In LA for the Microsoft PDC

by Miguel de Icaza

After a great week in Copenhagen with the Unity community I spent 14 hours on a high-tech tin can flying to LA for the Microsoft PDC conference.

Mono Talk

I am doing a talk on Wednesday at 4:45 in room 515B.

Unlike previous talks that I have done about Mono, this is an advanced talk and will skip over all the generalities and go straight to Mono CLI/C# features and innovations.

I decided against talking about Moonlight or APIs, as information about can be better learned elsewhere.

Speculation

There has been enough leaked information that we know some bits about C# 4. Some guess it includes dynamic support, other that it will be more F#-like and add immutability, others that it will introduce some Alef-like threading capabilities.

Then there is talk about .NET 4, and I just have no clue what they will announce.

So what do you think they are announcing this week?

Speculate away in the comments.

Posted on 25 Oct 2008


Live Blogging from Unite

by Miguel de Icaza

I am live blogging from Unite, the Unity3D conference, one of the most fun users of Mono.

Announcements

Next UnityEditor will run on Windows, and its rewritten in C# (it originated on MacOS, and is now moving to Windows).

Unity as of today ships for building games on the iPhone. These are fully legit binaries, no need to crack your iPhone, they are using Mono's batch compilation to generate static binaries with no JITing involved (per Apple licensing requirements).

Side Note

Since I am a Linuxista, you might be wondering why I am so excited about Unity. Of course I am excited because they use Mono, but I am also excited because Novell is working with Unity to bring this to Linux:

erandi$ uname -a
Linux erandi 2.6.25.16-0.1-pae #1 SMP 2008-08-21 00:34:25 +0200 i686 i686 i386 GNU/Linux
erandi$ ls -l unity-linux/build/LinuxPlayer 
-rwxr-xr-x 1 miguel users 45735629 2008-10-12 00:37 unity-linux/build/LinuxPlayer*
	

We do not have a timeline yet, please do not spam the Unity guys with requests, stay tuned to this blog for updates.

FusionFall pre-mortem

12:17am Joachim explains their strategy with the web plugin and how they will cope with multiple versions of it as time goes by.

12:06am Cartoon Network will drive a lot of the plugin penetration.

11:50am Joachim is showing profiling information (particle, physics, the top scripts, time taken per frame).

The game went from 2gigs to 300megs by using some interesting compressions fo meshes and animations.

All of the features that were added for FusionFall are being folded back into the future Unity 2.5.

Pics: I wish I had brought my USB cable to post pictures from the camera. I will try to spice up this post tonight with the photos.

11:45am Runtime World Streaming: scenes are dynamically loaded and unloaded base on the player position in the world, the world is made up of a 16x16 grid. Scene loading happens when a player approaches a boundary in the world.

11:40am The Unity guys are talkng about the challenge of converting the assets from Gamebryo to Unity, the volume was large (25k files of Gamebryo data, which was constantly changing and growing).

They added support to Unity to interoperate with the Gamebryo and Cartoon Network data and wrote plenty of C# importing scripts and tools.

11:30am FusionFall talk by Joachim Ante.. FusionFall is a project that was done for the Cartoon Network.

It is an MMO with platform game elements.

It has a huge streaming world, so there are no pauses as you navigate the world. The game is targetted at kids (8-14).

The game was produced by Cartoon Network and developed by Grigon Entertainment, a team of 40 developers, 10 of them programmers, and has been under development for 3 years. Originally this was Windows-only standalone executable, developed with Gamebryo.

The cycle at some point included the prototyping done in Unity, shipping the executable to engineering, and engineering reimplementing in Gamebryo. They realized that they could turn the prototype as the actual client and that they could just communicate to their backend server. This allowed them to switch the entire game from Gamebryo to Unity.

Originally the standalone game was 2gb in size (lots of music, voice overs, terrains). This was a problem for kids, since they are not going to wait for 2 gigs to download, this was a big barrier to entry.

Unity's web based distribution and the strong world-streaming features were a good match for this project. This allowed Cartoon Network to give a great experience.

The entire MMO was ported in four months by a team Grigon developers and four Unity engineers working with them. They were on a very tight schedule. Four developers at Grigo ported the game client from C++ to C#.

