Hi,
Every year Unity has a conference where we bring together employees,
customers and friends, for a multiday learning, laughing and dancing event.
This year it is held in San Francisco, September 28-29-30.
This is an invitation for every contributor to the mono project to
attend the
On 8/25/10 10:59 PM, Michael Hutchinson wrote:
I tried to create a dummy start up C sharp project and call my C sharp
code from there. The mono debugger works for the C sharp code, but it does
not find the C++ functions that are called from within C sharp.
MethodNotImplemented
On 8/13/10 4:04 PM, Robert Jordan wrote:
Well, it doesn't really matter who's creating the domains
and loading the assemblies. It's by far easier to implement
this in C# and then mono_runtime_invoke it from C++.
Of course, you can invoke everything from C++ but this will
likely triplicate
Lovely mono people,
Unity will soonish(tm) be launching Unity3, which contains a lot of your
work.
We're upgrading to Mono2.6 (from mono 1.1.14 no less!), bundling a
version of MonoDevelop, as well as supporting the wonderful new soft
debugger.
This November 10-12 we are organizing another
Hi.
Mono forgets to release the memory of any debug image file that was
loaded from memory. Attach patch fixicates.
Bye, Lucas
Index: debug-mono-symfile.c
===
--- debug-mono-symfile.c(revision 42294)
+++
Hi,
In our process to upgrade to mono 2.6, we've hit a snag where floating
point behaviour of the JIT is slightly differently. This program prints
PASS on mono2.6, and FAIL on mono2.4, on both osx, and win32.
using System;
public class Test
{
static private float x;
static
Hey,
With the help of kangaroo, I've gotten a very long way integrating the
softdebugger. I can set breakpoints, have our embedded mono break on the
breakpoints. I'm stuck now in the situation where embedded mono hits a
breakpoint, tells monodevelop about it. Monodevelop then wants
Hey,
Attached is a patch with an implementation for signal chaining on
windows. We use this to make crashes in the mono runtime, or (much more
often :) ), crashes in the Unity host, properly trickle down to our
toplevel excetion filter, which invokes our BugReporter appliaction,
which allows
Hey,
The attached patch makes monowrap work on windows machines whose user
has a space in its name. It turns out MSBuild places its responsefile in
the users' temp folder, which almost always will have a space in its
name (C:\Users\Lucas Meijer\Temp).
The patch assumes that when it finds
in
mainline mono.
Sometimes we might have to hack something to be done quicker, and those
hacks might not be suitable for mainline, but that's supposed to be the
exception, not the rule.
Bye, Lucas
Lucas Meijer wrote:
Hey,
Unity Technologies creates a game development tool called Unity. Mono
Hey,
Unity Technologies creates a game development tool called Unity. Mono is
an essential component of Unity.
We are looking for a mono runtime hacker to join our team, who can help
us achieve the following:
- more quickly be able to support new platforms by taking care of
porting mono to
Hi,
Next week, (October 27-30), Unity is organizing its Unite conference in
San Francisco. ( www.unity3d.com/unite )
As Unity is grateful to the mono community for making such a cool
product, we'd like to invite all mono contributors to be our guests at
the conference.
It's unfortunate that
Hi,
Next week, (October 27-30), Unity is organizing its Unite conference in
San Francisco. ( www.unity3d.com/unite )
As Unity is grateful to the mono community for making such a cool
product, we'd like to invite all mono contributors to be our guests at
the conference.
It's unfortunate that
Hey,
If I have a .dll + .mdb, is there a way for me to find out which file a
certain method came from? (without having to run it)
Bye, Lucas
___
Mono-devel-list mailing list
Mono-devel-list@lists.ximian.com
Hey,
At Unity we have this internal testing system where we
1) play a game, and record all inputs
2) can replay that game, based on the recorded inputs
3) whenever we do a checkin on our sourcecode, we run all games in the
testing setup against this new unity build, by making screenshots every
On Sun, 2009-06-14 at 01:34 +0200, Lucas Meijer wrote:
Hey,
In order to figure out how to properly use the new coreclr
functionality, verifiers etc, I've taken the
test-metadata.c sample that shows how to simply embed mono, and I'm
adding some coreclr stuff to it.
The sample
Mark Probst wrote:
On Fri, Jun 12, 2009 at 4:45 PM, Lucas Meijerlu...@lucasmeijer.com wrote:
I'm getting this stacktrace. (embedded mono trunk, windows). If I
replace the trunk dll with a mono 2.4 dll, things work fine.
For whoever gets this stacktrace in the future: You're doing
Hey,
In order to figure out how to properly use the new coreclr
functionality, verifiers etc, I've taken the
test-metadata.c sample that shows how to simply embed mono, and I'm
adding some coreclr stuff to it.
The sample works and runs fine with core clr disabled.
If I add:
Hey,
I'm getting this stacktrace. (embedded mono trunk, windows). If I
replace the trunk dll with a mono 2.4 dll, things work fine.
