Hi John, > On Jan 23, 2017, at 9:29 PM, truegold <[email protected]> wrote: > > Sorry there is little activity on the Plugin forum on the French site so I > thought I’d ask here.
Maybe try the plugin talk list ([email protected]). I realize no messages for a while, but it seemed like in the past you could get a response. Probably no one has unsubscribed, so they are more likely to see your message than on a private forum where you have to login. > > Whenever I open one of the source plugins ( in this case "Text Convert” > generously made available - THANK YOU ) using Xcode (6.2) I seem to stumble > out the gate because there’s usually a “1 target, missing base SDK” error. > > So I know I need to set this because it needs to know which supported > platforms it’s going to run on. > > I’d like to get it to the point so that whenever I download a plugin source > to study I can build and test without issue. [Not usually the case for me] > > So how can I setup Xcode so that’s equipped for any plugin I might wish to > explore and study. I’ll be building a plugin for 4D 15 and on. > > Does that make sense? Makes sense, and I feel your pain. Xcode is is the iTunes of the programming world. Hard to accomplish simple things :). This is likely the key issue. Most of Miyako's projects have been built against the 10.8 SDK which you don't likely have if you have a newer macOS. Here is how to get it to build: 1. Click on the top level project in the hierarchy (for example Simple PostgreSQL Client). 2. Click on "Build Settings" near the top of the window. 3. Under Architectures, click on "Base SDK". 4. In the popup menu choose "Latest OS X" which you should have from your default Xcode download. After doing this, I was able to successfully build the downloaded project. Alternatively, I'm sure you can download the 10.8 SDK somehow, but this easier if you just want to test and evaluate. I concur with your thanks to Miyako for generously providing the source for a number of useful projects and examples. > > Also are there any other developers who create plugins on a regular bases? I > would like to connect with someone who might have time to bounce ideas off of > and discuss challenges from time to time. Kind of help me out, more than > likely, starting with getting past some of the basic challenges of a newbie. I'm a newbie too, just revisiting this for the first time in many years. I made several attempts over the years to implement some ideas and could never get around 4D crashing all the time (or me crashing 4D, more accurately). I decided to try again with version 16 now that it is a full 64 bit Cocoa application and the legacy MacOS stuff is gone. So far, all of the things I failed to accomplish previously seem to be working in version 16. John DeSoi, Ph.D. ********************************************************************** 4D Internet Users Group (4D iNUG) FAQ: http://lists.4d.com/faqnug.html Archive: http://lists.4d.com/archives.html Options: http://lists.4d.com/mailman/options/4d_tech Unsub: mailto:[email protected] **********************************************************************

