From: "Alexander M. Graham" <[EMAIL PROTECTED]>
Subject: AW: Debugging RealPlayer Plugins
Hi Jason,
you will need to cerate a .def file in your source directory. I think the
one I use even defines more than needed (guess you only have to define the
first four methods) but it works:
------------------ snip ----------------------
LIBRARY AvInRenderer
DESCRIPTION "AvatarInfo Rendering Plugin"
EXPORTS
RMACreateInstance @1
GetPluginInfo @2
GetRendererInfo @3
InitPlugin @4
StartStream @5
OnHeader @6
OnBegin @7
GetDisplayType @8
OnPacket @9
OnTimeSync @10
OnPreSeek @11
OnPostSeek @12
OnPause @31
OnBuffering @14
OnEndofPackets @15
EndStream @16
------------------ snip ----------------------
You might want to have a look in the MSDN help about the structure of the
.def file.
Point 4 in the SDK tells you what to do if you want to debug a plugin dll.
Hope this helps,
Alexander Graham
> From: "Jason Phillips" <[EMAIL PROTECTED]>
> Subject: Debugging RealPlayer Plugins
>
> I am attempting to create my own File Format and Rendering plug-ins. I =
> followed the directions in the SDK for debugging them, but MS VC++ won't
=
> let me put a breakpoint in. I believe the *.mak file that comes with =
> the SDK does not create a DLL with debug info. I saw an old post in =
> this forum about creating my own new workspace/project from scratch and =
> that should work. =20
>
> After successfully building my new DLL's, they don't get loaded by =
> RealPlayer (I don't see them in the copyrights page) and RealServer =
> gives me the error "Not a valid library" when it tries to load my File =
> Format plug-in.
>
> Is there something I'm missing here? Anyone have any instructions for =
> creating a new project that may let me know what I missed? When I =
> created my new project, I had VC++ project wizard create an empty Win32 =
> DLL project. I then added my .cpp and .h file to the project, and then =
> built the DLL. Are there some other settings/files I'm missing?
>
> Thanks for any help,
> Jason Phillips
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