Keynote

10:52am Interesting overview of the challenges of the game industry. Where does the game industry go next? A discussion on integrarting games with the web and delivering games as services.

On one end there is the flashy stuff, on the other end lots of talk about the enterprise components of gaming. I had no idea.

Between the low-barrier to entry and the high-barrier to entry markets, there is a large space for gaming and where 3D games on the browser will make a difference.

Phil sees Unity as an agent that will help transform the game industry.

10:31am Phil Harrison president of Atari is now on stage, "First time I have done a presentation in a Planetarium". Atari has no commercial relationship with Unity or investing-wise. He is here because "I wanted to be here, what David and his team are doing is transformational for the industry. I had an Eureka moment early this year, I had just joined Atari, and someone told me `check out Unity3d.com', I had heard about it, but never used it. Using the Web player demo was eye opening for me. [...] This is something similar to what I saw at Sony in 1993, when we first got the dinosaur demo on the PS1 [...] The island demo I believe is a game changer in this industry".

"I have become an unpaid evangelist of Unity".

Phil is now going to talk about the game industry, wont blog that.

10:29am Introspection, why we want to do this? Goals: we want people to build games for the web, the iPhone, the Wii, and for everything else.

10:29am Announcing Indie version, 199 dollars, but has some watermark/splashscreen at the beginning.

10:26am Windows Vista logo on screen.

"This is true, I have to admit it", they are demostrating the new Unity3D IDE on Unix. The same Unity3D tool but now running on Windows.

"We are going completely cross platform", every script that you write will run on both platforms (Woohoo! Go CIL! Go!).

10:21am Nicholas is going to talk about "Secret Labs". He talks about "Jus t Press Play", "Buliding for multiple targets" and the script property editor.

They wanted to improved upon th eUnity editor.

They rewrote the Unity editor from zero. Created entirely on top of the Unity APIs themselves - EditorWindows, unityGUI, GameObjects and Components. Unity is built on Unity now. "It is way faster than cocoa".

He is showing Unity 2.5, looks like Unity 2.1; They now use tabs and the various windows can be dragged around, very much like MonoDevelop. He is showing the editor by dragging a lightpost into a paradise island and showing the new GUI tools like snapping, rotation and UIs that are closer to Maya's tools.

He shows "Snap to surface" so you can easily position stuff on the 3D terrain. People like it.

The UI is a lot easier to use. "We have been focused on the tiny details, but we are not shipping this yet". Everything in the IDE can now be scripted.

He shows how a few lines of code a developer can attach a camera view when clicking on a property.

130 new API entry points, Unity developers can now do everything that the Unity3D GUI can do.

10:20am David talks about the pricing; Two pricing: cheap and expensive.

10:13am Joachim Ante is introducing Unity for the iPhone. "With Unity we have always focused on iteration time". He goes into some of the technical details, "With all the new input mechanisms for theiphone, how do we provide a quick feedback system, we wanted to keep the experience of develop, hit run under a second".

They provide a "Unity remote" that runs on the iPhone, you use the iPhone to control the game, but the debugging actually happes on the PC. So you hit "run" and there is no wait at all.

Joachim is explaining how they are using AOT to run native code on the iPhone without having any JIT on the iPhone.

Joachim shows "Build and Run" that does the cross compiler and sends the code to the iPhone. It takes about 10 seconds and he now has the game running on the iPhone and shows how both Javascript and C# code running on the system.

10:10am Some stats: sold out event; 180 attendees; community doubled in the last year (2x employees, 2x posts, 2x users);

Last year they released Unity 2.0.

Unity 2.1 was released, should have been 3.0, but they did not charge more.

They announced Unity for Wii.

Big games using Unity: Sony, Disney. Virtual worlds like Hangout.Net is out (very pretty!) A new online community was created (Blurst). SeriousGames released a new title "Global Conflicts" Latin America.

Hard to keep up with the list of users.

10:04am The Unity founders Joachim, David and Nicholas are on stage to start Unite'08.

