Re: [Mono-dev] What is the state of the Deveel.Pim

2006-10-25 Thread Ricardo Lopes
Hi miguel,I already talked with Antonello, he told me what i wanted to know. It seems that he was out of the mailing list so i will post the revelevant parts of his mail for others that might look for the same thing in the future.
Deveel.Pim is a good, fast and stable library based on a CSharpCCgrammar (look at 

http://sourceforge.net/projects/csharpcc orhttp://www.deveel.com/projects/csharpcc): it can even parse vCards or
iCal events from strings of files in standard or Outlook form (thediffer specially on vCard format...); it also creates compliant vCardand iCal formatted text that you can manage as you like.Deveel.Pim

 is a small project that I wrote in two days I was bored andreleased open-source (under MIT/X11 license) for Mono for make itusable from Hula project (since they still use C bindings for managevCard and iCal data).
Thank you all.Ricardo Lopes.On 24/10/06, Miguel de Icaza 
[EMAIL PROTECTED] wrote:
Hello, I saw a project named Deveel.Pim in the svn, it looks like a parser for vCards/iCals. Can anybody tell me what is the state of this project (does it work :-) ? ), what exactly does it do ?
This is a project from Antonello to handle vcards and icals.-- Ricardo Lopes

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[Mono-dev] Managed DirectX

2006-10-25 Thread Stefan Dösinger
Hi,
I am one of the programmers of the Wine Direct3D implementation, and I 
wondered if there are any plans to implement Managed DirectX in Mono, and if 
it is possible to share efforts between wine and mono?

I googled around a bit, but couldn't find anything substancial, except that 
this was discussed for a SOC project, and that you have issues accessing COM 
objects from mono.

This is basically what the wine direct3d code looks like: We have 3 libraries 
for the various dx versions, ddraw.dll, d3d8.dll and d3d9.dll. Plans are 
going on for a d3d10.dll. Those libraries offer a binary and source 
compatible interface to Microsoft's Direct3D user mode interface. We do not 
implement the kernel-side DDI or gdientry/ddentry interface and we do not 
plan to do that.

ddraw.dll, d3d8.dll and d3d9.dll call our shared wined3d.dll library, which 
offers d3d9-like COM interfaces. We are considering dropping COM from wined3d 
because refcounting is a huge pita especially regarding ddraw.dll. WineD3D 
contains a basically feature-complete Direct3D9c implementation(but still way 
too buggy), and a software and opengl ddraw implementation(opengl ddraw is 
still buggy). The interface of this libarary is not stable, and may chance 
from wine to wine version, although this does not happen often.

If you want to use wine for managed directx you can use d3d9.dll, or wined3d 
directly(which will need stabilization of the interface before though). The 
COM interface of Direct3D(and the other dx libs) is not terribly complex, and 
it does not support all the things that makes COM fun. As long as you can 
dereference a pointer and call a function pointer you should be fine :-)

Cheers,
Stefan Dösinger


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Re: [Mono-dev] FirebirdClient 2.0 and mono

2006-10-25 Thread Miguel de Icaza
Hello,

 Is there interest on having that sources on the mono svn ?? they work
 only with .net 2.0 and the equivalent mono version and there are heavy
 changes on namespaces and directory structure organization compared
 with the 1.7 sources ( that are the ones currently in mono svn )

I think there is some interest, but we need to think about how much of
the code we want to keep inside Mono today.

We have recently started to split things up, because having every
library in the mono distribution has its share of logistic issues.

Recently we moved a lot of the FX 3 stuff to a new module called
Olive, and we have created our own stack of crypto stuff in a module
called Crimson.

I would like to have a new module for this kind of libraries, to keep
the Mono core smaller.   We would still ship it though.

Miguel.
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Re: [Mono-dev] Our tool running WinForms on Mono 1.1.18

2006-10-25 Thread Miguel de Icaza
Hello,

 There are still some minor issues, but I would like to really congratulate 
 you all for the great work you are doing.

