Showing posts with label Mono. Show all posts
Showing posts with label Mono. Show all posts

Wednesday, April 16, 2014

MonoGame gets its Samples Game On (One sample, nine platforms)

Dark Genesis - A new breed of samples for MonoGame

MonoGame has always been the quality of the samples currently maintained in the various branches of the project.

Being an opensource project this has always been a challenge to manage and maintain, sure there are a lot of samples provided by many hard working developers but they were very sporadic and not always kept up to date (some it was noted, don’t even run any more)

Seeing this, the core MonoGame team set out with a purpose to being a new samples repository for the project. Its goals were simple:

  • The samples had to be of high quality
  • They had to work on ALL platforms not just one
  • Best practice had to be used where possible
  • They had to be testable and re-usable to test the latest builds (builds may not pass if samples tests failed)

It has been an ambitious journey, with a lot of in depth discussions and debates, but now the first of the samples has just been accepted in to the new Samples Repo.


The first sample is just a taste of what is to come and is born of the already tried and tested Platformer 2D sample from the age old XNA library.

The sample itself isn’t too much to should about as it only implements basic rendering, input and audio capabilities. However it is laid out in such a format and is working on ALL supported platforms, including:

  • Android
  • Linux
  • MacOS
  • Ouya
  • PSM
  • Windows Phone
  • Windows 8
  • WindowsGL

The sample serves as a guide for how to build and manage your game project in a fully multi-platform way with all the code in one place and shared across all projects




Now that's cross-platform!

Wednesday, April 09, 2014

Roslyn gets Mono - Mono and Roslyn

Last week, Microsoft open sourced Roslyn, the .NET Compiler Platform for C# and VB.

Roslyn is an effort to create a new generation of compilers written in managed code. In addition to the standard batch compiler, it contains a compiler API that can be used by all kinds of tools that want to understand and manipulate C# source code.


Roslyn on Mono

At BUILD, we showed Roslyn running on Mono. If you want to run your own copy of Roslyn today, you need to use both a fresh version of Mono, and apply a handful of patches to Roslyn [2].


Adopting Roslyn: Mono SDK

Our goal is to keep track of Roslyn as it is being developed, and when it is officially released, to bundle Roslyn's compilers with Mono [6].

But in addition, this will provide an up-to-date and compliant Visual Basic.NET compiler to Unix platforms.

Our plans currently are to keep both compilers around, and we will implement the various C# 6.0 features into Mono's C# compiler.


Mono Project and Roslyn

Our goal is to contribute fixes to the Roslyn team to make sure that Roslyn works great on Unix systems, and hopefully to provide bug reports and bug fixes as time goes by.

We are very excited about the release of Roslyn, it is an amazing piece of technology and one of the most sophisticated compiler designs available. A great place to learn great C# idioms and best practices [5], and a great foundation for great tooling for C# and VB.

Thanks to everyone at Microsoft that made this possible, and thanks to everyone on the Roslyn team for starting, contributing and delivering such an ambitious project.


VB.Net on Linux? Awesome. Xamarin really is exciting to watch. I love those guys (and it's not just the free booze from their Build talking either... well.. much... ;)

Thursday, October 24, 2013

XPlatformCloudKit - Your Cross Windows Phone, Windows 8, and Android, powered by Azure Mobile Services, Cloud Kit

winappkits / XPlatformCloudKit

A Hands-on lab for creating your very own multi-platform app with Azure Mobile Services as a backend.

Simply follow along with the included Powerpoint file located in the root of the project.

The XPlatformCloudKit supports displaying grouped items retrieved from an Azure Mobile Service, Rss Data Services, and/or Local file. It can aesthetically organize grouped objects of Type Item with property of Title, Subtitle, Description, Image, and Group to produce a Windows Phone, Windows 8, and Android application by means of Portable Class Libraries, Xamarin Studio, and MVVMCross.



