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  • Async & Await in C# with Xamarin

    - by Wallym
     One of the great things about the .NET Framework is that Microsoft has worked long and hard to improve many features. Since the initial release of .NET 1.0, there has been support for threading via .NET threads as well as an application-level threadpool. This provided a great starting point when compared to Visual Basic 6 and classic ASP programming. The release of.NET 4 brought significant improvements in the area of threading, asynchronous operations and parallel operations. While the improvements made working with asynchronous operations easier, new problems were introduced, since many of these operations work based on callbacks. For example: How should a developer handle error checking? The program flow tends to be non-linear. Fixing bugs can be problematic. It is hard for a developer to get an understanding of what is happening within an application. The release of .NET 4.5 (and C# 5.0), in the fall of 2012, was a blockbuster update with regards to asynchronous operations and threads. Microsoft has added C# language keywords to take this non-linear callback-based program flow and turn it into a much more linear flow. Recently, Xamarin has updated Xamarin.Android and Xamarin.iOS to support async. This article will look at how Xamarin has implemented the .NET 4.5/C# 5 support into their Xamarin.iOS and Xamarin.Android productions. There are three general areas that I'll focus on: A general look at the asynchronous support in Xamarin's mobile products. This includes async, await, and the implications that this has for cross-platform code. The new HttpClient class that is provided in .NET 4.5/Mono 3.2. Xamarin's extensions for asynchronous operations for Android and iOS. FYI: Be aware that sometimes the OpenWeatherMap API breaks, for no reason.  I found this out after I shipped the article in.

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  • Xamarin Designer for Android Article

    - by Wallym
    The latest version of Mono for Android includes a long-awaited design surface. Learn how it works.It's interesting to look at the needs of various segments of developers. When I first start looking at an environment, the first thing I need to understand is the UI. I'm not magically born with some knowledge about the environment and don't learn well by just reading, so I need some help in getting started. I found this was true when I started Windows based development in the early 1990s, Dynamic Web in the late 1990s, ASP.NET in 2000, Silverlight/WPF, iPhone and Android. I find that getting up to speed with a UI is the single biggest deterrent for someone learning a platform. I find that as a beginner I need the features provided by a design surface. It's only as I grow and become comfortable with a platform that I find that building a UI by hand is more productive. Even as I get more advanced, I still can learn from a designer, so it has value as I grow into a platform.I hope that this article helps you as you dive into Android Development.

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  • Which one is better offline method for large scale application

    - by Manish Pansiniya
    We've a big data management website used by several property. Some of our customers have downtime (they can't access net for an hour or two). We want our site to support offline data viewing and inventory management (typical data search and add/remove) and when the user goes online we can sync the changes back to our central database. Customers use several platforms like Windows, iOS, etc. We've been looking into several different options, here are the major choices - Develop offline web app supported in HTML5. Develop a 'fallback' mechanism and interact with data from the app cache as explained in here (http://www.htmlgoodies.com/html5/tutorials/introduction-to-offline-web- applications-using-) Develop a desktop based cross platform solution. I remember the old MONO which has been popular. Here's a post (What do you suggest for cross platform apps, including web cross-platform-apps-including-web) and another one (Technology choice for cross platform development (desktop and phone)? platform-development-desktop-and-phone?rq=1) I realize the the desktop solution might be hard to maintain and result in some compatibility issues and demand test environments. Can HTML5 handle moderate to high level complexity and data flow? Or would it be better to rely on a desktop based app for better scalability & performance?

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  • Persisting simple tree with (Fluent-)NHibernate leads to System.InvalidCastException

