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XCode Help

New Here ,
Oct 30, 2008 Oct 30, 2008
I am trying to start developing some plugins as I have some ideas I want to explore. I am a quick learner but cant seam to get around this at all. I downloaded the CS3 SDK and XCode for my G5 (Running 10.4). I was starting simple using the included guides and tried to make the HellowWorld plugin. Every time I build though all I get is a folder called HelloWorld.aip with the info.plist file inside it. I have triple check the build settings against what the guide says but still with no luck. What am I missing??? I am sure for the experts out there this is a very easy question.

Thanks for the help in advance
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Adobe
Explorer ,
Oct 31, 2008 Oct 31, 2008
I don't recall there being a "HelloWorld" plugin included in the Illustrator CS3 SDK. Assuming you know you're way around the C++ language, I suggest you start off with the "SnippetRunner" plugin. This will provide you with a sample plugin based on a solid, object-oriented framework.

I suggest you also read through the "Programmer's Guide & the "Porting Guide" documents which provide some very useful information.

There are also some project templates for both XCode (Mac OS X) and Visual Studio 2005 (Windows) which will allow you to use your IDE's "Create New Project" functionality to create a skeleton plugin for you to work with.

--W
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New Here ,
Oct 31, 2008 Oct 31, 2008
Thank you for the help. I will give it a try today, but the helloworld I was referring to is in the "Getting started" manual and you build it from scratch. I believe my problem is in my build properties has anyone else seen this before?? Does that problem even make sense that XCode would make a folder rather than the binary file??
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Explorer ,
Nov 04, 2008 Nov 04, 2008
LATEST
Ahh, I see! In that case, yes it does make sense because a plugin module (the .aip file) is implemented as a bundle on the Mac, which is actually a special kind of folder - Right click on an existing plugin in /Applications/Adobe Illustrator CS3/Plugins/ and "Show Package Contents" to see a plugin's contents.

* When you created the project, make sure you selected
b Carbon - Loadable Bundle
* In the Build tab of the target info dialog, make sure the
b Wrapper Extension
setting is set to
b aip
* Ensure you've got the Info.plist file set to "../common/mac/Info.plist" (or wherever this may live on your Mac)
* Ensure you've got the
b Info.plist Preprocessor Prefix File
set to "../common/includes/SDKDef.h" (or wherever it lives on your Mac)

If you're using XCode 3.0 or higher, some of the build setting names differ slightly from what is stated in the guide but they should be fairly easy to work out.
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