They moved us from the room downstairs to the iMax auditorium whihc is packed with game guys. During the moments of panic that ensued after they moved us from the downstairs room into the switched rooms, I ended up in the front row, which in retrospect was a big mistake, you cant take pictures with the standard lens of this massive screen.

Registration

9:48am Waiting for the keynote at the Unite conference. There are about two hundred people packed in the Tycho Planetarium. The Blurst guys are all wearing matching shirts and have taken over the first line of the auditorium, From here I can see a them debugging a Sonic-like game that he is prototyping. Then he switched to some game that has an angry minotaur breaking dishes in a museum.

The minotaur looks angry and just scored 3,000 points of some kind.

Everyone in this conference seems to be using a Mac, and I could swear this computer is the only Linux machine in the audience.

Pre-Conference

Last night I had dinner at the Unity headquarters and got a chance to meet some of the Unity hackers and users before the conference started.

Gained a deeper insight into what we can do to improve Mono's VM for games. Lots of good ideas.

Phil Harrison brought up "the debugger" issue ;-).

Hopefully Rasmus from CellDotNet will show up for the Unity Mingle tonight.

Posted on 22 Oct 2008


Mono 2.0 OSX Installer Ready

by Miguel de Icaza

We released an updated installer for Mono 2.0 on MacOS X.

This release got delayed because we wanted to upgrade our bundled Gtk# stack to contain the latest release of Imendio's Gtk+ for MacOS X.

Banshee coming to an OSX near you this week.

Mono OSX Survey!

We are trying to understand how we can improve Mono on the OSX space. Help us figure this out by filling out our Mono on OSX Survey.

Relocatable Applications

If you have followed our Guidelines for Application Deployment your software should be easy to be packaged and distributed for MacOS X as a relocatable application.

Eoin Hennessy worked on integrating Banshee into the OS, and packaging it into a bundle that runs out of the box on MacOS. The following are some screenshots from Aaron's box:

The Banshee open source media player.

Sandy has ported Tomboy and Tasque to MacOS and Windows and provided installers for both.

Tomboy integrates into the dock and menus.

Aaron Bockover from the Novell Desktop Team has promised that Eoin's work will be part of Friday's Banshee release. From this point on, Banshee will be released both for Linux and MacOS X at the same time.

Maybe F-Spot is not too far behind?

The Small Print

  • We downgraded the bundled Gtk+ from 2.15 to 2.14.3, as 2.15 was a development version and 2.14 is the officially supported Gtk+.
    This means that applications that linked directly against Gtk+ 2.15 from Mono 1.9 will fail to run. Please re-link those binaries.
  • We removed MonoDevelop from this distribution, so our package only contains the Mono SDK and Mono runtime.
    A MonoDevelop installation package will come later, we apologize for this delay.
    On the upside: now that the distribution is split, we will be doing MonoDevelop Beta 2 previews as DMGs after the PDC.

Help us improve Mono on OSX by completing the Mono on OSX Survey and providing comments at the end.

Posted on 20 Oct 2008


Parallel Programming

by Miguel de Icaza

As much as I personally dislike the use of threads for user code, multi-cores systems are here to stay. They are becoming increasingly popular (most laptops now ship with dual core systems, home computers ship with 3 cpus and gaming consoles ship with multiple general purpose cpus as well).

Developers will need new frameworks for developing software that is ready to take advantage of multiple CPUs. But most importantly they will need to learn the traps and pitfalls of writing parallel/threaded code.

Here are two fantastic articles on MSDN that cover these topics:

J�r�mie Laval worked on an ParallelFX implementation for Mono over the summer as part of the Google Summer of Code.

The implementation currently lives on the student repository at code.google.com. I can not wait for the API to be stabilized so we can move it into the main Mono distribution.

Posted on 19 Oct 2008


Going to Copenhagen

by Miguel de Icaza

Next week I will be in Copenhagen for Unity3D's Unite conference.

Unity3D is one of the most fun users of Mono as they create IDEs for Game Developers and they are driving the adoption of Mono, C#, Boo and their own UnityScript in the gaming space.

As a newcomer into this industry, there are various sessions from actual Unity user on how they have built their games from start to finish. Other sessions include details on publishing, production (ArtPlant), Physics (Flashbang), Shader Programming (Unity), developing on the iPhone (Unity), a post-morterm on FusionFall's work for Cartoon Network and the hands-on lab.