    - by fudge
    Hi there, there seems to be a problem with recursive data structures and (Fluent-)NHibernate or its just me, being a complete moron... here's the tree: public class SimpleNode { public SimpleNode () { this.Children = new List<SimpleNode> (); } public virtual SimpleNode Parent { get; private set; } public virtual List<SimpleNode> Children { get; private set; } public virtual void setParent (SimpleNode parent) { parent.AddChild (this); Parent = parent; } public virtual void AddChild (SimpleNode child) { this.Children.Add (child); } public virtual void AddChildren (IEnumerable<SimpleNode> children) { foreach (var child in children) { AddChild (child); } } } the mapping: public class SimpleNodeEntity : ClassMap<SimpleNode> { public SimpleNodeEntity () { Id (x => x.Id); References (x => x.Parent).Nullable (); HasMany (x => x.Children).Not.LazyLoad ().Inverse ().Cascade.All ().KeyNullable (); } } now, whenever I try to save a node, I get this: System.InvalidCastException: Cannot cast from source type to destination type. at (wrapper dynamic-method) SimpleNode. (object,object[],NHibernate.Bytecode.Lightweight.SetterCallback) at NHibernate.Bytecode.Lightweight.AccessOptimizer.SetPropertyValues (object,object[]) at NHibernate.Tuple.Entity.PocoEntityTuplizer.SetPropertyValuesWithOptimizer (object,object[]) My setup: Mono 2.8.1 (on OSX), NHibernate 2.1.2, FluentNHibernate 1.1.0

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  • 12.04 LTS Apache2 writing files from webpage at runtime has no effect - possible read/write permissions?

    - by J Green
    I'm running 12.04LTS with Apache and Mono in VirtualBox, with the goal of hosting a web app (coded in ASP.NET and C#) on my local network. The scripts on the page are able to successfully read from text files in the same directory as my site (/var/www/mysite/) but do not seem to be able to write. I'm sure the code works, because it did with my testing in Visual Web Developer on Windows. I don't get any errors, but when I click the button on the loaded webpage, the text file in question does not change. I'm fairly new to Linux in general, so I'm not too familiar with how to set permissions properly, and it may be a permissions issue. Unfortunately, I have searched all over the internet and haven't found a solution that worked, but I've tried (perhaps incorrectly) changing the owner of the files in question to www-root, changing the mode to a+rw, but sadly to no avail. I have tried everything here but it doesn't work: Whats the simplest way to edit and add files to "/var/www"? I hope someone can help me out.

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  • OpenGL 3 and the Radeon HD 4850x2

    - by rotard
    A while ago, I picked up a copy of the OpenGL SuperBible fifth edition and slowly and painfully started teaching myself OpenGL the 3.3 way, after having been used to the 1.0 way from school way back when. Making things more challenging, I am primarily a .NET developer, so I was working in Mono with the OpenTK OpenGL wrapper. On my laptop, I put together a program that let the user walk around a simple landscape using a couple shaders that implemented per-vertex coloring and lighting and texture mapping. Everything was working brilliantly until I ran the same program on my desktop. Disaster! Nothing would render! I have chopped my program down to the point where the camera sits near the origin, pointing at the origin, and renders a square (technically, a triangle fan). The quad renders perfectly on my laptop, coloring, lighting, texturing and all, but the desktop renders a small distorted non-square quadrilateral that is colored incorrectly, not affected by the lights, and not textured. I suspect the graphics card is at fault, because I get the same result whether I am booted into Ubuntu 10.10 or Win XP. I did find that if I pare the vertex shader down to ONLY outputting the positional data and the fragment shader to ONLY outputting a solid color (white) the quad renders correctly. But as SOON as I start passing in color data (whether or not I use it in the fragment shader) the output from the vertex shader is distorted again. The shaders follow. I left the pre-existing code in, but commented out so you can get an idea what I was trying to do. I'm a noob at glsl so the code could probably be a lot better. My laptop is an old lenovo T61p with a Centrino (Core 2) Duo and an nVidia Quadro graphics card running Ubuntu 10.10 My desktop has an i7 with a Radeon HD 4850 x2 (single card, dual GPU) from Saphire dual booting into Ubuntu 10.10 and Windows XP. The problem occurs in both XP and Ubuntu. Can anyone see something wrong that I am missing? What is "special" about my HD 4850x2? string vertexShaderSource = @" #version 330 precision highp float; uniform mat4 projection_matrix; uniform mat4 modelview_matrix; //uniform mat4 normal_matrix; //uniform mat4 cmv_matrix; //Camera modelview. Light sources are transformed by this matrix. //uniform vec3 ambient_color; //uniform vec3 diffuse_color; //uniform vec3 diffuse_direction; in vec4 in_position; in vec4 in_color; //in vec3 in_normal; //in vec3 in_tex_coords; out vec4 varyingColor; //out vec3 varyingTexCoords; void main(void) { //Get surface normal in eye coordinates //vec4 vEyeNormal = normal_matrix * vec4(in_normal, 0); //Get vertex position in eye coordinates //vec4 vPosition4 = modelview_matrix * vec4(in_position, 0); //vec3 vPosition3 = vPosition4.xyz / vPosition4.w; //Get vector to light source in eye coordinates //vec3 lightVecNormalized = normalize(diffuse_direction); //vec3 vLightDir = normalize((cmv_matrix * vec4(lightVecNormalized, 0)).xyz); //Dot product gives us diffuse intensity //float diff = max(0.0, dot(vEyeNormal.xyz, vLightDir.xyz)); //Multiply intensity by diffuse color, force alpha to 1.0 //varyingColor.xyz = in_color * diff * diffuse_color.xyz; varyingColor = in_color; //varyingTexCoords = in_tex_coords; gl_Position = projection_matrix * modelview_matrix * in_position; }"; string fragmentShaderSource = @" #version 330 //#extension GL_EXT_gpu_shader4 : enable precision highp float; //uniform sampler2DArray colorMap; //in vec4 varyingColor; //in vec3 varyingTexCoords; out vec4 out_frag_color; void main(void) { out_frag_color = vec4(1,1,1,1); //out_frag_color = varyingColor; //out_frag_color = vec4(varyingColor, 1) * texture(colorMap, varyingTexCoords.st); //out_frag_color = vec4(varyingColor, 1) * texture(colorMap, vec3(varyingTexCoords.st, 0)); //out_frag_color = vec4(varyingColor, 1) * texture2DArray(colorMap, varyingTexCoords); }"; Note that in this code the color data is accepted but not actually used. The geometry is outputted the same (wrong) whether the fragment shader uses varyingColor or not. Only if I comment out the line varyingColor = in_color; does the geometry output correctly. Originally the shaders took in vec3 inputs, I only modified them to take vec4s while troubleshooting.

