Posted on 29 Jun 2009
Last week there was a little Mono surprise. It can be found on this Novell-hosted web page web page (scroll a little bit).
It has been a few very busy weeks at Novell's Eastern Research and Development Facility (Novell NERD Facility) here in Cambridge and we have been incredibly busy polishing some nice toys.
A few weeks ago we learned about Sony's developer event in the West Coast. Michael, Zoltan and myself worked very hard to put together a demo to show the virtues of C# and the CIL to developers. So we cranked on some record time some code:
We picked Sony's PhyreEngine to demostrate how to use Mono to write the high-level code for a game using Sony's finely tuned engine. We figured this was better than showing a for loop printing the numbers 1 to 10 on the screen.
PhyreEngine# wraps PhyreEngine using the same techniques that we used in Gtk# and Moonlight. The resulting API is glorious and by letting PhyreEngine do all the heavy lifting while driving all the high-level from C# there is no way of telling that the driving force is not C++. All you get is pure unadultered productivity.
To make our demos a little more interesting, Michael wrote a minimalistic yield-based co-routine framework inspired by some of the ideas that our friend Lucas gave us. It is a tiny toy, but we used it to illustrate the concept of using C# iterators as the foundation for game logic development and how a cooperative scheduler would work (Unity game logic works just like this).
We were also working on completing Mono's port to the PlayStation 3's native operating system (this is different than running Mono on Linux on the PS3: that already works, and it was used for developing CellDotNet, a JIT for the PS3's SPUs). Zoltan developed the static compiler for PowerPC and I did the platform support.
Mono can now run "Hello World" on the PS3 native OS. There are still lots of ins, lots of outs and lots of whathaveyous that need to be tied up before this fully works and before we are able to run PhyreEngine# on the PS3.
Posted on 08 Jun 2009
Yesterday Lluis announced the last missing piece from our strategy to make MonoDevelop a full cross-platform IDE: MonoDevelop now runs on Windows as well:
When we started the planning for MonoDevelop 2.2, the major goal of that release was to get feature parity on Linux, MacOS and Windows.
We want to grow the community of developers that contribute to MonoDevelop and we wanted to attract add-in developers that wanted to bring their IDE extensions to all three platforms.
MonoDevelop has recently been getting some nice community contributed plugins like Flash/Flex development support, Vala language support, Mono debugger for OSX (thanks to the nice folks at Unity for this!), VI editing mode and of course our own Silverlight and ASP.NET MVC add-ins.
My theory is that supporting MonoDevelop on all the three major operating systems will have a multiplication effect in terms of contributions to MonoDevelop: it will help both users and will enable developers that extend MonoDevelop with add-ins to reach more users.
I secretly want Unity to adopt MonoDevelop as the code editor for Unity; for the FlashDevelop guys on Windows to adopt MonoDevelop as their cross-platform foundation (their users want a cross platform Flashdevelop); for Flashbang to bring their UnityScript framework to MonoDevelop
Developing an add-in for MonoDevelop now brings your enhancements to a much larger community.
Although the IDE is built using Gtk#, but we are aware that developers want to get things integrated with their operating system as much as possible. This is why we have invested in properly integrating MonoDevelop with the Mac and Windows.
The Look of MonoDevelop still has a heavy feel of the Linux Gtk+, but we are bluring the lines by making the theme and style match the operating system. Development in Gtk native themes will also continue to improve things.
Feel wise, we make MonoDevelop follow the conventions of the host platform. For example, on the Mac, MonoDevelop uses the Mac system menu, it uses an entirely different keybinding style that follows what every Mac developer expects (Command-KEY operations that match X-Code for example) and even text selection in the editor behaves differently:
More work will come, because we want MonoDevelop to feel native on each platform.
On Windows for example, MonoDevelop runs on top of the .NET Framework and uses the .NET managed debugger instead of using Mono's runtime and Mono's debugger, so there is no dependency on Mono to be installed on the system.
Posted on 04 Jun 2009
Another week of excellent work on the Moonlight universe and we bring you our Preview 3 release of Moonlight. Alan McGovern said it best though.
This week stats:
This is what the Silverlight Toolkit Sample page looked with Preview 2:
Moonlight 2 Preview 2
This is what the Silverlight Toolkit page looks with Preview 3:
Moonlight 2 Preview 3
You should be able to update directly from Firefox, or if you are trying it for the first time, go to our http://go-mono.com/moonlight-preview/ page.
Now, although Preview 2 was able to run the IronPython mini-Web IDE I am still going to try to pass that as a new feature.
And now you can try the IronPython mini-Web IDE!
Posted on 18 May 2009
I had the honor to meet the Three Melon developers at Unity's party this year at the Game Developer Conference. Three Melons is an Argentinian-based company that builds online games, and most recently they have been using Unity to build their new online games.
Today they just announced that their latest online game powered by Unity and Mono. "Quest for R2-D2" is now live at Lego.com:
Congratulations to the Three Melon developers for their launch!
You can follow them on twitter.
Posted on 16 May 2009
As we promised last week (threatened?) now that the foundation for Moonlight 2 is in place, we will be doing weekly releases for folks to try out, and to increase the feedback that we have received.
Thanks to everyone that provided bug reports and contacted us about the problems with last week's preview. In particular the issue affecting Ubuntu and SLED 10 users has been fixed and the plugin should work.
If you installed Moonlight already, you can update either by restarting Firefox or by following these steps:
If you have not installed Moonlight yet and want to try it out, go to http://www.go-mono.com/moonlight-preview.
This release fixes various rendering problems, more sites should be working and the performance was increased in multiple hot spots.
Posted on 12 May 2009
My friend Stephen sent me an interesting video they just cooked up at Micro Focus giving some hints as to what is coming up on the keynote of Micro Focus Live.
They recently bought Borland.
Posted on 11 May 2009
Earlier this week I promised I would blog about how to build Silverlight apps in Linux. Michael beat me to this and did a couple of screencasts.
In Moonlight Development in Linux with MonoDevelop he walks us through the steps necessary to install the Moonlight SDK on top of Mono 2.4 and using MonoDevelop to create your app. Once you get these installed, here is how you get started with development:
MonoDevelop will provide auto-complete for the Silverlight APIs and also provide auto-complete in XAML files.
In addition to Linux, you can also use MonoDevelop on OSX to do the same thing. We shipped Moonlight's SDK as part of the MonoDevelop/OSX release, the result runs with Microsoft's Silverlight.
Michael again talks about it and produced a nice screencast:
Posted on 08 May 2009
The code is currently available from http://code.google.com/p/mono-sh4/.
In addition to the MIPS64 port that I mentioned last week from SiCortex/nIX is now being merged into Mono's repository.
Posted on 07 May 2009
If you are in the Boston area, come join us for these open source festivities at Microsoft NERD center in Cambridge.
Posted on 06 May 2009