Video Tutorials

Getting Started

After obtaining and installing the prerequisites, download the .zip of this project (link on the bottom right of The XPlatformCloudKit Project Home) Save the .zip, then right-click=>Properties=>Unblock=>Apply then extract the contents of the .zip file


Prerequisites for all projects


Notes on getting Windows Phone 8 project to run:


Notes on getting Android Project to run


I've got a strong feeling your going see this mentioned again on the Coding4Fun Blog in the near future. :)

(via Geek Camp - XPlatformCloudKit: Using Youtube Playlist RSS Feed in Windows Phone)

Friday, July 27, 2012

MonoGame has some Metro XNA Game - XNA for Windows 8 Metro

One of the sad things about the move to the new Windows 8 Metro platform is the way that XNA seems to have been left by the wayside, with no way forward for the platform and no workable alternative from Microsoft...

However, it is not all bad news. The people at MonoGame are beavering away on a solution that will let you leverage your XNA experience and make games for Windows 8 Metro. Following the instructions in this blog post I managed to get a screen full of Cornflower Blue on my Windows 8 system. The familiar Update and Draw methods are present and correct, along with all the XNA types that you know and love. At the moment getting content (fonts, textures and sounds) into your game is a bit of a faff, in that you have to make a Visual Studio 2010 project and use that to prepare the content for use in your Metro program. Having said that, it does work and, thanks to the dedication of the Mono team it looks like we will have an XNA trajectory on Windows 8 Metro. It is just a shame that it is not coming from Microsoft.

More support, news and commentary from someone who knows on XNA in the Metro world.


Related Past Post XRef:
XNA is Dead? Maybe, maybe not. Here's a post shining a light on the future of XNA (and it's looks pretty bright)

MonoGame - Cross Platform, OpenGL based XNA Framework implementation (Think "XNA" [mostly] based games for MonoTouch, MonoDroid, Mac OS X, Windows...)

Thursday, June 07, 2012

.Net 4.0 vs .Net 4.5? Mono 4.5 vs .Net 4.5? Mono 4.0 vs .Net 4.0? Mono Class Status Pages... - C / C++ / C# - A Very Useful C# Version Chart

"Ever wondered what APIs were added between .NET 4.0 and the shortly forthcoming .NET 4.5? Well the mono team have published a Mono Class Status web page showing the differences between these:

  • .NET 4.0 v .NET 4.5
  • Mono 4.5 v .NET 4.5
  • Mono 4.0 vs .NET 4.0


Mono Class Status Pages





Looks like a pretty cool tool to drill down and see the differences/changes between the different frameworks and framework versions...

Tuesday, May 29, 2012

Say goodbye to the Moon[light]... Moonlight (Silverlight for Linux) is officially abandoned.

InfoQ - Miguel de Icaza on ASP.NET MVC, Moonlight, and the Android Lawsuit


InfoQ: Before Novell was bought out, there were some people working on getting Moonlight to run on Android tablets. Is that effort still underway?

Miguel: We have abandoned Moonlight.

InfoQ: I'm sorry to hear that, Moonlight looked very promising. Was it just a lack of manpower or do you there is no longer a future for browser-based Silverlight/Moonlight?

Silverlight has not gained much adoption on the web, so it did not become the must-have technology that I thought would have to become.

And Microsoft added artificial restrictions to Silverlight that made it useless for desktop programming.

These days we no longer believe that Silverlight is a suitable platform for write-once-run-anywhere technology, there are just too many limitations for it to be useful. These days we believe that in the C# world the best option is to split the code along the lines of the presentation layer. The user would reuse a core part of their application across all platforms, and write a new UI specifically for each platform they target: iOS with MonoTouch, Android with MonoDroid, Mac with MonoMac, Windows with WPF or Winforms or Mac, Web with ASP.NET and Windows and Linux with Gtk

It is not write-once-run-everywhere, but the result are applications that can exploit the native facilities and create native experiences on each platform.


While this is kind of sad, it makes some sense. I mean, I wonder what the real world usage numbers for this was? I'd much rather the team at Xamarin work on stuff that's truly viable for the long term...