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  • Problem with script substitution when running script

    - by tucaz
    Hi! I'm new to Linux so this probably should be an easy fix, but I cannot see it. I have a script downloaded from official sources that is used to install additional tools for fsharp but it gives me a syntax error when running it. I tried to replace ( and ) by { and } but eventually it lead me to another error so I think this is not the problem since the script works for everybody. I read some articles that say that my bash version maybe is not the right one. I'm using Ubuntu 10.10 and here is the error: install-bonus.sh: 28: Syntax error: "(" unexpected (expecting "}") And this is line 27, 28 and 29: { declare -a DIRS=("${!3}") FILE=$2 And the full script: #! /bin/sh -e PREFIX=/usr BIN=$PREFIX/bin MAN=$PREFIX/share/man/man1/ die() { echo "$1" &2 echo "Installation aborted." &2 exit 1 } echo "This script will install additional material for F# including" echo "man pages, fsharpc and fsharpi scripts and Gtk# support for F#" echo "Interactive (root access needed)" echo "" # ------------------------------------------------------------------------------ # Utility function that searches specified directories for a specified file # and if the file is not found, it asks user to provide a directory RESULT="" searchpaths() { declare -a DIRS=("${!3}") FILE=$2 DIR=${DIRS[0]} for TRYDIR in ${DIRS[@]} do if [ -f $TRYDIR/$FILE ] then DIR=$TRYDIR fi done while [ ! -f $DIR/$FILE ] do echo "File '$FILE' was not found in any of ${DIRS[@]}. Please enter $1 installation directory:" read DIR done RESULT=$DIR } # ------------------------------------------------------------------------------ # Locate F# installation directory - this is needed, because we want to # add environment variable with it, generate 'fsharpc' and 'fsharpi' and also # copy load-gtk.fsx to that directory # ------------------------------------------------------------------------------ PATHS=( $1 /usr/lib/fsharp /usr/lib/shared/fsharp ) searchpaths "F# installation" FSharp.Core.dll PATHS[@] FSHARPDIR=$RESULT echo "Successfully found F# installation directory." # ------------------------------------------------------------------------------ # Check that we have everything we need # ------------------------------------------------------------------------------ [ $(id -u) -eq 0 ] || die "Please run the script as root." which mono /dev/null || die "mono not found in PATH." # ------------------------------------------------------------------------------ # Make sure that all additional assemblies are in GAC # ------------------------------------------------------------------------------ echo "Installing additional F# assemblies to the GAC" gacutil -i $FSHARPDIR/FSharp.Build.dll gacutil -i $FSHARPDIR/FSharp.Compiler.dll gacutil -i $FSHARPDIR/FSharp.Compiler.Interactive.Settings.dll gacutil -i $FSHARPDIR/FSharp.Compiler.Server.Shared.dll # ------------------------------------------------------------------------------ # Install additional files # ------------------------------------------------------------------------------ # Install man pages echo "Installing additional F# commands, scripts and man pages" mkdir -p $MAN cp *.1 $MAN # Export the FSHARP_COMPILER_BIN environment variable if [[ ! "$OSTYPE" =~ "darwin" ]]; then echo "export FSHARP_COMPILER_BIN=$FSHARPDIR" fsharp.sh mv fsharp.sh /etc/profile.d/ fi # Generate 'load-gtk.fsx' script for F# Interactive (ask user if we cannot find binaries) PATHS=( /usr/lib/mono/gtk-sharp-2.0 /usr/lib/cli/gtk-sharp-2.0 /Library/Frameworks/Mono.framework/Versions/2.8/lib/mono/gtk-sharp-2.0 ) searchpaths "Gtk#" gtk-sharp.dll PATHS[@] GTKDIR=$RESULT echo "Successfully found Gtk# root directory." PATHS=( /usr/lib/mono/gtk-sharp-2.0 /usr/lib/cli/glib-sharp-2.0 /Library/Frameworks/Mono.framework/Versions/2.8/lib/mono/gtk-sharp-2.0 ) searchpaths "Glib" glib-sharp.dll PATHS[@] GLIBDIR=$RESULT echo "Successfully found Glib# root directory." PATHS=( /usr/lib/mono/gtk-sharp-2.0 /usr/lib/cli/atk-sharp-2.0 /Library/Frameworks/Mono.framework/Versions/2.8/lib/mono/gtk-sharp-2.0 ) searchpaths "Atk#" atk-sharp.dll PATHS[@] ATKDIR=$RESULT echo "Successfully found Atk# root directory." PATHS=( /usr/lib/mono/gtk-sharp-2.0 /usr/lib/cli/gdk-sharp-2.0 /Library/Frameworks/Mono.framework/Versions/2.8/lib/mono/gtk-sharp-2.0 ) searchpaths "Gdk#" gdk-sharp.dll PATHS[@] GDKDIR=$RESULT echo "Successfully found Gdk# root directory." cp bonus/load-gtk.fsx load-gtk1.fsx sed "s,INSERTGTKPATH,$GTKDIR,g" load-gtk1.fsx load-gtk2.fsx sed "s,INSERTGDKPATH,$GDKDIR,g" load-gtk2.fsx load-gtk3.fsx sed "s,INSERTATKPATH,$ATKDIR,g" load-gtk3.fsx load-gtk4.fsx sed "s,INSERTGLIBPATH,$GLIBDIR,g" load-gtk4.fsx load-gtk.fsx rm load-gtk1.fsx rm load-gtk2.fsx rm load-gtk3.fsx rm load-gtk4.fsx mv load-gtk.fsx $FSHARPDIR/load-gtk.fsx # Generate 'fsharpc' and 'fsharpi' scripts (using the F# path) # 'fsharpi' automatically searches F# root directory (e.g. load-gtk) echo "#!/bin/sh" fsharpc echo "exec mono $FSHARPDIR/fsc.exe --resident \"\$@\"" fsharpc chmod 755 fsharpc echo "#!/bin/sh" fsharpi echo "exec mono $FSHARPDIR/fsi.exe -I:\"$FSHARPDIR\" \"\$@\"" fsharpi chmod 755 fsharpi mv fsharpc $BIN/fsharpc mv fsharpi $BIN/fsharpi Thanks a lot!

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  • Mono Project: How to install Mono framework on Red Hat Linux which is compiled on centOS ?