Here's the stacktrace. I'm hoping someone has a hunch on what might be
causing this:
asserts in line 1070 in mono_local_regalloc, with the following
Hey,
Before mono2.6 ships, and the API for tasklets/continuations cannot be
changed anymore:
Why is the class itself called Continuation, and the
namespaceassembly it lives in Tasklet ?
I don't have a strong preference for any of the two, but I'd say it make
sense not to give this thing two
);
if (readList.Contains(s))
Console.WriteLine(available data on socket s);
if (readList.Contains(s2))
Console.WriteLine(available data on socket s2);
}
}
-- Lucas Meijer | GameDev Unity3D Consulting
-- Blog: http://lucasmeijer.com/blog
-- twitter: lucasmeijer
Adar Wesley wrote:
This depends on the shell you are using. If you are using /bin/bash
or other
/bin/sh derivative the instructions are correct.
Call the script directly as:
/tmp/build_deps/env.sh
to run the commands in a sub-shell, or
. /tmp/build_deps/env.sh
to run the commands in the
it says:
/tmp/build_deps/env.sh
however, I believe that is incorrect, and that it should instead be:
source /tmp/build_deps/env.sh
Bye, Lucas
-- Lucas Meijer | GameDev Unity3D Consulting
-- Blog: http://lucasmeijer.com/blog
-- twitter: lucasmeijer
Hey,
Our team has been busy porting some unit testing related frameworks to mono.
porting is probably not the right word, it's mostly creating repro cases
of mono bugs,
reporting them, and waiting for them to be fixed. (Which happens fast by
the way. Thanks!)
So far we're looking at NInject,
Alan McGovern wrote:
But it's the hacks that you added to your program which are causing
the issue in the first place ;) You want a hack to make your hack
work. What you really need is another hack which will work in all
cases. Unfortunately I can't think of a way which will work in all
Hey.
Take the reverse situation, why would Mono devs care on supporting
application X because some users would like to run X on Mono ?
It depends on what the mono team sees as the goal of mono.
If it is to provide a nice programming environment for linux programmers
to make linux applications,
Hey Miguel,
It seems to me that talking to upstream developers and get them to
provide a more robust implementation from the get-go would be a much
better outcome. Have them probe for .NET version, fall back to Mono
and if none of those are available, gracefully degrade the functionality.
, if you google for stackTraceString, the #3 thing you
find is somebody who was unable to run cc.net on mono because
of the stackTraceString thing. ducking. It got properly fixed
upstream. :-)
Bye, Lucas
-- Lucas Meijer | GameDev Unity3D Consulting
-- Blog: http://lucasmeijer.com/blog
Excuse the verbose subjectline :)
When investigating the necessary steps to get NInject to work on Mono, I
found several failing tests.
One category of failing tests boil down to the following behaviour. It
looks like a bug to me, but I could be wrong.
The attached repro program prints out
Here's another one. (Unsure if these are considered ontopic. If not,
please let me know)
This small test program shows GC.Collect() + WeakReference working
different on CLR
than they do on Mono. In mono, the WeakReference is still alive after
GC.Collect(),
in the clr, the WeakReference is no
Robert Jordan wrote:
When I do a which mcs I get:
/cygdrive/h/Program\ Files/Mono-2.0/bin/mcs
which seems okay to me.
The space in Program Files might break the build system.
At least it did it in the past.
Try to reinstall Mono into c:\Mono\, adjust the path,
re-autogen and
Hey,
I'm compiling mono on windows in sygwin.
After a few bumps on the road that google and the mono-devel archive took
care of, I'm now running into this one:
snip
make[7]: Entering directory `/usr/src/mono/mcs/build'
make[7]: Leaving directory `/usr/src/mono/mcs/build'
make[6]: Leaving
Robert Jordan wrote:
I'm compiling mono on windows in sygwin.
After a few bumps on the road that google and the mono-devel archive took
care of, I'm now running into this one:
snip
MCS [basic] mcs.exe
This is a MS.NET exception:
Unhandled Exception:
Hi,
At the Unite conference, I was delighted to meet up with Miguel, as that
would let me underline the parts of mono (existing or nonexisting) that
are very important to our mono using projects. He asked me if I could
write a message to mono-dev explaining not only privately why these
things
Hi,
At the Unite conference, I was delighted to meet up with Miguel, as that
would let me underline the parts of mono (existing or nonexisting) that
are very important to our mono using projects. He asked me if I could
write a message to mono-dev explaining not only privately why these
things
Atsushi Eno wrote:
Classlib hackers who uses Visual Studio: how do you do those tasks?
I'm no classlib hacker, but do use Visual Studio for my game project
that is running ontop of mono.
We currently use scons as our build software, and have
visualstudiosolution as a seperate target.
the
Hi,
It looks like Socket.Select() behaves differently on osx linux in the
case
where a socket instance is placed in both the readlist, and the errorlist.
On osx, after having called socket.Listen(), calling Socket.Select()
with the socket
instance being in the read and errorlist, the
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