Could you file bug reports for those issues?

it might help if you give a copy of your tool to the Winforms team
([EMAIL PROTECTED])

 We have just made an small video (flash) making a tour through some of the 
 tool's features on Linux. 3D graphics (TaoGL) included! :-P
 
 You can have a look at our blogsite:
 
 http://codicesoftware.blogspot.com/2006/10/plastic-scm-trial-run-on-mono-1118.html
 
 Hope you like it!
 
 pablo
 
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-- 
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Re: [Mono-dev] Managed DirectX

2006-10-25 Thread Brian Crowell
Stefan Dösinger wrote:
 I am one of the programmers of the Wine Direct3D implementation, and I 
 wondered if there are any plans to implement Managed DirectX in Mono, and if 
 it is possible to share efforts between wine and mono?

Hello.

I started on an open implementation of the XNA libraries. Mostly because I was 
cheesed at the lack of good error messages. I know that isn't Managed DirectX, 
but Microsoft never really seemed interested in supporting that. The good news 
is that they're not terribly different from each other.

The only catch is that it's implemented in C++/CLI, which at present is really 
the best way to do it. I wouldn't attempt it in C#, unless you could figure out 
a better way to do all the calli instructions. I thought at one point about 
doing a simple wrapper around the COM implementation and doing the rest in C#, 
but even that's not all that great, and you still have the C++/CLI dependency.

Here, I'll give you a good example:

--
_device-CreateTexture( width, height, levels, (DWORD) usage, (D3DFORMAT) 
format, (D3DPOOL) pool, tex, NULL )
--

...becomes:

--
  IL_0006:  ldarg.0
  IL_0007:  ldfld  valuetype IDirect3DDevice9* 
Fluggo.Graphics.Direct3D.GraphicsDevice::_device
  IL_000c:  ldarg.1
  IL_000d:  ldarg.2
  IL_000e:  ldarg.3
  IL_000f:  ldarg.susage
  IL_0011:  ldarg.sformat
  IL_0013:  ldarg.spool
  IL_0015:  ldloca.s   tex
  IL_0017:  ldc.i4.0
  IL_0018:  ldarg.0
  IL_0019:  ldfld  valuetype IDirect3DDevice9* 
Fluggo.Graphics.Direct3D.GraphicsDevice::_device
  IL_001e:  ldind.i4
  IL_001f:  ldc.i4.s   92
  IL_0021:  add
  IL_0022:  ldind.i4
  IL_0023:  calli  unmanaged stdcall int32 
modopt([mscorlib]System.Runtime.CompilerServices.IsLong) 
modopt([mscorlib]System.Runtime.CompilerServices.CallConvStdcall)(native 
int,uint32,uint32,uint32,uint32 
modopt([mscorlib]System.Runtime.CompilerServices.IsLong),valuetype 
_D3DFORMAT,valuetype _D3DPOOL,valuetype IDirect3DTexture9**,void**)
--

Here, you can see C++ calculating the address of the pointer to the function, 
loading it, then issuing a calli. I don't know of a way to do that in C#, at 
least, not one that will give you any kind of good performance.

--Brian
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Re: [Mono-dev] Managed DirectX

