|IRC Nick||Time (GMT-7)||Message|
|kun||01:02||When I reload the page then the destructor of plugin.cpp and the pluginAPI.cpp is called but when I reload the page a second time then no destructor is called! why?|
|linearray||02:02||do you keep a handle to it somewhere?|
|kun||02:02||what do you mean?|
|linearray||03:02||well I don't see why the destructor shouldn't be called, other than you holding a shared_ptr to it somewhere|
|kun||03:02||It is weird...when I reload the page the first time the destructor is called..but the second time not|
|linearray||03:02||in all browsers?|
|kun||03:02||I dont tested it
I have different API classes that I dont release in my constructor
Do I have to release them?
Best I can do is suggest you read http://www.firebreath.org/display/documentation/Plugin+Lifecycle and see if that helps you track down the problem.
|kun||03:02||I always read that :/|
|linearray||03:02||taxilian: FWIW: the intel 320 can do 220/270 MB/sec write/read|
|mkoch_||04:02||what is the easiest way to use audio in a Mac plugin?|
|reichi||05:02||maybe you want to have a look at the mediaplayer demo plugin|
|mkoch_||05:02||that doesn't do nothing on Mac
it just displays some poligons with different drawing models, but that's all
|prettyrobots||07:02||I'm trying to run through the OS X tutorial.
I'm stuck on an error First parameter of 'main" must be of type 'int'.
|dtecta||07:02||I'm porting an ActiveX plugin to FireBreath. The plugin is intended to be Windows-only but should support Netscape-type browsers as well. The plugin uses OIS for keyboard and mouse handling which basically catches events directly from a windows handle (HWND). I'm passing the handle from the browser (static_cast<FB::PluginWindowWin*>(getPlugin()->GetWindow())->getHWND()) to the client plugin which draws in the browser window as e|
|FireBreathBot||07:02||dtecta: 30 Jan 15:31Z <taxilian> tell dtecta never call SetCurrentDirectory from within a plugin; you don't control the process, you don't own it, you shouldn't be messing with the cwd (and you certainly can't expect that if you do it'll always work correctly). use SetDllDirectory instead|
|dtecta||07:02||LOL. :P Should be static_cast<FB::PluginWindowWin*>(getPlugin()->GetWindow())->GetHWND()|
|linearray||07:02||prettyrobots: which version did you get?
the tutorial is old, do not follow it blindly
|linearray||07:02||yeah, get 1.6
this was fixed IIRC
|linearray||08:02||However, I think the Mac tutorial would give you -dev, which is also ok
so no idea why you had 1.5 ;)
|prettyrobots||08:02||Same error with 1.6.0.
I'll try -dev.
|linearray||08:02||main was removed in 1.6|
|prettyrobots||08:02||It wasn't necessary?|
|linearray||08:02||so doublecheck you are using the correct version, rebuild the project, etc.|
|prettyrobots||08:02||It's still there in 1.6.0.
There is a _NO_MAIN define.
|FireBreathBot||08:02||36b8402 by Max Amanshauser: Removed unnecessary main(.) to allow building with clang. http://goo.gl/DQFpW|
|mkoch_||08:02||how can I set in the cmake file the default build arch to 64bit instead of universal 32/64bit? it gets resetted every time I run the prepmac.sh|
|prettyrobots||08:02||Thanks. I'm on my way.|
|taxilian||09:02||mkoch_: look on the wiki on the prep scripts page, it tells you how
!wiki prep scripts
|FireBreathBot||09:02||8 results found. Note: Results limited to 8
"Prep Scripts": http://goo.gl/VnMXJ
"Using CMake With FireBreath": http://goo.gl/Q3r1T
"Build Configurations": http://goo.gl/DpgE6
"Creating a Plugin Project without fbgen": http://goo.gl/ud08C
"Building on Windows": http://goo.gl/VYTcE
"Best Practices": http://goo.gl/dLa9V
"Frequently Asked Questions": http://goo.gl/bU1CK
|reichi||09:02||taxilian: it seems that getting rid of the x11/gtk dependencies was a pretty straight forward task, considering that my use-case is GUI_DISABLED one :)
the only bad thing is, i had to patch some stuff for that to extend it with "my" platform specific ifdefs
|taxilian||09:02||reichi: yeah, it should be =]
why not just define the firebreath ones?
then you don't have to patch the stuff
|reichi||09:02||you mean keep the names?|
|reichi||09:02||and just use a different implementation
dunno what's worse ;)
calling something X11 which ist not X11 at all
or doing some minor patches that should be easily appliable even when changes were made to the originals
|taxilian||09:02||well, you know your use case better than I, obviously|
|reichi||09:02||it's only like dunno, 5-6 ifdefs?|
|taxilian||09:02||personally I hate ifdefs; I try to avoid them. unfortunately, haven't been able to everywehre|
|reichi||09:02||pretty much impossible of you target several platforms (imo)|
|taxilian||09:02||actually most of the time it works out great; we customize by compilation rather than by preprocessor; in other words, we compile in the file we need and it contains the platform-specific subclass
however, there are times when that doesn't work
i was a little surprised
it took me like, 3 hours today or so?
it still builds and runs ;)
|reichi||09:02||so again, nice job you did there :)|
|taxilian||09:02||that's because it was *ahem* brilliantly designed and architected and stuff.
|reichi||09:02||let's hope this thing performs ok on an embedded platform|
|taxilian||09:02||I'll be curious to hear|
|reichi||09:02||it will have the incredible power of 1100 DMIPS
|reichi||09:02||but there is nothing that should be any problem performance-wise|
|taxilian||09:02||most likely not|
|mkoch_||10:02||taxilian: hi and thx! can I set this CMAKE_OSX_ARCHITECTURES in the projectDef.cmake too, or it works only as a cl parameter for prepmac.sh?|
|taxilian||10:02||projectDef.cmake and even PluginConfig.cmake (which is processed at an earlier level) are still too late in the build process
so needs to be a cl apram
I usually make my own prepmac.sh file in my project dir that does all the command line args I need
|mkoch_||10:02||ok, i see
works like a charm :)
|mkoch_||10:02||have you seen my former question about the audio stuff?
in the meanwhile I have found AudioToolbox/AudioQueue
do you have any experience with that?
|taxilian||10:02||In the past when I've needed audio in a mac plugin I've used CoreAudio|
|mkoch_||10:02||did you just play a sound file or you had to write data chunks directly into the audio buffer?|
|taxilian||10:02||had to write data chunks to the audio buffer
though I'm sure CoreAudio can do both
|mkoch_||10:02||i need that too (to write data chunks to the audio buffer)|
|taxilian||10:02||well, CoreAudio is the de-facto standard way to do it on Mac
other libraries would probably use that, though I'm sure it's not the only way you can do it
|mkoch_||10:02||I'm not 100% sure but I think this audiotoolbox is also just a layer over CoreAudio too|
|mkoch_||10:02||do you know any tutorial available on the net about simply playing a raw data with CoreAudio? I tried to search on Apple's developer site, but didn't find any so far|
|taxilian||10:02||I don't; I didn't actually write the one we were using
I just know what was used
|mkoch_||10:02||was that an open project?|