    - by funwithcoding
    We have Red Hat Enterprise Linux servers at work place. However we dont have Red Hat Linux desktops. So I used CentOS 5.4 to compile the Mono sources and generated the Mono framework for CentOS and tested with some sample codes and I am satisfied. I want to transfer this compiled framework to Red Hat Enterprise Linux 5. How Can I do that? Do I have to compile the Mono framework statically or do I have to copy the linked libraries as well? I am not familiar with linux much. Any help is highly appreciated.

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  • Mac: How to create a .app from a Mono application

    - by Svish
    I have downloaded the zip version of KeePass. To run it I have to open the Terminal, go to wherever I unzipped it and run mono KeePass.exe. Is there someway I can take all the files in that zip file and that command and bundle them up so I get a KeePass.app I can stick in my Applications folder that can more easily be run?

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  • Mono Tools for Visual Studio 1.1 has been released!

    Mono Tools for Visual Studio 1.1 has officially been released, containing several of the most requested features, as well as many bugfixes. Mono Tools for Visual Studio is a commercial add-in for Microsoft? Visual Studio? that enables developers to build, debug, and deploy .NET applications targeting Mono from within their preferred IDE. Along with many bugfixes and small enhancements, the Mono Tools 1.1 update features the following improvements: Smarter Remote File Copying Automatically...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Xamarin abandonne Moonlight, la version Mono de Silverlight, la plateforme a-t-elle encore un avenir ?

    Xamarin abandonne Moonlight la version Mono de Silverlight, la plateforme a-t-elle encore un avenir ? Microsoft supportera la version 5 de Silverlight jusqu'en 2021, et pourrait même développer une version 6. Mais, une implémentation de la plateforme de développement d'applications Web riches ne bénéficiera d'une telle faveur. Xamarin, la startup à l'origine de Mono, l'implémentation Open Source multiplateforme de .NET vient d'annoncer la fin de Moonlight, la version Mono de Silverlight. En dépit d'un manque de ressources, Miguel de Icaza créateur de Mono ne croit plus en Silverlight : « Silverlight n'a pas été beaucoup adopté sur le Web de sorte qu'il devienne la technologie ...

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  • Mono 2.11 : l'implémentation open source de .NET supporte C# 5 et apporte des améliorations de performances et du compilateur

    Mono 2.11 : l'implémentation open source de .NET supporte C# 5 et apporte des améliorations de performances, du compilateur et du garbage collector Mono, l'implémentation open source du Framework .NET est disponible en versions bêta 2.11 pour les tests. Cette version apporte une mise à jour majeure à la plateforme avec un support amélioré pour le langage C#, des améliorations de performances et une prise en charge des API .NET 4.5. Mono 2.11 offre une prise en charge de C# 5 avec un support complet pour la programmation asynchrone. Les bibliothèques de classes de Mono ont été mises à jour pour offrir une meilleure prise en charge de l'asynchrone. Le ...

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  • SQLite on C# Cross-Platform Applications

    - by alienv
    Can someone help/guide me with using SQLite lib on Linux (MONO) and Windows (.NET) On linux i use native mono sqlite client, and on windows i use http://sqlite.phxsoftware.com/ is there a way to define 'using' directives like this : #if (linux) using Mono.Data.Sqlite; #else using System.Data.SQLite; Another problem is small differencies on both implementations, like : cmd = new SqliteCommand(); // mono cmd = new SQLiteCommand(); // sqlite.phxsoftware.com Waiting for any help If you know better or simplier way to do this it'll very thankfull for info. Thanks

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  • Debug not working in Monodroid with a Galaxy Nexus