Some cool stuff from the agenda includes a keynote participation from Atari's President.

If you want to meet up, drop me an email. I will likely be going to the Unity Mingle events at night and departing early on Friday to fly to the Microsoft PDC in LA.

Posted on 17 Oct 2008


Alan "BitSharp" McGovern Joins Novell

by Miguel de Icaza

Alan McGovern, who created BitSharp during a Google Summer of Code for Mono has joined the Moonlight team at Novell.

Imagine the possibilities! Bittorrent clients, servers, trackers all running from Silverlight 2.0 Web Applets!

Discuss.

Posted on 14 Oct 2008


Mono 2.2 Feature: Mono.Options

by Miguel de Icaza

In the upcoming Mono 2.2 release we will be distributing Jonathan Pryor's most excellent Mono.Options library.

Mono.Options is a beautiful command line parsing library. It is small, succinct, a joy to use, easy and powerful, all in one.

It is one of those libraries that does more with less. Something that every programmer aspires to write, but that we seldom achieve.

It has also struck a good balance for Unix and Windows developers as options can be used on both systems, and map well to practices on both systems. It took a long time to get the right "blend" of parsing, but I think Jonathan has achieved it.

Consider this example:


using System;
using System.Collections.Generic;
using NDesk.Options;

class Test {
    static int verbosity;

    public static void Main (string[] args)
    {
        bool show_help = false;
        List names = new List ();
        int repeat = 1;

        var p = new OptionSet () {
            { "n|name=", "the name of someone to greet.",
              v => names.Add (v) },
            { "r|repeat=", "the number of times to repeat the greeting.",
              (int v) => repeat = v },
            { "v", "increase debug message verbosity",
              v => { if (v != null) ++verbosity; } },
            { "h|help",  "show this message and exit", 
              v => show_help = v != null },
        };

        List extra;
        try {
            extra = p.Parse (args);
        }
        catch (OptionException e) {
            Console.Write ("greet: ");
            Console.WriteLine (e.Message);
            Console.WriteLine ("Try `greet --help' for more information.");
            return;
        }

        if (show_help) {
            ShowHelp (p);
            return;
        }

        string message;
        if (extra.Count > 0) {
            message = string.Join (" ", extra.ToArray ());
            Debug ("Using new message: {0}", message);
        }
        else {
            message = "Hello {0}!";
            Debug ("Using default message: {0}", message);
        }

        foreach (string name in names) {
            for (int i = 0; i < repeat; ++i)
                Console.WriteLine (message, name);
        }
    }

    static void ShowHelp (OptionSet p)
    {
        Console.WriteLine ("Usage: greet [OPTIONS]+ message");
        Console.WriteLine ("Greet a list of individuals with an optional message.");
        Console.WriteLine ("If no message is specified, a generic greeting is used.");
        Console.WriteLine ();
        Console.WriteLine ("Options:");
        p.WriteOptionDescriptions (Console.Out);
    }

    static void Debug (string format, params object[] args)
    {
        if (verbosity > 0) {
            Console.Write ("# ");
            Console.WriteLine (format, args);
        }
    }
}
	

And here is an example of its use:

$ mono greet.exe --help
Usage: greet [OPTIONS]+ message
Greet a list of individuals with an optional message.
If no message is specified, a generic greeting is used.

Options:
  -n, --name=VALUE           the name of someone to greet.
  -r, --repeat=VALUE         the number of times to repeat the greeting.
  -v                         increase debug message verbosity
  -h, --help                 show this message and exit

$ mono greet.exe -v- -n A -name=B --name=C /name D -nE
Hello A!
Hello B!
Hello C!
Hello D!
Hello E!

$ mono greet.exe -v -n E custom greeting for: {0}
# Using new message: custom greeting for: {0}
custom greeting for: E

$ mono greet.exe -r 3 -n A
Hello A!
Hello A!
Hello A!

$ mono greet.exe -r not-an-int
greet: Could not convert string `not-an-int' to type Int32 for option `-r'.
Try `greet --help' for more information.

