Using Plugins in Simulations

Loading a plugin from within a simulation is relatively simple. First, place the plugin in a directory where breve will find it (either a directory in your class path, or in a directory specified with a "@path" line). Then simply load the plugin using a "@plugin" line at the top of your simulation file:

@plugin "pluginName" (pluginEntryFunction).

The plugin file specified with @plugin does not always have the extension ".o". The specific type of file expected by the @plugin directive varies by platform. On Linux, the file is normally a shared object file (pluginName.so). On Mac OS X, plugins are OS X "bundle" files (pluginName.o or pluginName.bundle). On Windows, the plugin file is a DLL (pluginName.dll).

Assuming that breve is able to locate and load your plugin file and the corresponding class files, you should now be able to use the plugin classes in your simulation.