2006-10-25 Thread Jon Chambers
I am working on COM Interop support in mono. Alot of functionality is currently available for calling unmanaged COM objects from managed code (Runtime Callable Wrappers) in mono. I am working on COM Callable Wrappers right now and should have something in svn in the near future. Some details may need to be worked out (for example, I am using the cdecl calling convention on Linux right now instead of stdcall to be compatible with XPCOM). There is also a bug filed on the c# compiler (the issue is actually by design) which prevents mono from building the interop assemblies. If you want to try anything out on mono, you will need to build you interop assemblies with .Net (either by hand or via tlbimp). If you need any other help let me know.
Thanks,JonathanOn 10/25/06, Brian Crowell [EMAIL PROTECTED] wrote:
Stefan Dösinger wrote: I am one of the programmers of the Wine Direct3D implementation, and I wondered if there are any plans to implement Managed DirectX in Mono, and if it is possible to share efforts between wine and mono?
Hello.I started on an open implementation of the XNA libraries. Mostly because I was cheesed at the lack of good error messages. I know that isn't Managed DirectX, but Microsoft never really seemed interested in supporting that. The good news is that they're not terribly different from each other.
The only catch is that it's implemented in C++/CLI, which at present is really the best way to do it. I wouldn't attempt it in C#, unless you could figure out a better way to do all the calli instructions. I thought at one point about doing a simple wrapper around the COM implementation and doing the rest in C#, but even that's not all that great, and you still have the C++/CLI dependency.
Here, I'll give you a good example:--_device-CreateTexture( width, height, levels, (DWORD) usage, (D3DFORMAT) format, (D3DPOOL) pool, tex, NULL )--...becomes:
--IL_0006:ldarg.0IL_0007:ldfldvaluetype IDirect3DDevice9* Fluggo.Graphics.Direct3D.GraphicsDevice::_deviceIL_000c:ldarg.1IL_000d:ldarg.2IL_000e:ldarg.3IL_000f:
ldarg.susageIL_0011:ldarg.sformatIL_0013:ldarg.spoolIL_0015:ldloca.s texIL_0017:ldc.i4.0IL_0018:ldarg.0IL_0019:ldfldvaluetype IDirect3DDevice9* Fluggo.Graphics.Direct3D.GraphicsDevice::_device
IL_001e:ldind.i4IL_001f:ldc.i4.s 92IL_0021:addIL_0022:ldind.i4IL_0023:calliunmanaged stdcall int32 modopt([mscorlib]System.Runtime.CompilerServices.IsLong) modopt([mscorlib]System.Runtime.CompilerServices.CallConvStdcall)(native int,uint32,uint32,uint32,uint32 modopt([mscorlib]System.Runtime.CompilerServices.IsLong),valuetype _D3DFORMAT,valuetype _D3DPOOL,valuetype IDirect3DTexture9**,void**)
--Here, you can see C++ calculating the address of the pointer to the function, loading it, then issuing a calli. I don't know of a way to do that in C#, at least, not one that will give you any kind of good performance.
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Re: [Mono-dev] Managed DirectX

2006-10-25 Thread Richard Matthias
It's worth mentioning that Microsoft's Managed DirectX doesn't use COM
interop. They have a library with a simpler C interface that talks to
the kernel portion of DirectX that the drivers plug into and the MDX
library uses that - it's almost completely seperate from the DirectX
that C++ developers use.

Richard
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Re: [Mono-dev] Managed DirectX

2006-10-25 Thread Brian Crowell
Richard Matthias wrote:
 It's worth mentioning that Microsoft's Managed DirectX doesn't use COM
 interop. They have a library with a simpler C interface that talks to
 the kernel portion of DirectX that the drivers plug into and the MDX
 library uses that - it's almost completely seperate from the DirectX
 that C++ developers use.

Er... no. I have Managed DirectX installed, and I can find, through ILDASM, 
pretty much the exact same IL sequence I posted earlier, pointer arithmetic and 
all. They use hand-written marshaling to the COM interfaces, not to the kernel.

In fact, here's the document where they say they did it:

  
http://members.microsoft.com/customerevidence/Common/FileOpen.aspx?FileName=12419_MicrosoftDirectX_CS.doc

--Brian
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Re: [Mono-dev] Managed DirectX

2006-10-25 Thread Michael Schurter
Brian Crowell wrote:
 Richard Matthias wrote:
 It's worth mentioning that Microsoft's Managed DirectX doesn't use COM
 interop. They have a library with a simpler C interface that talks to
 the kernel portion of DirectX that the drivers plug into and the MDX
 library uses that - it's almost completely seperate from the DirectX
 that C++ developers use.
 
 Er... no. I have Managed DirectX installed, and I can find, through
 ILDASM, pretty much the exact same IL sequence I posted earlier, pointer
 arithmetic and all. They use hand-written marshaling to the COM
 interfaces, not to the kernel.

Careful what you do with ILDASM Brian, at least if you plan on 
contributing code to the mono project:

Do not use the ildasm or equivalent tools program to disassemble 
proprietary code when you are planning to reimplement a class for Mono. 
If you have done this, we will not be able to use your code.

 From the bottom of: http://www.mono-project.com/Contributing

-- 
Michael Schurter

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Re: [Mono-dev] Managed DirectX

2006-10-25 Thread Brian Crowell
Michael Schurter wrote:
 Careful what you do with ILDASM Brian, at least if you plan on 
 contributing code to the mono project:

Yes, I know. I mostly just wanted to figure out how they made calls; everything 
else in my own managed implementation is written from scratch using 
documentation. Better yet, I throw more useful exceptions.