	

He has also documented it thoroughly.

Where possible (new tools being written, or tools that have a similar command line structure that is compatible) we will be switching to this command line parsing library.

The library is small, so developers should include a copy of the source code in their application, this is how you should include it in your makefiles:


Options.cs:
	cp `pkg-config --variable=Sources mono-options` .

	

Then your code can just include a reference to it.

Posted on 14 Oct 2008


MonoDevelop gets VI bindings

by Miguel de Icaza

I grew up mostly with Turbo Pascal as my development environment. When I started to write C code in DOS, I used Turbo C briefly but for some reason I switched to the BRIEF text editor for a while.

Around 1989 my friend Max Mendizabal who used nothing but Epsilon told me "Unix is the future, if you learn Epsilon, you will be ready to switch to Emacs when the time comes".

Prophetic words.

When I eventually switched to Unix in 1992, having learned Epsilon was useful, but Emacs was too slow for quick edits. I still used Emacs for programming, but for quickly making changes to a file, I ended up learning vi.

When computers got faster, I tried to switch to Emacs for all my editing tasks, but my brain had been hardwired. I even added "alias vi=emacs" to by shell, and I would find myself typing subconsciously "/usr/bin/vi".

To this day, I use both editors interchangeably.

In any case, the above story was just an excuse to introduce VI Mode for MonoDevelop.

Posted on 14 Oct 2008


Mono 2.0 is out!

by Miguel de Icaza

Today we released Mono 2.0 to the world. You can download sources and binaries from our download page. And our official release notes are up as well. This of course would not be possible without the open source contributors that worked tirelessly on Mono sending patches, fixing bugs, helping the community, answering questions, creating test cases and supporting us all these years.

Mono 2.0 is both a runtime for application and a kit for developers for writing applications with C# and other ECMA CLI languages for a wide spectrum of uses.

Big thanks go to the fantastic Mono team at Novell that has kept the excitement and the pace over all these years (we started in 2001), the large contributions from Mainsoft, Unity3D and our users that pushed us to fix bugs, implement new features and tune Mono. Also, we very much appreciate the work of the ECMA 334 and 335 committee members that worked on the CLI and C# specifications and everyone at Microsoft that answered our questions over the years and specially those that licensed code under open source licenses.

We originally started to work on Mono, because we wanted to make developers happier and more productive on Linux. We liked C#, we liked the CIL and we wanted to have those technologies available on our platform.

Since we have been active in the Linux Desktop world, it is not a surprise that the early use of Mono was mostly on Linux desktop applications, and Mono continues to shine there. Server-side use of Mono was a natural evolution and we soon were powering ASP.NET sites on Linux.

There is one area where we under-delivered in the past, and it has been a constant source of pain. Up until now, we did not have a working debugger. This has finally changed, and Mono 2.0 includes for the first time a debugger, the time for WriteLine() debugging is now behind us.

As the project matured, developers started taking advantage of Mono's open source nature: essentially .NET on their own terms. A platform that could be adapted, morphed, ported and modified to suit many different uses. Today Mono is embedded in portable mp3 players and powers Unity3D's game engine on the Apple iPhone, the Nintendo Wii, MacOS X and Windows (Some folks at Novell are working with Unity on bringing Unity3d to Linux!).

It has also been deployed to run code on large clusters of servers for SecondLife, powers our open source Silverlight implementation (Moonlight) and powers the popular DekiWiki: a Social Collaboration Tool.

Mono is a large project and it is hard to pick one feature to talk about as there are so many, so instead I put together a quick table of the major features that are part of this release:

