On 1 Dec 2017, at 11:28 am, Allan Udy via 4D_Tech <4d_tech@lists.4d.com> wrote:
>
>> Justin previously determined that this is the case, and in his Log Parsing
>> database that we're using, the plugin command ID's are assumed to start with
>> 3;YYY.
>
> Through a bit of trial and error I can n
Hi Justin,
Justin previously determined that this is the case, and in his Log
Parsing database that we're using, the plugin command ID's are assumed
to start with 3;YYY.
Through a bit of trial and error I can now say with reasonable certainty
that in v16 at least, the plugin Commands now ap
On 30 Nov 2017, at 10:41 am, Keisuke Miyako via 4D_Tech <4d_tech@lists.4d.com>
wrote:
>
> to clarify:
>
> - command number
>
> the command number explained in this example corresponds to the right side of
> e.g. "3;1"
> and it can be derived from manifest.json inside the plugin bundle (v14 SDK
to clarify:
- command number
the command number explained in this example corresponds to the right side of
e.g. "3;1"
and it can be derived from manifest.json inside the plugin bundle (v14 SDK),
or a specific resource rsrc inside resources (mac) or RSR adjacent to the 4DX
(windows) in legacy ar
On 30 Nov 2017, at 2:41 am, Keisuke Miyako via 4D_Tech <4d_tech@lists.4d.com>
wrote:
>
> the relation between plugin command names and numbers can be studied from
> manifest.json (v14 sdk) or *.rsrc (earlier)
>
> https://github.com/4D-JP/plugin-command-numbers
The number used to identify the p
Hi Keisuke,
From: Keisuke Miyako
the relation between plugin command names and numbers can be studied from
manifest.json (v14 sdk) or *.rsrc (earlier)
https://github.com/4D-JP/plugin-command-numbers
Greatly appreciate you taking the time trying to help, but I really
don't understand your m
the relation between plugin command names and numbers can be studied from
manifest.json (v14 sdk) or *.rsrc (earlier)
https://github.com/4D-JP/plugin-command-numbers
**
4D Internet Users Group (4D iNUG)
FAQ: http://lists.4d.c
Ah, my mistake. You are right, it doesn’t.
Add
On 11/28/17, 8:04 PM, "4D_Tech on behalf of Justin Carr via 4D_Tech"
<4d_tech-boun...@lists.4d.com on behalf of 4d_tech@lists.4d.com> wrote:
On 29 Nov 2017, at 8:44 am, Add Komoncharoensiri via 4D_Tech
<4d_tech@lists.4d.com> wrote:
>
Hi Allan
For what it's worth I've uploaded a new version to github. This version allows
renumbering of the plugins using a right-click. It also now determines the
plugin and function names dynamically when building the hierarchical list (or
list box if there's a lot of commands) so you don't ne
On 29 Nov 2017, at 8:44 am, Add Komoncharoensiri via 4D_Tech
<4d_tech@lists.4d.com> wrote:
>
> Hi Guys,
>
> Have you looked at New Log Parser technote (http://kb.4d.com/assetid=77880).
> I think you’ll find it to be very useful.
>
Hi Add
Yep. I've given it a look. It's a nice tool but doesn'
Hi Guys,
Have you looked at New Log Parser technote (http://kb.4d.com/assetid=77880). I
think you’ll find it to be very useful.
Regards,
Add
On 11/28/17, 11:40 AM, "4D_Tech on behalf of Allan Udy via 4D_Tech"
<4d_tech-boun...@lists.4d.com on behalf of 4d_tech@lists.4d.com> wrote:
Hi Ju
Hi Justin,
Thanks for that extra info. I'll have to have a play around some more
and try and work out what 4D is actually doing.
ATTENTION 4D: It would be really useful if you would actually publish
the details (somewhere easy to find) of how the DebugLogs determine the
Plugin Command IDs.
On 28 Nov 2017, at 1:52 pm, Allan Udy via 4D_Tech <4d_tech@lists.4d.com> wrote:
>
> HI,
>
> A while back I got hold of the v15 '4D Debug Log Reader' database in order to
> view some of 4D's Low Level debugging Log files. It helped me a lot at the
> time.
>
> I've still got the Read Me pdf but
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