Use the External C Library node (

) to import a compiled native code library based on, for example, C code that you want to include in a method. To add a new
External C Library node, right-click the
Libraries node (

) and choose
External C Library or click the
External C Library button on the ribbon toolbar. Enter a label to display in the
Label field and a name for the External C Library in the
Name field.
In the Settings window, expand the sections corresponding to the platforms you intend to support, and then browse and select the shared libraries you want to import. On Windows, the file extension of a shared library is typically
DLL, on Linux
® the extension is typically
so, and on Mac it is typically
dylib. It is not necessary to click the
Import button unless you change the library and want to import a new copy of it.
The Settings window for an
External C Library node contains the following sections:
This section is expanded by default. Click Browse to locate and choose a compiled native code library file (DLL file) for 64-bit Windows. Then click
Import to import the library into the application, if needed.
Click Browse to locate and choose a compiled native code library file (.so file) for 64-bit Linux. Then click
Import to import the library into the application, if needed.
Click Browse to locate and choose a compiled native code library file (dylib file) for 64-bit Mac OS X. Then click
Import to import the library into the application, if needed.
By default, the Allow loading on unsupported platform check box is selected so that it is possible to load the shared libraries on platforms that they do not support. On such a platform, an error occurs when you try to access the library from a method. If you clear the check box, you get an error message directly if you try to start the application on an unsupported platform, and the application does not start.