Compiler Support .NET APIs Mono APIs
Mono's Open Source Compilers: Open Source Compilers: Commercial Compilers:
  • ISE's Eiffel.
  • Microsoft's C#.
  • Microsoft's F#.
  • Microsoft's VB.NET.
  • RemObject's Oxygene (Object Pascal).
And many more.
Core API:
  • 2.0 core APIs.
  • System, System.Xml.
  • 3.5 System.Core.
  • System.Drawing.
  • System.DirectoryServices.
  • System.Web.Services.
Windows.Forms 2.0:
  • Win32 driver.
  • Quartz/OSX driver.
  • Cairo/X11 Unix driver.
ASP.NET 2.0:
  • Core ASP.NET.
  • ASP.NET AJAX.
  • Apache and FastCGI integration.
ADO.NET 2.0 plus providers for:
  • Managed drivers: Postgresql, MS SQL Server, Sybase.
  • Semi-managed drivers: Firebird, IBM DB2, Oracle, Sqlite.
  • MySQL provides their own drivers.
GUI APIs:
  • Gtk# (Unix, Windows, MacOS X).
  • Cocoa# (MacOS X).
Mono Core:
  • Mono.Addins - Extensibility Framework.
  • Mono.Cairo - Cairo Graphics Binding.
  • Mono.Cecil - ECMA CIL Manipulation.
  • Xml.Relaxng.
  • Novell.Directory.Ldap
  • C5 - Generics Library.
Linux Specific: Other Ecosystem Libraries:
  • Bit# - Bittorrent client/server library.
  • Mono.Fuse - User-space file systems.
  • Mono.ZeroConf - Bonjour stack.
  • Mono.Nat - Network Address Translation.
  • Mono.Upnp - Universal Plug and Play.
  • Tao Framework - OpenGL, OpenAL, SDL and Cg bindings.

We have ported Mono to a wide variety of platforms and operating systems on this 1.0 to 2.0 cycle. These platforms include:

  • Linux (x86, x86-64, PowerPC32, Itanium, SPARC, ARM, s390, s390x.
  • Solaris (x86-64, SPARC).
  • MacOS X (x86, PowerPC32).
  • Windows (x86, support for x86-64 will come in Mono 2.2).
  • Nintendo's Wii.
  • iPhone/iPod Touch (ARM, limited functionality due to licensing requirements; I will blog later this week about this).
  • *BSD (x86, x86-64).

Developing with Mono

Long time Linux developers will probably continue to use Emacs and VI, but some new Linux developers might want to use an IDE. New developers can use our open source MonoDevelop IDE on Linux, or alternatively the commercial X-Develop IDE or SlickEdit.

If you are a Windows developer, you can continue using Visual Studio or your IDE of choice to write the code and compile it. Your binaries will run just fine on Linux.

To assist Windows developers in porting their applications to Unix, we have provided the Mono Migration Analysis tool.

Runtime Changes

The Mono Virtual Machine gained plenty of features since Mono 1.2 was released. We have added:

  • Generic Code Sharing and VTable Compression have been implemented: this significantly reduces the memory footprint of generic type instantiations, while still getting the speed benefits of using generics.
  • AOT support: in addition to x86, we now also support ARM and x86-64.
  • COM interop is now complete (works on Windows with "real COM" and can be used on Unix with Mainsoft's COM or Mozilla's XPCOM).
  • AOT code can now AOT parts of 2.0 assemblies (assemblies that contain generics).
  • Full AOT support (allows code to run JIT-less, this is limited to 1.0 code).
  • CIL Verifier: Now Mono has a CIL verifier.
  • CoreCLR Security: the security system used by Moonlight.
  • Many optimizations that improve execution performance: New intrinsics operations (Math.Min/Max for example); various operations are now inlined by the JIT; managed allocations (no transition to unmanaged code for allocating memory); multi-array access is now tuned by the JIT; constant and block initializations are now handled by the JIT; Faster initialization and access to multi-dimensional arrays (4x faster).
  • The runtime went on a diet, many runtime data structures are smaller making Mono lighter.

Tools

In addition the the Mono Debugger making its debut appearance on this release, we are very proud of our code analyzer Gendarme.

Gendarme is a extensible rule-based tool to find problems in .NET applications and libraries. Gendarme inspects programs and libraries that contain code in ECMA CIL format (Mono and .NET) and looks for common problems with the code, problems that compilers do not typically check or have not historically checked.

Feedback

Mono is not perfect, but we want to improve it. Like many other open source projects, we need your bug reports to improve Mono. If you have problems with Mono, help us by filing a bug report.