Anyhow, does anyone know of a good way to step around the hand-coded interop 
problem without using Managed C++ or C++/CLI?

--Brian
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Re: [Mono-dev] Managed DirectX

2006-10-25 Thread Stefan Dösinger
Am Mittwoch 25 Oktober 2006 19:02 schrieben Sie:
 A practical example of building a wrapper by hand would be most helpful.
 Late binding is not an option, and I haven't ever found interface
 definition files for DirectX9.
As far as I know idl files for dx9 do not exist, only the d3d9.h, d3d9types.h 
and d3d9caps.h(simmilar for other dx parts), but with dx10 ms started using 
idl files.

So from the other replies it sounds like you can use wine for dx, but mono 
needs some preparation work first. If you need any help just contact me or 
the wine-devel list :-)

Stefan


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Re: [Mono-dev] Managed DirectX

2006-10-25 Thread Brian Crowell
Stefan Dösinger wrote:
 So from the other replies it sounds like you can use wine for dx, but mono 
 needs some preparation work first. If you need any help just contact me or 
 the wine-devel list :-)

Well, one option is to use a library written in C++/CLI, compile it with 
Microsoft's C++ compiler, and then use the resulting library with Mono. That 
should work. There's just no equivalent all-Mono method.

Tell you what. Sometime this week I'll look to release what I have done 
regarding XNA. It won't be exactly what you want-- in particular, my library 
depends on a common primitives library-- but it could be a good starting point 
for a Managed DirectX 9 implementation.

--Brian
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[Mono-dev] [PATCH] Optimize Encoding.GetByteCount

2006-10-25 Thread Ben Maurer
Hey guys,

On the 2.0 profile, Encoding uses the char*/byte* version of encoding
methods to avoid allocating memory. One code path missed this
optimization, I've attached a fix.

This code path ends up being used in Banshee quite a bit on their tree
view (basically, every time the model is queried, this method gets called
in passing String objects to char*).

A few things to think about:

- It might pay to do something on the 1.0 profile as well.
- Paolo, can you comment on how this kind of change works with the moving gc?

-bIndex: Encoding.cs
===
--- Encoding.cs	(revision 66966)
+++ Encoding.cs	(working copy)
@@ -211,12 +211,18 @@
 	// Convenience wrappers for GetByteCount.
 	public virtual int GetByteCount (String s)
 	{
-		if (s != null) {
-			char[] chars = s.ToCharArray ();
-			return GetByteCount (chars, 0, chars.Length);
-		} else {
+		if (s == null)
 			throw new ArgumentNullException (s);
+#if NET_2_0
+		unsafe {
+			fixed (char* cptr = s) {
+return GetByteCount (cptr, s.Length);
+			}
 		}
+#else
+		char[] chars = s.ToCharArray ();
+		return GetByteCount (chars, 0, chars.Length);
+#endif
 	}
 	public virtual int GetByteCount (char[] chars)
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Re: [Mono-dev] [PATCH] Optimize Encoding.GetByteCount

2006-10-25 Thread Aaron Bockover
Thanks Ben!
--Aaron


On Wed, 2006-10-25 at 16:51 -0400, Ben Maurer wrote:
 Hey guys,
 
 On the 2.0 profile, Encoding uses the char*/byte* version of encoding
 methods to avoid allocating memory. One code path missed this
 optimization, I've attached a fix.
 
 This code path ends up being used in Banshee quite a bit on their tree
 view (basically, every time the model is queried, this method gets called
 in passing String objects to char*).
 
 A few things to think about:
 
 - It might pay to do something on the 1.0 profile as well.
 - Paolo, can you comment on how this kind of change works with the moving gc?
 
