Re: Troubleshoot FxGenerator
Re: Troubleshoot FxGenerator
- Subject: Re: Troubleshoot FxGenerator
- From: Paul Miller <email@hidden>
- Date: Wed, 3 May 2017 15:36:42 -0500
- Organization: FXTECH
Daniel -
We're seeing this exact issue with a bunch of our plugins. Worked fine
in El Capitan, and randomly doesn't work in Sierra, usually on machines
that were upgraded. Clean installs usually fix it. We've been waiting on
input from the launch services folks for months.
Let me know if you stumble across a fix.
-Paul
On 5/3/2017 3:31 PM, Daniel Walz wrote:
Hi Darrin,
thanks for the answer. I tried that, removed all symlinks I created of
either FxPlug folder in /Library and in ~/Library.
I also started the Wrapper Application from Finder and let it run for a
couple of seconds.
But neither pluginkit -m shows anything, nor it is visible in motion.
I also tried to reduce deployment target to 10.11 (but I am on 10.12
though). No change.
Can I look into launchServices database? Is it worth resetting it's
cache? Exists there any logging from that service?
Thanks for walking me through.
Daniel
On Wed, May 3, 2017 at 8:51 PM, Darrin Cardani <email@hidden
<mailto:email@hidden>> wrote:
Daniel,
You don’t need to do the linking to /Library/Plug-Ins/FxPlug/ since
you’re working with PluginKit. I’d remove the link just to make sure
it’s not causing any other issues.
Next, I would find your plug-in’s application in the Finder and
double-click on it from the Finder to launch it. We have seen cases
where Launch Services doesn’t notice the plug-in the first time it’s
launched from Xcode. As such, it doesn’t register with PluginKit.
Launching it by hand from the Finder seems to nudge Launch Services
to where it recognizes the plug-in. Let me know if that works for you.
Darrin
On May 3, 2017, at 4:28 AM, Daniel Walz <email@hidden
<mailto:email@hidden>> wrote:
Hi everybody,
I try to create a generative plugin with FxPlugin. I am using
FxPlug SDK 3.1.1 on OSX 10.12.4
First I create an empty FxPlug project with XCode (8.3.2). Then I
change the base class to
@interface FilmstroFxPlugPlugIn : NSObject <FxGenerator>
and adapt the frameSetup removing RenderInfo, that the FxGenerator
doesn't have:
- (BOOL)frameSetup:(FxRenderInfo)renderInfo
hardware:(BOOL *)canRenderHardware
software:(BOOL *)canRenderSoftware
and also the renderOutput removing the inputImage:
- (BOOL)renderOutput:(FxImage *)outputImage
withInfo:(FxRenderInfo)renderInfo
For a start I commented everything out and return YES.
The project builds fine, no warnings (except the documentation
inside the SDK).
Then I link from products the .fxplug into /Library/Plug-Ins/FxPlug/
But pluginkit doesn't show the plugin. pluginkit -a finishes
without a message. But still pluginkit -m doesn't list the plugin.
I can run the Application as well, but it shows only an empty
window, as I didn't implement anything there.
How can I troubleshoot, why it is not showing up?
N.B. I had a version showing up, but then I realised, that my
changes didn't have any effect, so I removed all traces by hand.
Now I tried to start over, but now I don't even see an empty plugin.
I used XCodes "New FxPlug project", so the GUIDs should be unique.
Thanks for help,
Daniel
--
*Daniel Walz* | Software Developer
Filmstro | Music that Moves.
www.filmstro.com <http://www.filmstro.com/> | twitter/filmstro
<https://twitter.com/filmstro> | vimeo/filmstro
<https://vimeo.com/filmstro>
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--
*Daniel Walz* | Software Developer
Filmstro | Music that Moves.
Sussex Innovation Centre | Science Park Square | Brighton, BN1 9SB
email@hidden <mailto:email@hidden> | Personal mobile: +44
7491 836 008 <tel:+44 7491 836008>
www.filmstro.com <http://www.filmstro.com/> | twitter/filmstro
<https://twitter.com/filmstro> | vimeo/filmstro <https://vimeo.com/filmstro>
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