Special Thanks

Special thanks to Hacker Extraordinaire Aaron Bockover who not only brings us the best media player in the world, but created the new web site design and implemented and tuned it over very long extra hours up until 7am in the morning on his weekend.

And to our packaging and QA team that spent extra hours to get all the bits and pieces in place for the release.

Posted on 06 Oct 2008


Five Second Linux Boot

by Miguel de Icaza

I loved this LWN article on the changes necessary to make Linux boot in 5 seconds on the Asus EEE PC (a relatively slow computer).

Hopefully all Linux distributions will adopt these changes for custom deployments.

Posted on 04 Oct 2008


Moonlight Update: Media Codecs

by Miguel de Icaza

A couple of weeks ago we started the work on porting Microsoft's Media Codecs to Linux and we got the C version running.

Popfly in Firefox3/Linux/x86

Geoff, Fernando and Rolf have been hard at work on this, and have also added the infrastructure to download and install the codecs on demand.

The next step was getting all the assembly language supported in Linux, and today Geoff got the assembly optimized SSE1 audio decoder running (the first chunk of the decoders).

Of course, the rest of the team has been busy fixing bugs and improving the performance in preparation for the first public beta of Moonlight.

Posted on 03 Oct 2008


Microsoft changes the Managed Extensibility Framework License

by Miguel de Icaza

A couple of weeks ago I suggested that developers interested in having their .NET software run in other platforms should avoid Microsoft's Managed Extensibility Framework (MEF) as it was not an open source library.

I had a chance to discuss with Glenn, Sam and Bob the benefits of using the MS-PL for this library first over twitter and then over email.

Representing .NET's loyal competitor, I did not think that we stood a chance of getting Microsoft to change the license, but I was pleasantly surprised. Glenn understood the value of open source, Sam wanted to do the right thing about this library and CodePlex and Bob argued that Mono already had Mono.Addins anyways.

Today Glenn announced that Microsoft has changed the license for MEF to the open source MS-PL license.

Thanks to everyone at Microsoft that helped change the license!

Posted on 02 Oct 2008


Mono at the PDC 2008

by Miguel de Icaza

Great News Mono Lovers!

Later this month I will be presenting the session "Mono and .NET" at the Microsoft Professional Developers Conference in LA.

Exciting times!

Update: My talk will cover new technologies that we have created as part of Mono. Some of them are reusable on .NET (we try to make our code cross platform) and some other are features that specific to Mono's implementation of the CLI.

Posted on 01 Oct 2008


DbLINQ, LINQ to Databases and Mono

by Miguel de Icaza

Atsushi Enomoto blogs about the work involved in bringing LINQ to Databases to Mono.

The effort was a joint collaboration between the awesome DbLINQ developers, Pablo Iñigo Blasco our Google Summer of Code Student and Novell's Atsushi Enomoto.

The DbLINQ developers had created a general purpose LINQ provider that could be used with database providers other than SQL Server. They also relicensed their code a few months ago to the MIT X11 license to allow for integration with Mono's code base.

Read Atsushi's description of how the effort was put together and how DbLINQ is being refactored to become a full System.Data.Linq implementation and still provide the foundation for third-parties to easily create database LINQ providers.

DbLINQ is a great project, and it needs your help to complete the effort.

Posted on 01 Oct 2008


Microsoft to incorporate jQuery into Visual Studio

by Miguel de Icaza

This weekend the news came out that Microsoft was going to bundle and support John Resig's jQuery as part of Visual Studio and ASP.NET. From Scott's blog:

I'm excited today to announce that Microsoft will be shipping jQuery with Visual Studio going forward. We will distribute the jQuery JavaScript library as-is, and will not be forking or changing the source from the main jQuery branch. The files will continue to use and ship under the existing jQuery MIT license.

Beyond the obvious benefits to developers, what interests me is that Microsoft is now bundling an open source component into their commercial offerings.

This is a first time for Microsoft.

With IronPython they continued development of an open source project in house. With IronRuby, they were open to external contributions to the libraries of IronRuby. In both cases they were not taking external code or contributions directly into their core products.

Hopefully they will start using more open source code in their products. Maybe one day they will bundle Mono's Cecil or Mono's embeddable C# compiler.

Posted on 01 Oct 2008