Just for the record, I mean write it in a C# class and load that one class
so you can handle everything in C# itself - much more robust.
On Tue, 13 Feb 2018 at 19:04, R Zaghi <rza...@mosaic3dx.com> wrote:
> If this is actually a problem with a library like mono then it sounds like
&g
a wait to be introduced after a mono_domain_unload? It is like
> doing mono_domain_unload, mono_image_open_from_data_with_name and
> mono_assembly_load_from_full
> with the same file name is detected and the unload is not performed
>
>
> > This is more likely to be a problem o
I think we need to know a bit more about what you are doing in the code
exactly but as a quick first guess if you are recompiling using a system()
call then are you 100% sure the old files are all overwritten? There are a
couple of different ways to get compiled binary at runtime without a
Hi
What would be the most performance efficient method to pass a native C
struct of primitive data types (memory aligned or compact) to the managed
code in Mono/C# and allow modification of its member variables in the
managed code?
Do we have anything specific in Mono that helps eliminate manual
net> wrote:
> On 07.12.2017 06:46, R Zaghi wrote:
>
>> Could someone who is familiar please comment?
>> Is this always the case or do I have some sort of a
>> setting/configuration/manifest causing this?
>>
>
> This behavior is by design, and it canno
Might be worth pasting a bit of code in case this is an issue in the way
you make the calls.
It's easy to make mistakes when calling stuff like mono_class_from_name()
for example...
Ramin Zaghi
*Mosaic3DX™ | User Interface Technology*
St John's Innovation Centre,
Cowley Road,
Cambridge,
CB4
I was under the impression that with Mono using the CodeDomProvider would
mean using the required runtime assemblies to compile code at runtime
without depending on mcs or any external process.
But I think this assumption is wrong and using CodeDomProvider actually
does an exec() or fork() of new
in style.
PR done.
Thanks
Ramin
>
>
> Miguel.
>
>
>
> *From: *R Zaghi <rza...@mosaic3dx.com>
> *Reply-To: *"rza...@mosaic3dx.com" <rza...@mosaic3dx.com>
> *Date: *Friday, December 1, 2017 at 2:12 PM
> *To: *Mono Devel Mailing List <mon
421 311
http://linkedin.com/in/raminzaghi
On Wed, Nov 22, 2017 at 10:03 AM, Jonathan Mitchell <li...@mugginsoft.com>
wrote:
>
>
> > On 22 Nov 2017, at 09:13, R Zaghi <rza...@mosaic3dx.com> wrote:
> >
> > Hi everybody
> >
> > I was wondering how to
Hi everybody
I was wondering how to debug C# code when I am using the Mono Embedded API
in my application (using MSVS and MonoDevelop, whichever is used).
I have found this page on the net which seems to cover a lot but is also
old:
http://www.jeffongames.com/2012/03/debugging-embedded-mono/
=..."
> before running "make -j4".
> You don't need to set PATH. Other than that it looks good ;)
>
> - Alex
>
>
> > On 9 Nov 2017, at 19:16, R Zaghi <rza...@mosaic3dx.com> wrote:
> >
> > Hi folks
> >
> > Can you please check if
Hi folks
Can you please check if the sequence of commands that I am using to build
Mono on Windows 10 from source is correct?
Maybe the steps need changing or I am missing a step - I want to make sure
that I am doing it right.
Linux and Mac are easy but building on Windows is proving a little
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