Chris Hanson wrote:
> On 2006-12-06 16:00:41 -0800, Lawson English <LawsonE@[EMAIL PROTECTED]
>
said:
>
>> OK, I found that there are already build files for xcode, but I
>> attempted to follow the API manual instructions and ran one. It
>> updates the project file and then gives the following error message.
>> Any suggestions?
>>
>> ld: warning prebinding disabled because of undefined symbols
>> ld: Undefined symbols:
>> __ZTI10MPxCommand
>
> That's a mangled C++ name. To see what it really is, in Terminal:
>
> % c++filt '__ZTI10MPxCommand'
> typeinfo for MPxCommand
>
> I suspect your code includes a header file that declares a class but
> your target doesn't actually include the code or library containing the
> definition of that class.
>
> If it were a function instead of a typeinfo, I would suspect that it was
> a C function that was used in C++ code without wrapping its prototype in
> an 'extern "C" {}' block.
>
> -- Chris
>
Thanks. I sorta thought it was something along those lines. Thing is,
the Maya devkit includes xcode projects for each of the sample plug-ins.
The make file output (whatever its called in xcode) appears to be
looking at every single existing Maya library in maya.app including what
others have told ms are the link libraries for the plug-ins. AutoDesk
recently bought Maya so they dont sup****t anything from prior to the
purchase, so there's not even an archive of any updates, if there were
any.
Sigh. Guess I'll have to wait til I can afford a more recent version of
Maya to launch my career as a maya plug-in author...


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