Stingray Perforce Full [new] Site
(formerly Rogue Wave Stingray), a comprehensive suite of C++ and .NET GUI development components for Windows applications. It is widely used by developers to build high-performance, professional user interfaces that mimic the look and feel of Microsoft Office, Visual Studio, and Outlook. Core Components of Perforce Stingray The "Full" Stingray suite, often referred to as Stingray Studio
, consists of several major product components designed for specific GUI needs: Objective Grid:
A full-featured, object-oriented grid control that supports advanced cell manipulation, data binding (ADO/ODBC), and large-scale data visualization. Objective Toolkit:
A library of MFC (Microsoft Foundation Class) extension classes providing modern GUI controls such as docking windows, shortcut bars, and color wells. Objective Chart:
A toolkit for creating customizable 2D and 3D charts and graphs within Windows applications. Objective Views: stingray perforce full
Provides a framework for building graphical editors, diagrams, and dashboards with drag-and-drop capabilities. Objective Edit:
A syntax-highlighting text editor component suitable for source code editing or advanced text manipulation. Key Features for Developers
Perforce Stingray streamlines Windows desktop application development through: Modern Look-and-Feel:
Built-in support for docking windows, floating document interfaces, and layout management. Platform Compatibility: Recent versions like Stingray 2024.1 (formerly Rogue Wave Stingray), a comprehensive suite of
support Windows 10/11, Visual Studio 2022, and .NET Framework 4.7.2. Database Connectivity:
Direct connection to data sources using ODBC and ADO for creating dynamic, data-driven spreadsheets. Getting Started Resources
To implement the full Stingray suite, Perforce provides extensive documentation and support: Documentation: Stingray Documentation includes a Getting Started Guide and specific user guides for each component. Building Libraries:
Developers must often build the 32-bit or 64-bit libraries within Visual Studio, ensuring environment paths point to the correct Stingray include and source directories. Free demos are available on the Perforce Stingray Product Page to explore component capabilities. Note on Autodesk Stingray: Workflow 2: Binary Locking for Teams The "Full"
While "Stingray" was also a game engine by Autodesk, that product has been discontinued. In the context of Perforce, Stingray always refers to the GUI development frameworks. 2.3 Building Objective Toolkit - Perforce Support Portal
3. Lua Scripting and Changelists
Because Stingray relied heavily on Lua, programmers often preferred using external IDEs like VS Code or Sublime Text. The "Full" integration allowed them to work outside the engine. They could edit scripts, run a command line p4 submit, and the Stingray Editor would hot-reload the changes in real-time. This separation of concerns (Code in IDE/Perforce, Art in Engine/Perforce) was one of Stingray's strongest features.
Workflow 2: Binary Locking for Teams
The "Full" suite enforces exclusive checkouts on binary files. If a level designer opens Level01.umap (Unreal map), Stingray locks it on the server. A second designer sees a red icon and a "file is locked by user X" tooltip. This prevents the catastrophe of merging two binary level files.
Common Pitfalls (And How to Fix Them)
- The "Editor Won't Load" Bug: If Stingray hangs after a sync, you likely have a binary
.luafile. Fix:p4 reopen -t text+l //depot/.../*.lua - The Missing Metadata Error: Stingray stores hidden resource pointers. Fix: Always check in the
.resourcefiles alongside your assets. These are small but vital. - Slow Sync Times: A "full" depot can be huge. Fix: Use
p4 sync -m 500(sync only the first 500 files) to load the core engine before pulling all textures.
Step 1: Configure Perforce Workspace for Stingray
A "full" connection starts with a correct workspace view. Stingray is sensitive to relative paths. Your workspace mapping should look like this:
//depot/stingray_projects/MyGame/... //MyP4Workspace/...
-//depot/stingray_projects/MyGame/build/... //MyP4Workspace/build/...
Pro tip: Exclude the build/ folder. Stingray generates temporary compiled shaders and asset streams here. Adding them to Perforce causes infinite sync loops.