(via I Programmer - Mono Kills Open Source Silverlight)


Related Past Post XRef:
Moonlight (Silverlight for Linux) v1.0 RTM’s

Monday, May 14, 2012

Xamarin takes Android development to the visual edge with Xamarin Designer for Android for Visual Studio and MonoDevelop (also Mono for Android 4.2 & MonoDevelop 3.0 are out too)

betanews  - Xamarin Designer brings visual Android UX development to C#, .NET

".NET software development tool company Xamarin on Monday launched Xamarin Designer for Android, a drag-and-drop visual environment for creating native user interfaces for Android apps from within Visual Studio or within the Mono for Android IDE.

Xamarin is a young company made up of more than twenty ex-Novell team members who built the Mono open source .NET development framework. So far, the company is responsible for releasing Mono for Android, and MonoTouch for iOS.


Xamarin - Xamarin Designer for Android available for Visual Studio and MonoDevelop

"Today, we’re thrilled to announce the arrival of the Xamarin Designer for Android, which makes it incredibly easy for Android developers to visually create beautiful layouts for their applications from directly within Visual Studio and MonoDevelop.

The biggest single complaint we’ve heard about Android development from Mono for Android developers has been the absence of a great Android layout designer. With Xamarin Designer for Android, we’ve delivered the kind of design experience C# developers expect from their favorite IDE. To learn more about the Xamarin Designer, check out our Designer Overview and Designer Walkthrough

Along with Xamarin Designer for Android, we’re also releasing Mono for Android 4.2 and MonoDevelop 3.0 – both monumental releases in their own right.


You've got to hand it to the Xamarin, they are really brining some .Net excitement to Android (and iOS).

This looks pretty cool, not that I'm a dragy-dropy kind of UI dev, mind you... :|


Related Past Post XRef:
Android Ported to C# (Really, the Xamarin team has done a test/experimental/research port of Android to C#)
Mono Moving Forward... SUSE/Novell/Attachmate have worked out a deal with Xamarin for a brighter and clearer future for Mono...
Mono is dead, long live Mono… Hello Xamarin, Mono’s new home…

MonoDevelop 2.0 Released (oh and Mono 2.4 too… )
MonoDevelop 1.0 has RTM'ed

Monday, December 19, 2011

Mass hysteria... dogs and cats... and C# & C++ living together with Mono and CXXI (Miguel de Icaza) - CXXI: Bridging the C++ and C# worlds.

"The Mono runtime engine has many language interoperability features but has never had a strong story to interop with C++.

Thanks to the work of Alex Corrado, Andreia Gaita and Zoltan Varga, this is about to change.

The short story is that the new CXXI technology allows C#/.NET developers to:

  • Easily consume existing C++ classes from C# or any other .NET language
  • Instantiate C++ objects from C#
  • Invoke C++ methods in C++ classes from C# code
  • Invoke C++ inline methods from C# code (provided your library is compiled with -fkeep-inline-functions or that you provide a surrogate library)
  • Subclass C++ classes from C#
  • Override C++ methods with C# methods
  • Expose instances of C++ classes or mixed C++/C# classes to both C# code and C++ as if they were native code.

CXXI is the result of two summers of work from Google's Summer of Code towards improving the interoperability of Mono with the C++ language.




Future Work

CXXI is not finished, but it is a strong foundation to drastically improve the interoperability between .NET managed languages and C++.

Currently CXXI achieves all of its work at runtime by using System.Reflection.Emit to generate the bridges on demand. This is useful as it can dynamically detect the ABI used by a C++ compiler.

One of the projects that we are interested in doing is to add support for static compilation, this would allow PS3 and iPhone users to use this technology. It would mean that the resulting library would be tied to the platform on which the CXXI tooling was used.


Now that's pretty darn interesting. With the resurgence of C++, this project could be something major... Will be watching. :)

Monday, November 14, 2011

A .Net Dev's journey creating his first Android app...

MTG C# Guy's Layer - Creating your First Android Application (From a .Net Developer's Perspective)

"I will be showing you how to create the same application that was shown in the tutorial titled 'Creating your First Mono for Android Application'. Over time, I will create more advanced Android application development tutorials using both the Mono for Android (using C#) and Eclipse Android Plugin (using Java) frameworks.

