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Developing plugins

 
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Developing plugins
sub
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#61
2005-01-11, 01:06 AM
[b Wrote:Quote[/b] ]refernce error:not set to instance of object.
Now what
Who is that question aimed at, and what exactly are you trying to ask?
darrin75
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#62
2005-01-11, 01:23 AM
When i click on a plugin that i have made, i get that error
darrin75
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#63
2005-01-11, 01:37 AM
Do you need more info
reven
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#64
2005-01-11, 02:08 AM
recreate the error, then look in the gbpvr.exe.log file, and scroll to the bottom. it should display in which class and on what line the error occured, so you can figure out what you've done wrong.
darrin75
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#65
2005-01-11, 02:13 AM
cool thanks
smeghead
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#66
2005-03-03, 01:08 PM
Hi All,

What's the best way to debug the construction of Plugins.

I've seen many fantastic skins come out over the last few months and so I've started updating the Calculator plugin to be more skinable. I've done lots of code updates, expecting that most of the code would stay the same and work OK but...

When I select Calculator from the main menu I just get the "Object not set to an instance of an object" error (I think that's the one, you know the general error that usually happens - i'm at work so can't check). Also, there's no error reported in the gbpvr.exe.log file (nor in any other log file).

So, then I put a Logging.Verbose("Calc Activate&quotWink at the start of the Activate function. This doesn't get printed in the log file either. I then thought, is it recognising the plugin at all so I put a Logging.Verbose("blahblah&quotWink in the plugin constructor. This worked, text in the log file.
My questions are:
1. Is it possible to actually compile a .dll with debugging enabled and use breakpoints etc.
2. Can errors in the skin file make a plugin crash before it enters the Activate function. I'm not that good at XML!
3. Is it to do with file buffering, do the logging calls get "flushed" out to the log file straight away.
4. I can't find the sequence (in this forum and wiki) of what is called and when. I assume:
1. The constructor of a plugin is called then gbpvr starts (or an MVP is turned on?)
2. The Activate function is called when the user selects the plugin from the main menu
3. The Deactivate is called when the user quits the plugin (back to the main menu).
Is this correct - when is a plugins skin loaded and checked for syntax.

Mr Frustrated.
KingArgyle
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#67
2005-03-03, 02:27 PM
Jasonf has created a tutorial that might be of some help.

http://prdownloads.sourceforge.net/gbpvrwi....ownload
jasonf
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#68
2005-03-03, 03:30 PM
This might actually lead into another topic, and one that Sub might be able to answer best (since it might require the release of some source code):

What would be needed in order to construct a development/test environment where plugin code could be stepped through in the IDE?

I'm envisioning a Windows App released as open source code that could be added to a solution that also contains the plugin source code. The IDE would start the windows app, which would instantiate any objects that GBPVR normally would (skinhelper, etc). The windows app would then load the plugin exactly like GBPVR does. The developer, however, can set breakpoints, etc, offering benefits over just testing the plugin in the real GBPVR.

This Windows app would not necessarily have the core functionality that Sub needs to be kept private, like playing videos, etc.

Ideas? Comments?
JasonF
sub
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#69
2005-03-03, 03:37 PM
You can already set breakpoints and step through the plugins in the debugger. Just make sure you also add your .pdb file into the plugins directory, and set gbpvr.exe as the plugin executable.
smeghead
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#70
2005-03-03, 05:36 PM
KingArgyle, I found that but it didn't really help me.

Thanks sub, I did try this but missed the pdb file in the plugins directory, i'll try it later tonight and let you know what happens.
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