 -b
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Re: [Mono-dev] [PATCH] Optimize Encoding.GetByteCount

2006-10-25 Thread Alan McGovern
To my understanding, fixed pointers do not participate GC target. And- locally-allocated array anyways lives until its conversion finishes
 (and probably immediately disposed depending on the JIT optimization)- Usually this conversion do not take long timeSo I guess fixed pointer would work better than possibly being movedfrom nursery area.
It's better to not allocate a new array if it can be avoided. From my own code i found that in one of my intensively used methods i allocated a 100byte array each time the method was called. By moving that variable outside the method and just reinitialising it each time i used it (with appropriate locking) memory usage reduced by a large %. Don't rely on the GC to tidy up your mess if you can avoid creating it in the first place :p

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Re: [Mono-dev] [PATCH] Optimize Encoding.GetByteCount

2006-10-25 Thread Atsushi Eno
Hi,

Well, the point of the Ben's question is, compacting GC is likely to
store array in nursery area (likely, since it could be regarded too
big to store in nursery area), so nursery allocation and releasing
might become faster than fixing string pointer which might slowdown GC.

(That's why BenM asked Paolo, as only he would know the best answer ;-)

Atsushi Eno

Alan McGovern wrote:
 To my understanding, fixed pointers do not participate GC target. And
 - locally-allocated array anyways lives until its conversion finishes
(and probably immediately disposed depending on the JIT optimization)
 - Usually this conversion do not take long time
 So I guess fixed pointer would work better than possibly being moved
 from nursery area.
 
 
 It's better to not allocate a new array if it can be avoided. From my own
 code i found that in one of my intensively used methods i allocated a
 100byte array each time the method was called. By moving that variable
 outside the method and just reinitialising it each time i used it (with
 appropriate locking) memory usage reduced by a large %. Don't rely on 
 the GC
 to tidy up your mess if you can avoid creating it in the first place :p
 
 
 
 
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[Mono-dev] [PATCH] OS X MACHINE_THREAD_STATE patch for newer 10.4u SDK

2006-10-25 Thread Allan Hsu
This patch fixes problems with building mono for i386 using the new
10.4u SDK that ships with Xcode 2.4. Current SVN builds for i386 under
the new SDK, but does not run properly due to changes in
MACHINE_THREAD_STATE. It looks like the breakage in source compatibility
is intentional on Apple's part and future headers will be similarly
broken.

I will be submitting the same patch to libgc upstream.

-Allan
-- 
Allan Hsu allan at counterpop dot net
1E64 E20F 34D9 CBA7 1300 1457 AC37 CBBB 0E92 C779
Index: libgc/darwin_stop_world.c
===
--- libgc/darwin_stop_world.c   (revision 66738)
+++ libgc/darwin_stop_world.c   (working copy)
@@ -75,12 +75,14 @@
   ptr_t lo, hi;
 #if defined(POWERPC)
   ppc_thread_state_t state;
+  mach_msg_type_number_t thread_state_count = PPC_THREAD_STATE_COUNT;
 #elif defined(I386)
   i386_thread_state_t state;
+  mach_msg_type_number_t thread_state_count = i386_THREAD_STATE_COUNT;
 #else
 # error FIXME for non-x86 || ppc architectures
+  mach_msg_type_number_t thread_state_count = MACHINE_THREAD_STATE_COUNT;
 #endif
-  mach_msg_type_number_t thread_state_count = MACHINE_THREAD_STATE_COUNT;
   
   me = pthread_self();
   if (!GC_thr_initialized) GC_thr_init();
@@ -94,7 +96,7 @@
/* Get the thread state (registers, etc) */
r = thread_get_state(
 p-stop_info.mach_thread,
-MACHINE_THREAD_STATE,
+GC_MACH_THREAD_STATE_FLAVOR,
 (natural_t*)state,
 thread_state_count);
if(r != KERN_SUCCESS) ABORT(thread_get_state failed);
@@ -193,7 +195,7 @@
ppc_thread_state64_t info;
 #  endif
mach_msg_type_number_t outCount = THREAD_STATE_MAX;
-   r = thread_get_state(thread, MACHINE_THREAD_STATE,
+   r = thread_get_state(thread, GC_MACH_THREAD_STATE_FLAVOR,
 (natural_t *)info, outCount);
if(r != KERN_SUCCESS) continue;
 
@@ -236,7 +238,7 @@
WARN(This is completely untested and likely will not work\n, 0);
i386_thread_state_t info;
mach_msg_type_number_t outCount = THREAD_STATE_MAX;
-   r = thread_get_state(thread, MACHINE_THREAD_STATE,
+   r = thread_get_state(thread, GC_MACH_THREAD_STATE_FLAVOR,
 (natural_t *)info, outCount);
if(r != KERN_SUCCESS) continue;
 