Setting Up the Development Environment


Creating the First, Hello World Android Application



One of these days I might have to jump into this space, so...

Friday, November 04, 2011

MonoGame - Cross Platform, OpenGL based XNA Framework implementation (Think "XNA" [mostly] based games for MonoTouch, MonoDroid, Mac OS X, Windows...)

Adventures of Roy - MonoGame -vs- XNA Comparison

"I  was toying around with switching to MonoGame earlier tonight.

First off, the transition was very simple. I downloaded MonoDevelop, OpenTK and the MonoGame source. I compiled MonoGame using MonoDevelop and got a dll out of it. I then deleted all of my XNA references from AstroMiner and added a reference to the MonoGame .dll.

After trying an AstroMiner build, I noticed a couple of differences. Texture2d.FromStream is now Texture2d.FromFile. render.SaveAsPng (for taking screenshots) is no longer available. Out of everything I do, that's it. Can't really complain.


So for not having to make any changes to the code (besides replacing FromStream with FromFile), I think it's a really viable solution. I'm going to keep researching to see if I can figure out how to fix the minor issues I had. It'd be nice to not require the XNA libraries and be able to publish to multiple platforms."

CodePlex - MonoGame - Write Once, Play Everywhere

"What is MonoGame?

MonoGame is a free OpenGL implementation of the XNA Framework for MonoTouch, MonoDroid, Mac OS X, Windows & soon Linux. Our goal is to allow XNA developers on Windows & Windows Phone 7 to port of their games to the iPhone / iPod / Android / Mac OS X (visa versa), with minimal hassle.


Current Roadmap

  1. After 2.0 release is out, we will stick to an odd release numbers are beta quality, while even numbered releases are stable, structure.
  2. Add OpenGL ES 2.0 support so we can use 2048x2048 textures and then have shader support. If ES 2.0 is not found on the device it will fall back to ES 1.1, hence 1.1 working properly before moving onto ES 2.0 support.
  3. Once ES 2.0 with fallback to ES 1.1 is working and appears to be stable we will release MonoGame 3.0.
  4. Once we are happy that 2D is the best it can be...add 3D support. There is already some VertexBuffer code, and DrawPrimitives added by kelthar, but it needs to be fleshed out.
  5. Once 3D support is stable we can then release MonoGame 4.0 :).



github - mono / MonoGame


MonoGame Goes Multi-platform: MonoGame 2.0 Announced

MonoGame is an open source implementation of the XNA APIs that allows developers to build 2D games that run on Android, iPhone, iPad, Mac, Linux and Windows using the same code base, or reusing existing XNA code that runs on Xbox 360 or Windows Phone 7. MonoGame 2.0 release is a major evolution of the platform. We went from only supporting the iPhone to becoming a cross-platform stack that now also runs on Android, Mac, Linux and Windows. To help developers get started, more than twenty individual samples and more than five complete starter kits are shipped with this release. On the iOS platform, MonoGame runs on top of MonoTouch and there are at least eighteen games published on Apple’s AppStore built using the technology. This new release opens the doors for developers to publish games to the Mac AppStore using MonoMac, to Android Market using Mono for Android, and also to Windows and Linux systems using Mono. This major advance in the MonoGame platform was made possible by an exponential growth in the number of contributors to the project in the last seven months. New contributors took over major components of the stack, tuned the performance, added new platforms, tuned the engine and fixed hundreds of bugs to turn MonoGame into a solid 2D gaming platform. A new networking stack allows players on the same network to play with each other. One player could be running the iOS client, while another one might be using a Mac and another one an Android device. All playing the same game. The latest framework sources can be downloaded from : A group of multi-platform XNA Samples can be downloaded from :


I hadn't heard of MonoGame before today... it looks pretty cool and useful if you're writing cross-platform games or are currently a XNA only dev and thinking about crossing your game...

