.INTelegance.net
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