As promised, we now have a version of our IDE powered by Roslyn, Microsoft's open sourced C# compiler as a service
When we did the port we found various leaks in the IDE that were made worse by Roslyn, so we decided to take the time and fix those leaks, and optimize our use of Roslyn.
We want to get your feedback on how well it works and to let us know what problems you are running into. Once we feel that there are no regressions, we will make this part of the default IDE.
While Roslyn is very powerful, this power comes with a memory consumption price tag. The Roslyn edition of Xamarin Studio will use more memory.
We are working to reduce Roslyn's and Xamarin Studio memory usage in future versions.
Posted on 21 Sep 2015
This past June, Apple announced that WatchOS 2 applications would have to be submitted using LLVM BitCode. The idea being that Apple could optimize your code as new optimizations are developed or new CPU features are introduced, and users would reap the benefits without requiring the developer to resubmit their applications.
BitCode is a serialized version of the low-level intermediate representation used by LLVM.
WatchOS 2 requires pure BitCode to be submitted. That is, BitCode that does not contain any machine code blobs. iOS supports mixed mode BitCode, that is, BitCode that contains both the LLVM intermediate representation code, and blobs of machine code.
While Mono has had an LLVM backend for a long time, generating pure BitCode posed a couple of challenges for us.
First, Mono's LLVM backend does not cover all the generated code. There were some corner cases that we handled with Mono's old code generator. Also, Mono uses hand-written assembly language code in various places (lots of small optimizations involving generics code sharing, method dispatch and other things like that). This poses a problem for WatchOS.
Secondly, Mono uses a modified version of LLVM that adds support for many .NET idioms. In particular, our changes to LLVM produce the necessary information to support .NET-style exception handling [1].
We spent the summer adapting Mono to produce Vanilla LLVM bitcode support. This includes the removal of our hand-tuned machine code, as well as devising a new system for exception handling that works in this context. Sadly, the exception handling is not as efficient as the one that we got with our modified LLVM.
Hopefully, we will be able to upstream our changes for better exception handling for .NET-like languages to LLVM in the future and get some of the performance back.
[1] Vanilla LLVM exception support requires exceptions to be explicit. In .NET some exceptions happen implicitly, for example, when dereferencing a null pointer, or dividing by zero.
Posted on 02 Sep 2015
There are four major components of Xamarin's platform product: the Android SDK, the iOS SDK, our Xamarin Studio IDE and our Visual Studio extension.
In the past, we used to release each component independently, but last year we realized that developing and testing each component against the other ones was getting too expensive, too slow and introduced gratuitous errors.
So we switched to a new style of releases where all the components ship together at the same time. We call these cycles.
We have been tuning the cycle releases. We started with time-based releases on a monthly basis, with the idea that any part of the platform that wanted to be released could catch one of these cycles, or wait for the next cycle if they did not have anything ready.
While the theory was great, the internal dependencies of these components was difficult to break, so our cycles started taking longer and longer.
On top of the cycles, we would always prepare builds for new versions of Android and iOS, so we could do same-day releases of the stacks. These are developed against our current stable cycle release, and shipped when we need to.
We are now switching to feature-based releases. This means that we are now waiting for features to be stable, with long preview periods to ensure that no regressions are introduced.
Because feature based releases can take as long as it is needed to ship a feature, we have introduced Service Releases on top of our cycles.
To illustrate this scenario, let me show what our current platform looks like.
We released our Cycle 5 to coincide with the Build conference, back in April 29th. This was our last timed release (we call this C5).
Since then we have shipped three service releases which contain important bug fixes and minor features (C5-SR1, SR2 and SR3), with a fourth being cooked in the oven right now (C5-SR4)
During this time, we have issued parallel previews of Android M and iOS 9 support, those are always built on top of the latest stable cycle. Our next iOS 9 preview for example, will be based on the C5-SR4.
We just branched all of our products for the next upgrade to the platform, Cycle 6.
This is the cycle that is based on Mono 4.2.0 and which contains a major upgrade to our Visual Studio support for iOS and plenty of improvements to Xamarin Studio. I will cover some of my favorite features in Cycle 6 in future posts.
Posted on 01 Sep 2015