Monday, July 18, 2011

Mono Moving Forward... SUSE/Novell/Attachmate have worked out a deal with Xamarin for a brighter and clearer future for Mono...  (Miguel de Icaza) - Novell/Xamarin Partnership around Mono

"I have great news to share with the Mono community.

Today together with SUSE, an Attachmate Business Unit, we we announced:

  • Xamarin will be providing the support for all of the existing MonoTouch, Mono for Android and Mono for Visual Studio customers.
  • Existing and future SUSE customers that use the Mono Enterprise products on their SLES and SLED systems will continue to receive great support backed by the engineering team at Xamarin.
  • Xamarin obtained a perpetual license to all the intellectual property of Mono, MonoTouch, Mono for Android, Mono for Visual Studio and will continue updating and selling those products.
  • Starting today, developers will be able to purchase MonoTouch and Mono for Android from the Xamarin store. Existing customers will be able to purchase upgrades.
  • Xamarin will be taking over the stewardship of the Mono open source community project. This includes the larger Mono ecosystem of applications that you are familiar with including MonoDevelop and the other Mono-centric in the Mono Organization at GitHub.


This is awesome news and should remove a great deal of angst and concern off the shoulders of those using MonoTouch and Mono For Android, and Mono itself.


Related Past Post XRef:
Mono is dead, long live Mono… Hello Xamarin, Mono’s new home…

Sunday, June 26, 2011

SharpDevelop gets T4 support

Matt Ward - T4 Templates in SharpDevelop

"SharpDevelop 4.1 now has integrated support for T4 Templates. The T4 code generation engine for MonoDevelop has been used to make this feature possible so a big thanks to Michael Hutchinson for creating this. Features include:

  • Syntax highlighting for T4 templates (.tt and .t4 files).
  • Support for TextTemplatingFileGenerator and TextTemplatingFilePreprocessor custom tools.
  • T4 template errors shown in Errors window.

Code completion for T4 templates is not currently supported.



T4 is "the little technology that could..." While you might not hear about it much, it the foundation for a good deal of stuff you use in Visual Studio every day (or so). Seeing it added to SharpDevelop warms my heart (yeah, I know I really need a life...)

Also I like that the reach of Mono, even with its recent unpleasantness, is still long... The .Net Dev world would (will?) be a darker place without Mono.


Related Past Post XRef:
NuGet isn’t just for Visual Studio anymore… NuGet coming soon to SharpDevelop
NuGet your Avalon (SharpDevelop’s AvalonEdit and ICSharpCode.TextEditor, plus samples, are now available via NuGet)
SharpDevelop (aka #develop) 3.0 RTM’s

Interested in template based code generation? Own Visual Studio 2008? Then guess what? You already have one... Say hello to the Text Template Transformation Toolkit (T4)
Three T4 Cheat sheets (General Overview, @Template Details and Examples)…
Tons of tangible T4 tips – Updated Tangible Engineering T4 Editor, Videos and T4 Template Gallery

Monday, May 16, 2011

Mono is dead, long live Mono… Hello Xamarin, Mono’s new home…

Miguel de Icaza - Announcing Xamarin

“Today we start Xamarin, our new company focused on Mono-based products.

These are some of the things that we will be doing at Xamarin:

  • Build a new commercial .NET offering for iOS
  • Build a new commercial .NET offering for Android
  • Continue to contribute, maintain and develop the open source Mono and Moonlight components.
  • Explore the Moonlight opportunities in the mobile space and the Mac appstore.

We believe strongly in splitting the presentation layer from the business logic in your application and supporting both your backend needs with C# on the server, the client or mobile devices and giving you the tools to use .NET languages in every desktop and mobile client.

Development started early this morning, we will first deliver the iPhone stack, followed by the Android stack, and then the Moonlight ports to both platforms.

Fighting for Your Right to Party

We have been trying to spin Mono off from Novell for more than a year now. Everyone agreed that Mono would have a brighter future as an independent company, so a plan was prepared last year.

