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Mono Project For Mac

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The Mono project provides packages for a couple of Linux distributions, as well as installers for Windows, Mac OSX and Solaris. These packages are for our latest release, and have gone through our QA process. They will also be updated with bugfixes and security fixes as warrented. These are available on the Download page. 11 votes, 47 comments. Hi all, Does any of you use Linux or Mac for enterprise C# development? I heard about the Mono project but wonder how. Installing Mono on macOS is very simple: Download the latest Mono release for Mac; Run the.pkg file and accept the terms of the license. Mono is now installing: After the installation completed successfully, it's a good idea to run through the basic hello world examples on this page to. Please file issues with the Mono SDK package for macOS on the Mono GitHub issues page. The Mono macOS SDK. Bockbuild is already provided as a submodule of Mono. To build a functional distribution in Bockbuild's 'stage' directory, begin from a Mono checkout: $ git clone git@github.com:mono/mono $ cd mono $./scripts/mac-sdk-package.sh.

The development of applications that use Microsoft's .NET Framework is no longer exclusive to Windows operating systems.
The implementation of an open-source version of this technology through the Mono Project allows you to port applications created with .NET Framework to practically any operating system.
Mono Project gathers everything necessary to both run and develop applications based on .NET Framework on Mac OS X: Moma, an assistant that makes it easier to migrate applications, and MonoDevelop, an integrated development environment.
Note
For Mac OS X 10.4 or later, including Leopard.

by Dan Belcher (Last modified: 05 Dec 2018)

Project

This guide is an overview of Mono and Xamarin and how they relate to RhinoCommon plugins.

Mono

The Mono framework is an open source implementation of Microsoft's .NET Framework based on the open standards for the C# language and the Common Language Runtime.

The Mono project has been in active development for over a decade and is used - behind the scenes - in many products.

Mono & Rhino for Mac

Mono Project For Mac

Mono allows C# developers to write cross platform code targeting Windows, macOS, Linux, Android, and iOS. What this means for Rhino plugin developers is that they can - if written properly - run the same RhinoCommon plugin in both Rhino for Windows and Rhino for Mac…

RhinoCommon on Mac is executed through an embedded, custom, Mono framework. That means Rhino for Mac is not using the public Mono, nor premium Xamarin.Mac. 95 3hp yamaha outboard manual. However, the differences between public MonoMac and Rhino for Mac's MonoMac are inconsequential.

Xamarin

Xamarin - a subsidiary of Microsoft - is a company founded by the engineers who created Mono. Xamarin is the primary maintainer and commercial sponsor of Mono. Xamarin provides professional developer tools that make cross platform code easier to author, test, and maintain. NOTE: As Xamarin's platform is being integrated into Microsoft more deeply, some of these titles may change.

The Xamarin platform

The Xamarin Platform is comprised of the following pieces:

  • Visual Studio for Mac: C# Integrated Developer Environment (IDE) for Mac. (Visual Studio for Mac was formerly known as Xamarin Studio, which was formerly known as MonoDevelop).
  • Xamarin.Android: Used to build C# .NET applications for Android devices. This is useful to have installed if you wish to use the RhinoMobile toolkit, but not required for RhinoCommon in Rhino for Mac.
  • Xamarin.iOS: Used to build C# .NET applications for Apple iOS devices. This is useful to have installed if you wish to use the RhinoMobile toolkit, but not required for RhinoCommon in Rhino for Mac.
  • Xamarin.Mac: Xamarin's closed-source version of MonoMac.

For developing RhinoCommon plugins, only Visual Studio for Mac is required.

Mono Project For Mac

Visual Studio for Mac

(Formerly known as Xamarin Studio, formerly known as MonoDevelop). This is Microsoft's C# developer environment that runs on Mac. Visual Studio for Mac has many of the features of Microsoft's Visual Studio for Windows and uses exactly the same formats as Visual Studio for Windows: solutions (.sln) and C# projects (.csproj). At McNeel, we use Visual Studio for Mac to develop Rhino for Mac and iRhino 3D. We highly recommend you use Visual Studio for Mac when developing RhinoCommon plugins for the Mac.

Xamarin.Mac?

Rhino for Mac does not currently use Xamarin.Mac.

Mono project for mac os

Xamarin.Mac is Microsoft's proprietary closed-source toolkit used to provide .NET access to native features of the Mac Operating System and to allow for compiling .NET projects into self-contained application bundles. Rhino uses the open source MonoMac framework instead of Xamarin.Mac for accessing native macOS features (primarily native user interface features).

Visual Studio for Windows support?

Xamarin offers a Visual Studio for Windows extension, however this extension is only useful for Xamarin.iOS and Xamarin.Android development, not for RhinoCommon. If you are writing RhinoCommon plugins you are free to use Visual Studio for Windows - when targeting either Rhino for Mac or Rhino for Windows - just as you normally would. When you want to debug and test your plugin in Rhino for Mac, you will have to use Visual Studio for Mac, but you can use the exactly same solution and project files to do this.

Solution & Project

Install Mono Mac

Visual Studio for Mac uses the same formats as Visual Studio for Windows:

  • .sln
  • .csproj

It is important to stress: these are Visual Studio solutions and projects. You can open solutions and projects created in Visual Studio for Mac in Visual Studio for Windows and vice-versa.