    - by MaxM
    I'm starting to work with Monodroid testing on a Galaxy Nexus from MonoDevelop for Mac. Running the default Android project without debugging works. But if I try to debug it either says this in the Application Output pane: Error trying to detect already running process Or it outputs the following to logcat: I/ActivityManager( 448): Start proc monotest.monotest for activity monotest.monotest/monotest.Activity1: pid=3075 uid=10068 gids={3003} D/dalvikvm( 3063): GC_CONCURRENT freed 98K, 89% free 478K/4096K, paused 0ms+1ms I/dalvikvm( 3075): Turning on JNI app bug workarounds for target SDK version 8... V/PhoneStatusBar( 524): setLightsOn(true) I/ActivityThread( 3075): Pub monotest.monotest.__mono_init__: mono.MonoRuntimeProvider D/dalvikvm( 3075): Trying to load lib /data/data/monotest.monotest/lib/libmonodroid.so 0x41820850 D/dalvikvm( 3075): Added shared lib /data/data/monotest.monotest/lib/libmonodroid.so 0x41820850 D/OpenGLRenderer( 683): Flushing caches (mode 1) E/mono ( 3075): WARNING: The runtime version supported by this application is unavailable. E/mono ( 3075): Using default runtime: v2.0.50727 D/OpenGLRenderer( 683): Flushing caches (mode 0) I/monodroid-gc( 3075): environment supports jni NewWeakGlobalRef I/mono ( 3075): Stacktrace: I/mono ( 3075): D/AndroidRuntime( 3093): D/AndroidRuntime( 3093): >>>>>> AndroidRuntime START com.android.internal.os.RuntimeInit <<<<<< D/AndroidRuntime( 3093): CheckJNI is OFF D/AndroidRuntime( 3093): Calling main entry com.android.commands.am.Am D/dalvikvm( 3021): GC_CONCURRENT freed 359K, 3% free 15630K/16071K, paused 2ms+4ms D/Zygote ( 119): Process 3075 terminated by signal (11) I/ActivityManager( 448): Process monotest.monotest (pid 3075) has died. I tried using another device (a Galaxy Tab) and it worked fine. I also tried the suggestion from here and it didn't help.

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  • WinAPI magic (TCM_ADJUSTRECT message) and MONO runtime

    - by Luca
    I'm trying to get the same result of a .NET application (see the link Hide TabControl buttons to manage stacked Panel controls for details), but using the MONO runtime instead of the MS .NET runtime. Pratically, when the custom control is executed using the MONO runtime, the underlying message is not sent to the control, causing the tab pages to be shown... There is a portable solution which is elegant as the linked one? If it is not possible, what are possible workarounds (apart from removing/adding tabs at runtime)?

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  • Developer Developer Developer Scotland 2010

    - by Chris Hardy (ChrisNTR)
    This past weekend, I headed up to Glasgow thanks to Plip for driving and Dave Sussman for some light entertainment to do a session on C# on the iPhone with MonoTouch. I had already presented a session similar to this one at DDD8 in Reading, which you can watch on Vimeo ( http://vimeo.com/9150434 ) but in this session I covered more topics such as the new 3.3.1 section of the new terms of service Apple released. I also showed a Twitter example written in MonoTouch, which was reused from the DDD8 session...(read more)

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  • Speaking at NDC 2010!

    - by Chris Hardy (ChrisNTR)
    Hello all, A few weeks ago it was announced that I will be speaking at the Norwegian Developers Conference 2010 on MonoTouch. I'll be doing two session, an introduction to MonoTouch and developing for iPhone, iPod Touch and the iPad as well as deep dive into MonoTouch and the ecosystem that is around MonoTouch and not just the MonoTouch product itself. The conference itself is (what looks to be) in the lovely surrounding of Olso so I'm excited both to visit the country, attend the conference and...(read more)

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  • Installing MonoDevelop 2.10

    - by missingfaktor
    sudo apt-get install monodevelop installs MonoDevelop 2.8.x. The official site, http://monodevelop.com/Download, states that "Packages for MonoDevelop 3.0.3.5 not yet available. The latest available version is MonoDevelop 2.6.0.1". I want to use the F# plugin for MonoDevelop which supposedly is only available for MonoDevelop 2.10.x and latter releases. How do I install MonoDevelop 2.10.x or latter on my Ubuntu? Or is it not possible at all?

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  • How to make Xbox joypad work with Bastion?

