Hi, Boon, I would appreciate if you add on WIKI a short description "How to add a plugin to YADE", which summarize your effort to do it. I think it will be very useful stuff (for me also).
Thanks. ______________________________ Anton Gladkyy 2010/4/8 Václav Šmilauer <[email protected]> > > 35 FATAL yade.Omega /home/chiab/yadeNew/Branch6/core/Omega.cpp:226 > loadPlugins: > /home/chiab/yadeNew/YADEb6/lib/yade-b6/extra/libCWBoonPlugin3.so: undefined > symbol `typeinfo for InteractionGeometryFunctor' > > 36 FATAL yade.Omega /home/chiab/yadeNew/Branch6/core/Omega.cpp:226 > loadPlugins: > /home/chiab/yadeNew/YADEb6/lib/yade-b6/extra/libCWBoonPlugin3.so: > /home/chiab/yadeNew/YADEb6/lib/yade-b6/extra/libCWBoonPlugin3.so: undefined > symbol: _ZTI26InteractionGeometryFunctor > > 36 FATAL yade.Omega /home/chiab/yadeNew/Branch6/core/Omega.cpp:226 > loadPlugins: Bailing out. > > > > Do you know what's happening? > > You need to link with all plugins from which symbols you use. There is a > function called linkPlugins, so you will have to say something like: > > > env.SharedLibrary(....,LIBS=env['LIBS']+['nacg_nac']+linkPlugins(['InteractionGeometryFunctor','OtherClassYouUse'])); > > have a look in py/SConscript for inspiration; you need to put _file_ > names where those classes are defined rather than _class_ names > themselves. linkPlugins will make sure that depending on build type > (per-class vs. monolithic), it will add the right LIBS. > > Classes from core/ and lib/ are loaded automatically, no need to add > those by hand. > > You're just 1 step from your plugin working (and there you start real > debugging ;-) ) > > HTH, Vaclav > > > > _______________________________________________ > Mailing list: > https://launchpad.net/~yade-dev<https://launchpad.net/%7Eyade-dev> > Post to : [email protected] > Unsubscribe : > https://launchpad.net/~yade-dev<https://launchpad.net/%7Eyade-dev> > More help : https://help.launchpad.net/ListHelp >
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