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Author Topic: UUID  (Read 3712 times)

Molto Mike

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UUID
« on: July 01, 2002, 09:56:50 am »
Hey,

EA automatically creates UUIDs per class. Is there any way to control/access this UUID through EA's UI (opposed to script API access).

Our (C++) classes already have a UUID and we would like to make EA's and ours the same...

TIA,
Mike
« Last Edit: July 01, 2002, 09:57:08 am by molto_b »

gsparks

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Re: UUID
« Reply #1 on: July 02, 2002, 06:31:53 am »
Hi,

Im not sure how you would do this at the moment ... the  information is not really exposed for modification.

THe options would seem to be:

1. Specify the UUID in the source file in a format EA will recognize (nothing there yet - but it could be added)

2. Modify the UUID in the t_object table - a little risky and no guarantees it will work properly :-(

3. Export the whole package to XMI, modify all instances of the particular GUIDS to the new ones and import back into another EA project

4. Make the GUID editable - or manually settable - not there yet but could be done eventually.

These are some options anyway ... let me know what you think,

Geoff Sparks

Molto Mike

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Re: UUID
« Reply #2 on: July 02, 2002, 10:25:15 am »
Hey,

Obviously (2) and (3) are workarounds. Either (1) or (4) seems acceptable. Between these two I think especially (4) is eventually required, to enable a way to specify the UUID w/o ever having used a different one (the one generated automatically during fw eng). This will avoid mistakes and confusion.

Mike