To make a long story short, the plan to spin off was not executed. Instead on Monday May 2nd, the Canadian and American teams were laid off; Europe, Brazil and Japan followed a few days later. These layoffs included all the MonoTouch and MonoDroid engineers and other key Mono developers. Although Attachmate allowed us to go home that day, we opted to provide technical support to our users until our last day at Novell, which was Friday last week.

We were clearly bummed out by this development, and had no desire to quit, especially with all the great progress in this last year. So, with a heavy dose of motivation from my music teacher, we hatched a plan.

Now, two weeks later, we have a plan in place, which includes both angel funding for keeping the team together, as well as a couple of engineering contracts that will help us stay together as a team while we ship our revenue generating products.


While the circumstances and story behind this bytes, I’m glad to see Miguel and the Mono team have landed well (as well as can be). I wish them the best and will be keeping my eyes on Xamarin and Mono and expect to see so great things now that the shackles are off…

Monday, November 09, 2009

MonoTouch your PDC

ConceptDev (Craig Dunn's blog) - Another MonoTouch 'conference app' – PDC09

“I'm not planning on making a habit of this, but having spent the time putting together the Monospace conference app and seeing tweets from various Mono people that they were heading to PDC09, I figured it wouldn't take too long to copy some PDC data into the existing MonoTouch C# app 'framework'.

A new view (Sessions), a new icon (Speakers) and a new location (Underground) are the main changes - the rest is just SQLite and graphic tweaks. The source is available for download …


UPDATE: to be clear, this app is not available on the AppStore -- it is just an example of the kind of thing you can write in C# for the iPhone using MonoTouch from Novell. If you have a MonoTouch licence then you can download the source (124Kb) and install it on your phone.”

That’s pretty cool and made me chuckle (don’t let Mr. Ballmer see you… lol ;) 

Now if I only I had a not-dumb phone… (Santa, can I have a Droid or Verizon WinMo 6.5 phone? I’ve been… mostly good… ;)

(via Miguel de Icaza's web log - MonoTouch application for the PDC)


Related Past Post XRef:
Like .Net/Mono development? Have an iPhone? Want to do .Net apps on your iPhone? Want to try it for free? Download the MonoTouch 1.0 Eval (Mac required though)…

Wednesday, September 16, 2009

Like .Net/Mono development? Have an iPhone? Want to do .Net apps on your iPhone? Want to try it for free? Download the MonoTouch 1.0 Eval (Mac required though)…

Chris Hardy - Monotouch for Free?

“You may have noticed that Novell released a way of creating native iPhone applications with C# and potentially any other .Net language with Monotouch, only to find out that it's $399 for a single developer license. Fear not, last night Novell released a "trial" version of Monotouch which will enable you to develop these apps without the need to pay for a license. Using this trial means that you will not be able to run your application on the device (which is important for testing if you're looking to sell an application), this is similar to the way NimbleKit handle the way users can develop using their framework.


MonoTouchDownload Evaluation Version


Miguel de Icaza's web log - MonoTouch 1.0 goes live.

MonoTouch is a commercial product based on Mono and is made up of the following components:

  • MonoTouch.dll The C# binding to the iPhone native APIs (the foundation classes, Quartz, CoreAnimation, CoreLocation, MapKit, Addressbook, AudioToolbox, AVFoundation, StoreKit and OpenGL/OpenAL).
  • Command Line SDK to compile C# code and other CIL language code to run on the iPhone simulator or an iPhone/iPod Touch device.
  • Commercial license of Mono's runtime (to allow static linking of Mono's runtime engine with your code).
  • MonoDevelop Add-in that streamlines the iPhone development and integrates with Interface Builder to create GUI applications.

The MonoTouch API is documented on the Mono site. The MonoTouch API is a combination of the core of .NET 3.5 and the iPhone APIs.

We have created some tutorials on how to use MonoTouch and you can read the design documentation on the MonoTouch framework.