    - by Alistair Buxton
    I have an XBox joypad: Bus 005 Device 004: ID 045e:0289 Microsoft Corp. Xbox Controller S When I start Bastion from the terminal the following is output: Number of joysticks: 1 Number of buttons for joystick: 0 - 10 Number of axes for joystick: 0 - 6 Number of PovHats for joystick: 0 - 1 When I load up the game it displays a message "press any key" and at this point, if I press a button on the joypad it advances to the main menu. However, the up/down/left/right controls do not work and the button will not operate the menu. When I enter the control configuration, the joypad section is disabled and displays a message "joypad not detected." If I enter the control customization and try to reconfigure one of the controls, noises can be heard when pressing joypad buttons, but the input is otherwise ignored. Further information which may or may not be relevant: My controller is an original Xbox controller, not a 360 controller. XNA games on Windows apparently only work with Xbox360 controllers because they use xinput rather than direct input, see eg here. My controller works (almost) properly with MonoGame trunk samples, but Bastion uses a modified MonoGame and crashes when run against trunk, so I can't add debugging to see where the problem is. Bug can also be reproduced with a Xbox 360 wired controller.

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  • Speaking on MonoDroid - Android Developer Conference (AnDevCon) - March, 2011 in San Francisco

    - by Wallym
    I'm honored to announce that I'll be speaking at AnDevCon in March, 2011 in San Francisco.  I've been spending a significant amount of time on iPhone and Android.  I'm trying to get a startup off the ground.  Mobile devices will be an integral part of this startup.  As such, iPhone and Android will be our target devices at this point in time.  I'll be doing an all day pre-class as well as parts of the pre-class as sessions through out the conference.  I'm looking forward to this.  If you are interested in Android Development, please come to this conference.  If you are coming to this conference, please look me up while there.

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  • MonoGame; reliable enough to be accepted on iOS, Win 8 and Android stores?

    - by Serguei Fedorov
    I love XNA; it simplifies rendering code to where I don't have to deal with it, it runs on C# and has very fairly large community and documentation. I would love to be able to use it for games across many platforms. However, I am a little bit concerned about how well it will be met by platform owners; Apple has very tight rules about code base but Android does not. Microsoft's new Windows 8 platforms seems to be pretty lenient but I am not sure oh how they would respond to an XNA project being pushed to the app store (given they suddenly decided to dump it and force developers to use C++/Direct3D). So the bottom line is; is it safe to invest time and energy into a project that runs on MonoGame? In the end, is is possible to see my game on multiple platforms and not be shot down with a useless product?

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  • How do I swap two objects in a GC language without triggering GC?

    - by TenFour04
    I have two array lists. that I want to swap each frame. My question is, does the variable 'temp' need to be a member variable to avoid triggering GC, assuming this method is called on dozens of objects each frame? I'm not creating a new object, just a new reference to an object. public void LateUpdate(){ ArrayList<int> temp = previousFrameCollisions; previousFrameCollisions = currentFrameCollisions; currentFrameCollisions = temp; currentFrameCollisions.clear(); } I've been told there's no reason to make a primitive into a member variable just to avoid GC, so my best guess is that this also applies to object references.

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  • Creating stereo file from two mono files with sox

    - by haimg
    I'm using sox 14.2.0 on Centos 6.0. I have two mono wav files, left.wav and right.wav. I need to combine them into one stereo.ogg file, with left.wav pan 80% to the left, and right.wav pan 80% to the right. I was unable to come up with the sox options needed for this. How do I do this? This is going to be executed repeatably for many files, so I'd prefer an efficient solution. From what I understand there should be a way to do it in one pass (one invocation of sox).

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  • MPlayer refuses to generate mono wav file

    - by JCCyC
    I want to downsample an existing audio file to 8KHz mono. This command line downsamples it to stereo: mplayer -quiet -vo null -vc dummy -af volume=0,resample=8000:0:1 -ao pcm:waveheader:file="/tmp/blah1.wav" ~/from_my_cellphone.3ga It generates a file that the file utility identifies as stereo: $ file /tmp/blah1.wav /tmp/blah1.wav: RIFF (little-endian) data, WAVE audio, Microsoft PCM, 16 bit, stereo 8000 Hz Now, if I read the documentation correctly, I should add pan=1:0.5:0.5 so I get a file that's half the size: mplayer -quiet -vo null -vc dummy -af volume=0,resample=8000:0:1:pan=1:0.5:0.5 -ao pcm:waveheader:file="/tmp/blah2.wav" ~/from_my_cellphone.3ga But it doesn't! blah2.wav is identical to blah1.wav! What am I doing wrong?

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