Re: proper current way to build a new FxPlug?
Re: proper current way to build a new FxPlug?
- Subject: Re: proper current way to build a new FxPlug?
- From: Darrin Cardani <email@hidden>
- Date: Mon, 28 Aug 2017 09:23:05 -0700
Paul,
If there’s any way you could file a detailed bug report on this today, that
would be enormously helpful to everyone involved (including developers like
you!). We have spent a lot of time trying to reproduce and get bugs about these
issues filed, and unfortunately, they’re very hard to make happen. That means
that our OS developers spend time trying to reproduce them, and if they can’t,
they send them back to us as “unable to reproduce”. Any additional information
you can provide about what’s happening may give them some hints as to what’s
going wrong or where. I’d hate to see a problem like this not get fixed in High
Sierra.
Darrin
> On Aug 27, 2017, at 2:02 PM, Paul Miller <email@hidden> wrote:
>
> Thanks for the tip Lyndon. That didn't work either.
>
> Here is something that DID work. I created a whole other user, logged into
> that, ran the FxPlug .app, then ran pluginkit -m, and it showed up! Also,
> there were more than a page of entries in the pluginkit output. When I'm
> logged into my normal user, there are only maybe ten or so!
>
> So what's going on here? How do I get my normal user account to see all of
> the usual pluginkit entries that appear for other, new, users?
>
> Another note: I noticed that after turning on code-signing for the template
> plugin, the signing failed. check-signature explains that an embedded
> framework:
>
> DFT FxPlug.app/: a sealed resource is missing or invalid
> In subcomponent: .../DFT FxPlug.app/Contents/PlugIns/DFT
> FxPlug.pluginkit/Contents/Frameworks/FxPlug.framework
> NO
>
> FxPlug.framework is malformed, at least according to the ever-changing
> code-signing rules in Sierra. How am I supposed to rectify this?
>
>
> On 8/27/17 9:01 AM, Lyndon Hill wrote:
>> Hi Paul,
>>
>> I had a similar experience. I don’t think I nailed down a series of steps to
>> make it compile and work out of the box straight away. Just make sure that
>> the target you compiled did in fact create the plugin inside the application
>> bundle. Run the application, maybe reboot too. Then magically the problem
>> goes away.
>>
>> Check the console after running Motion or run Motion from the shell to check
>> any messages regarding the plugin.
>> You don’t need to fiddle with pluginkit.
>>
>> Lyndon
>
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