Some History

Almost a year ago when we released …


MonoTouch 10 goes live - Miguel de Icaza

When I first saw MonoTouch I thought it pretty cool, but given it had a $399 price tag, and since I don’t have an iPhone/iTouch nor a current desire to write apps for it, I just mentally cached it for future possible reference (for when I run out of stuff to play with… :P )

But seeing that there’s now a free Trial/Eval version has increased its thread priority a little for me (think Charisma +2 buff ;) I really doubt I’m going to get around to playing with this (cough… cause I’d rather be spending time on Zune HD dev… cough… ;) but still it’s good to know that if I do, I can play with it for free.

NOTE: You’ll need a Mac…


“…Basic Requirements

To begin using MonoTouch, you will need to have:

  • Apple's iPhone SDK 3.0 or higher, available from Apple's iPhone Dev Center (
  • An Intel Mac computer running MacOS 10.5 or 10.6 (Leopard or Snow Leopard).


Friday, June 12, 2009

Visual Studio gets Mono (Tools that is) – Sign up for the preview now…

Mono Project - Mono Tools for Visual Studio Preview Released


Mono Tools for Visual Studio have been released to a limited number of developers for a closed preview cycle.

This first release of the Mono tools integrates four major pieces of new functionality into Visual Studio:

  • Scan for Mono Compatibility (MoMA integration) - The integrated Mono Migration Analyzer (MoMA) can scan open projects for incompatibilities and guide you to directly to them, making it easy to find and work through issues as you develop.
  • Run on Mono on Windows - Testing against Mono on Windows can help isolate issues arising from differences between Mono and .NET.
  • Run on Mono on Linux - Testing against Mono on Linux helps work through issues that could be caused by differences in Windows and Linux.
  • Debug on Mono on Linux - Often, the best way to work through an issue will be to debug the application on the target environment. Debug on Mono on Linux brings this functionality to Visual Studio developers by enabling remote debugging of Mono applications running on Linux.


As a wanna-be Linux dev, I’ve been following Mono for forever. Every year it seems to get better and better, but the tools never seemed to be quite there. Now that tool divide seems to be closing…

On a related note, I keep wondering of the uber cool new (and true) multi-targeting in Visual Studio 2010 will enable a third party to integrate Mono into VS as a “Target”? Think about how cool it would be if the multi-targeting that’s currently in VS could be extended to support something like Mono! That VS features, capabilities, code, etc could be multi-targeted at Mono, just like you can .Net 2/3/3.5/4. That would be pretty darn cool…

(via Granville Barnett - Mono Tools for Visual Studio (Preview) released)

Monday, March 30, 2009

MonoDevelop 2.0 Released (oh and Mono 2.4 too… )

Mono Project - Mono 2.4 and MonoDevelop 2.0 have been released

“Today we announced the release of both the Mono 2.4 platform and the MonoDevelop 2.0.” [GD: Post Leached in Full]

MonoDevelop - MonoDevelop 2.0 Released

“The MonoDevelop team is proud to announce the release of MonoDevelop 2.0.

MonoDevelop is a GNOME IDE primarily designed for C# and other .NET languages. MonoDevelop enables developers to quickly write desktop and ASP.NET Web applications on Linux. MonoDevelop makes it easy for developers to port .NET applications created with Visual Studio to Linux and to maintain a single code base for all platforms.

New Features


This new version of MonoDevelop comes with plenty of new features. Here is a summary:

  • Project management
    • Native support for the MSBuild format, with support for multiple target frameworks, and a new project model which allows managing several solutions at the same time.
    • Per-project/solution policies.
    • Vala support.
  • Workbench
    • Support for multi-selection in the solution pad.
    • Pad/document switcher.
    • Go to File dialog with support for acronym matching.
    • New assembly browser.
  • Web development
    • Better support for code completion.
    • Path bar and document outline.
  • Source code editing
    • Improved code completion, with C# 3 support.
    • New managed text editor with support for code folding, split view, colour schemes and incremental search bar.
    • vi modes support.
    • Document outline pad for c# files.
    • Improved Xml editing experience.
  • Integrated debugger
    • Integration of MDB (for debugging Mono applications) and GDB (for debugging native applications).
  • Improvements in most of the existing features, including Version Control integration, the GTK# visual designer, and many others.