Porting .NET code

All of .NET is not yet implemented in Mono (although an awful lot is). We recommend launching your plugin project in Visual Studio for Mac and attempting to compile. That is the best way to find any potential problems with getting your plugin to run on Rhino for Mac. Please let McNeel know if you find something is missing from the SDK that you need, we may be able to provide this functionality in a Rhino for Mac service release.

P/Invoke

Project

This guide is an overview of Mono and Xamarin and how they relate to RhinoCommon plugins.

Mono

The Mono framework is an open source implementation of Microsoft's .NET Framework based on the open standards for the C# language and the Common Language Runtime.

The Mono project has been in active development for over a decade and is used - behind the scenes - in many products.

Mono & Rhino for Mac

Mono allows C# developers to write cross platform code targeting Windows, macOS, Linux, Android, and iOS. What this means for Rhino plugin developers is that they can - if written properly - run the same RhinoCommon plugin in both Rhino for Windows and Rhino for Mac…

RhinoCommon on Mac is executed through an embedded, custom, Mono framework. That means Rhino for Mac is not using the public Mono, nor premium Xamarin.Mac. 95 3hp yamaha outboard manual. However, the differences between public MonoMac and Rhino for Mac's MonoMac are inconsequential.

Xamarin

Xamarin - a subsidiary of Microsoft - is a company founded by the engineers who created Mono. Xamarin is the primary maintainer and commercial sponsor of Mono. Xamarin provides professional developer tools that make cross platform code easier to author, test, and maintain. NOTE: As Xamarin's platform is being integrated into Microsoft more deeply, some of these titles may change.

The Xamarin platform

The Xamarin Platform is comprised of the following pieces:

  • Visual Studio for Mac: C# Integrated Developer Environment (IDE) for Mac. (Visual Studio for Mac was formerly known as Xamarin Studio, which was formerly known as MonoDevelop).
  • Xamarin.Android: Used to build C# .NET applications for Android devices. This is useful to have installed if you wish to use the RhinoMobile toolkit, but not required for RhinoCommon in Rhino for Mac.
  • Xamarin.iOS: Used to build C# .NET applications for Apple iOS devices. This is useful to have installed if you wish to use the RhinoMobile toolkit, but not required for RhinoCommon in Rhino for Mac.
  • Xamarin.Mac: Xamarin's closed-source version of MonoMac.

For developing RhinoCommon plugins, only Visual Studio for Mac is required.

Visual Studio for Mac

(Formerly known as Xamarin Studio, formerly known as MonoDevelop). This is Microsoft's C# developer environment that runs on Mac. Visual Studio for Mac has many of the features of Microsoft's Visual Studio for Windows and uses exactly the same formats as Visual Studio for Windows: solutions (.sln) and C# projects (.csproj). At McNeel, we use Visual Studio for Mac to develop Rhino for Mac and iRhino 3D. We highly recommend you use Visual Studio for Mac when developing RhinoCommon plugins for the Mac.

Xamarin.Mac?

Rhino for Mac does not currently use Xamarin.Mac.

Xamarin.Mac is Microsoft's proprietary closed-source toolkit used to provide .NET access to native features of the Mac Operating System and to allow for compiling .NET projects into self-contained application bundles. Rhino uses the open source MonoMac framework instead of Xamarin.Mac for accessing native macOS features (primarily native user interface features).

Visual Studio for Windows support?

Xamarin offers a Visual Studio for Windows extension, however this extension is only useful for Xamarin.iOS and Xamarin.Android development, not for RhinoCommon. If you are writing RhinoCommon plugins you are free to use Visual Studio for Windows - when targeting either Rhino for Mac or Rhino for Windows - just as you normally would. When you want to debug and test your plugin in Rhino for Mac, you will have to use Visual Studio for Mac, but you can use the exactly same solution and project files to do this.

Solution & Project

Install Mono Mac

Visual Studio for Mac uses the same formats as Visual Studio for Windows:

  • .sln
  • .csproj

It is important to stress: these are Visual Studio solutions and projects. You can open solutions and projects created in Visual Studio for Mac in Visual Studio for Windows and vice-versa.

Porting .NET code

All of .NET is not yet implemented in Mono (although an awful lot is). We recommend launching your plugin project in Visual Studio for Mac and attempting to compile. That is the best way to find any potential problems with getting your plugin to run on Rhino for Mac. Please let McNeel know if you find something is missing from the SDK that you need, we may be able to provide this functionality in a Rhino for Mac service release.

P/Invoke

One of the areas that developers need to be aware of is any .NET code that uses P/invoke may experience problems when running on Mac. P/invoke is a technique to call unmanaged native functions from .NET code. The feature is available on macOS/mono, but developers need to make sure that the P/invoke calls are calling native code written for macOS and not for Windows. Many commercial .NET components use P/invoke so this is something we highly recommend you investigate.

UI and Eto

User interface is where developers typically run into trouble with platform specific dependencies and features. We use and support development of Eto. Using Eto can make your plugin look and work as a native application on all platforms, using a single UI codebase. Eto ships with Rhino for Mac (and will ship with Rhino 6 for Windows). Eto has an easy to use API and uses native toolkits, abstracting the platform-specific implementations for WinForms (GDI and Direct2D), WPF, and Cocoa (on macOS). Though Eto is powerful, it has a shallow learning curve and we're confident you will be hooked as quickly as we were.

Related Topics

Mono Project For Mac Osx

  • Cross Platform User Interface




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