Compiling on Mac with XCode will create a dylib. Compiling under Windows with Visual Studio will create a dll. Unlike with Python, there are always some differences in the source code, which explains why the #ifdef is there. With C++ you can typically get by with one set of source code but you have to compile it specifically for Windows or Mac. The times it won't is when you're making an OS-specific call, like accessing the Windows registry. Typically, you can develop your add-in on one and it will automatically work on the other. A big difference between using C++ and Python is that most Python code will run as-is on either Windows or Mac. The #ifdef is referencing a Windows-specific header file when you're compiling with Visual Studio. If you are new to programming, C++ has a much higher learning curve than Python. The dylib file is the equivalent for Mac and can only be created by compiling your project on a Mac. The dll is created when you compile the project on a windows machine and is the runtime library that will be used when your add-in is used on Windows. I'm surprised you have the dll and dylib files. The xcodeproj file is the equivalent for Mac and can be used with XCode. This is the standard Visual Studio, not Visual Studio Code. On a Windows machine with Visual Studio installed, you can double-click this file to open the project in Visual Studio. The vcxproj is the project file for Visual Studio. The cpp file is the source code for the add-in. There is a section in the help article about Creating Scripts and Add-Ins that describes the contents of the manifest file. The manifest file is a JSON file that has information about your add-in that Fusion uses to correctly display and run your add-in. However, I'm not sure it answers all your questions. I provided a link to some C++ specific documentation. I responded to another related question of yours before I read this one.
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