Unloading externals within Max

Jul 1, 2006 at 2:59am

Unloading externals within Max

Is there a way to unload externals while Max is running? I’m debugging one I’m working on and it’s getting tedious on this relatively slow computer. I have to close Max, recompile, relaunch Max, then reopen my patcher to see if I got it doing the right thing or not.

I’m fairly new to this game, so I’ve probably just missed the answer while scanning all the docs. Thanks.

#26654
Jul 1, 2006 at 11:50am

On 06-06-30, at 2359, Matthew Trentacoste wrote:
>
> Is there a way to unload externals while Max is running? I’m
> debugging one I’m working on and it’s getting tedious on this
> relatively slow computer. I have to close Max, recompile,
> relaunch Max, then reopen my patcher to see if I got it doing the
> right thing or not.
>
> I’m fairly new to this game, so I’ve probably just missed the
> answer while scanning all the docs. Thanks.
>
the trick is to use the runtime to debug, as it launches faster. or
use mxj.

r.

#79989
Jul 1, 2006 at 9:37pm

On 01-juil.-06, at 04:59, Matthew Trentacoste wrote:

>
> Is there a way to unload externals while Max is running? I’m
> debugging one I’m working on and it’s getting tedious on this
> relatively slow computer. I have to close Max, recompile, relaunch
> Max, then reopen my patcher to see if I got it doing the right thing
> or not.

You can also change the name of your external before compilation (it
was fast and easy with CW, but no more in Xcode) and load the new
objects without freeing the older version.

p

#79990

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