Mono Project - Release Notes Mono 2.4

“Mono 2.4 is a portable and open source implementation of the .NET framework for Unix, Windows, MacOS and other operating systems.

Major Highlights

This is a released focus on stability and performance and it is also the foundation for Novell's own long-term support Mono-based product.


This is a case where getting Mono is good!  :)


Related Past Post XRef:
MonoDevelop 1.0 has RTM'ed

Wednesday, February 11, 2009

Moonlight (Silverlight for Linux) v1.0 RTM’s

Port 25 - Moonlight 1.0 Hits the Street

“Moonlight 1.0 is now available.

Moonlight is an open source project that gives Linux users access to Microsoft Silverlight content, and is available for all major Linux distributions, including openSUSE, SUSE Linux Enterprise, Fedora, Red Hat, and Ubuntu. This milestone release is part of the technical collaboration between Novell and Microsoft.

Microsoft has worked with the Moonlight team and Novell to enable interoperability between Windows and Linux platforms and extend the high-quality interactive Web and video experience for the benefit of the Linux community, said Scott Guthrie, corporate vice president of Microsoft's .NET Developer Division.


Moonlight - MoonlightRoadmap

“Mooonlight 1.0 Final

This will be the first Moonlight release that uses Microsoft's Media Pack 1.0 for playing back video and audio.

  • Silverlight 1.0 compatible engine.
  • Scriptable with the browser JavaScript.
  • C/C++ based, no managed code.
  • Distribution: Linux/x86 and Linux/x86-64.
  • Source code releases for any other operating systems

Release - Date

Beta - December 2, 2008

Final - February 9, 2009

…” - Moonlight 1.0

moonlight_logo  Moonlight 1.0

Moonlight is an open source implementation of Microsoft Silverlight for Unix systems.

Release Notes

  • Final release of Moonlight 1.0
  • Support for the Microsoft Media Pack
  • Quick and easy installation of media codecs
  • Several media related bug fixes


You can download a tarball of the source here or you can check it out from svn.


Congrats to the Mono/Moonlight team for this very cool release. And keep your eyes open this summer for a SilverLight v2 compatible version (with alpha/beta’s before then :)

Sunday, September 07, 2008

Using Visual Studio to debug a Mono process running on Linux

Miguel de Icaza's web log - Using Visual Studio to Debug Mono

“The following screenshots shows Visual Studio debugging a remote Mono process running on a Linux box.


Breakpoints, current line, and stack traces.

The setup works like this: you run a debugging server on Linux. On Windows you install a Visual Studio extension that provides a Debugging Engine and the configuration tools to start your application.

Then you start your application from Visual Studio (Tools/Launch with Mono) which will send the binaries and debug information over to Linux and execute it.


Is it just me or does this seem magical? Man, that’s just officially pretty cool…

Interesting how cross machine/process/etc debugging has improved in the last few years. Like the breakpoint, trace, debugging of SilverLight 2 apps running on a Mac and on my Zune and XBox360, etc.

(via tweet from Jon Galloway)

Monday, March 31, 2008

Open SUSE 1.9/Mono VMWare to Virtual PC

Jon Galloway - Running the Mono VMWare image in VirtualPC


The Mono team publishes a VMWare image which makes it really easy to check out Mono on Linux without installing or building anything. If you're happy with VMWare, you can grab their free player and run the image. If, like me, you'd rather run this on Virtual PC, follow along and I'll show you how.

If you don't use VirtualPC, or if you don't mind having several virtual machine hosts on your computer, this post obviously isn't for you. Thanks for stopping by, though!

Grabbing the VMWare Image


Converting the Virtual Hard Disk image


Creating the new VirtualPC Machine


Setting up the Video Driver


Jon walks us through getting the Open SUSE 1.9 VMWare image, converting the VMDK to VHD, creating a VPC machine and configuring the virtual machine's video driver (which is biggest pain in getting a Linux VirtualPC up and running IMHO).

I've been wanting to play with Mono and to see if I could get my Blogger Backup running under it. This Virtual PC will take me one step closer...