InterOp:Connect SDK/Installation
From DocR18
This section discusses how to install the 3D InterOp ACIS Connect SDK Interface, along with the installation prerequisites and requirements. For details regarding file extensions and versions supported for your particular file format, refer to the respective format-specific section.
Prerequisites
You need to install 3D InterOp ACIS Connect SDK on the top of your existing InterOp product. ACIS Connect SDK is not a standalone package.
Installation Procedure
The installation procedure for ACIS Connect SDK is similar to 3D InterOp Connect. Refer to the section, "Installation Procedure" in the Connect Online Help for information.
Directory Structure
The directory structure is divided into sub-directories as detailed below:
- include directory
- The include directory contains the InterOp Connect SDK header files.
- Samples/Component directory
- This directory contains source code, project files, and make files for building sample shared libraries. These samples demonstrate how to implement the shared libraries required for adding a new format using the Connect SDK.
Supported Platforms and Compilers
Refer to Supported Platforms and Compilers for information.
Compiler Flags and Preprocessor Directives
Refer to Compiler Flags and Preprocessor Directives for information.
Building the InterOp Connect SDK Samples
The Connect SDK samples are not sample applications, these are sample shared libraries that demonstrate how to implement a new format. To build a shared library sample, refer to the procedure for your platform. The example below builds the SPAXExternal shared library:
Visual C++ 6.0
- Open a command prompt window and set up the environment.
- Set X3DT to your InterOp installation folder, for example:
Set X3DT=c:\Progra~1\Spatial\iop
- Change directories to the samples directory, for example:
cd %X3DT%\samples\component\SPAXExternal
- Build the sample project (repeat these steps for each project).
- From the samples directory, enter:
msdev SPAXExternal.dsw
- Select Build->Set Active Configuration.
- For Win32 Release, choose SPAXExternal.
- For Win32 Debug, choose SPAXExternal.
- Select Build->Build SPAXExternal.
- The shared library SPAXExternal.dll will be located in
%X3DT%\bin\NT_DLLorNT_DLLD, depending on whether you built Release or Debug.
Visual C++ 2003 .NET and Visual C++ 2005
- Open a command prompt window and set up the environment
- Set X3DT to your InterOp installation folder, for example:
Set X3DT=c:\Progra~1\Spatial\iop
- Change directories to the samples directory:
cd %X3DT%\samples\component\SPAXExternal
- Build the sample project (repeat these steps for each project).
- From the samples directory, enter:
devenv SPAXExternal.sln
- Select Build->Configuration Manager.
- For Release Win32, enter SPAXExternal.
- For Debug Win32, enter SPAXExternal.
- Select Build->Build SPAXExternal.
- If using Visual C++ 2003 .NET, the shared library SPAXExternal.dll will be located in %X3DT%\bin\NT_NET_DLL or NT_NET_DLLD, depending on whether you built Release or Debug. If using Visual C++ 2005, the shared library SPAXExternal.dll will be located in %X3DT%\bin\NT_VC8_DLL or NT_VC8_DLLD, depending on whether you built Release or Debug.
UNIX (using make) and Macintosh
- From the shell, set up the environment
- Set X3DT to your InterOp installation folder.
- Set ARCH to the architecture you want to build, for example:
export ARCH=aix4_so
- Change directories to the samples directory:
cd $X3DT/samples/component/SPAXExternal
- Build the samples (default target builds all samples, for example, make -f makefile.aix4):
make -f makefile.*
- The shared library libSPAXExternal.ext will be located in $X3DT/bin/$ARCH, where "ext" is the shared library extension used on the platform you built.
Integrating with Your Application
This section describes the steps you need to plug 3D InterOp Connect SDK into your application. Refer to Integrating with Your Application for information.
3D InterOp Shared Libraries and DLLs at Link and Runtime
This section specifies which 3D InterOp Connect SDK libraries your application requires at link and run time. The list of libraries required for linking InterOp into your application is quite small because InterOp loads many libraries at runtime. Therefore, you must ship many libraries with your application that are not required when building it. For information regarding Shared libraries and DLLs, refer to 3D InterOp Shared Libraries and DLLs at Link and Runtime.
Licensing and Registration
In order to better protect the use of its intellectual property (IP) and gain a more accurate understanding of its use, Spatial products now require registration. Because Spatial does not sell end user applications and understands that its customers are sensitive to changes that affect their end users, Spatial has ensured that the registration process is seamless to the end user. This requirement has driven the design of the process, which is as follows.
First, every application that uses Spatial products requires at least one unique application license key. In order to use the key it must first be embedded within your application. The key is duplicated each time you duplicate your application.
Second, every installation of your application must be registered with Spatial. Rather than provide a registration application for your end users to run, Spatial supplies libraries that you are to use for enabling your installer to perform the registration.
For information on licensing and registration, refer to Licensing and Registration.