Index: libgc/include/private/gc_priv.h
===
--- libgc/include/private/gc_priv.h (revision 66738)
+++ libgc/include/private/gc_priv.h (working copy)
@@ -366,6 +366,16 @@
 #   define BZERO(x,n) bzero((char *)(x),(int)(n))
 # endif
 
+#if defined(DARWIN)
+#  if defined(POWERPC)
+#  define GC_MACH_THREAD_STATE_FLAVOR PPC_THREAD_STATE
+#  elif defined(I386)
+#  define GC_MACH_THREAD_STATE_FLAVOR i386_THREAD_STATE
+#  else
+#  define GC_MACH_THREAD_STATE_FLAVOR MACHINE_THREAD_STATE
+#  endif
+#endif
+
 /* Delay any interrupts or signals that may abort this thread.  Data   */
 /* structures are in a consistent state outside this pair of calls.*/
 /* ANSI C allows both to be empty (though the standard isn't very  */
Index: libgc/os_dep.c
===
--- libgc/os_dep.c  (revision 66738)
+++ libgc/os_dep.c  (working copy)
@@ -3702,7 +3702,7 @@
 mask,
 GC_ports.exception,
 EXCEPTION_DEFAULT,
-MACHINE_THREAD_STATE
+GC_MACH_THREAD_STATE_FLAVOR
 );
 if(r != KERN_SUCCESS) ABORT(task_set_exception_ports failed);
 
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Re: [Mono-dev] XScale?, Mono-devel-list Digest, Vol 18, Issue 62

2006-10-25 Thread cody
Hello all,I know mono will run on OMAPs (nokia 770), and I managed to get the same binary to run a Cirrus Logic EP9302.What is required to get mono to run on XScale. I have an application in mind that uses a PXA255, and I would love to use C#... Thanks!   J.Cody

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
Sent: Thursday, October 26, 2006 12:11 AM
To: mono-devel-list@lists.ximian.com
Subject: Mono-devel-list Digest, Vol 18, Issue 62

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Today's Topics:

   1. Re:  Managed DirectX (Brian Crowell)
   2. Re:  Managed DirectX (Stefan D?singer)
   3. Re:  Managed DirectX (Brian Crowell)
   4.  [PATCH] Optimize Encoding.GetByteCount (Ben Maurer)
   5. Re:  [PATCH] Optimize Encoding.GetByteCount (Atsushi Eno)
   6. Re:  [PATCH] Optimize Encoding.GetByteCount (Aaron Bockover)
   7. Re:  [PATCH] Optimize Encoding.GetByteCount (Alan McGovern)
   8. Re:  [PATCH] Optimize Encoding.GetByteCount (Atsushi Eno)
   9. Re:  Managed DirectX (Miguel de Icaza)
  10.  [PATCH] OS X MACHINE_THREAD_STATE patch for newer 10.4u	SDK
  (Allan Hsu)


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Message: 1
Date: Wed, 25 Oct 2006 13:31:07 -0500
From: Brian Crowell [EMAIL PROTECTED]
Subject: Re: [Mono-dev] Managed DirectX
To: Michael Schurter [EMAIL PROTECTED]
Cc: mono-devel-list@lists.ximian.com
Message-ID: [EMAIL PROTECTED]
Content-Type: text/plain; charset=ISO-8859-1; format=flowed

Michael Schurter wrote:
 Careful what you do with ILDASM Brian, at least if you plan on 
 contributing code to the mono project:

Yes, I know. I mostly just wanted to figure out how they made calls; everything else in my own managed implementation is written from scratch using documentation. Better yet, I throw more useful exceptions.

Anyhow, does anyone know of a good way to step around the hand-coded interop problem without using Managed C++ or C++/CLI?

--Brian


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Message: 2
Date: Wed, 25 Oct 2006 20:49:29 +0200
From: Stefan D?singer [EMAIL PROTECTED]
Subject: Re: [Mono-dev] Managed DirectX
To: Brian Crowell [EMAIL PROTECTED]
Cc: mono-devel-list@lists.ximian.com
Message-ID: [EMAIL PROTECTED]
Content-Type: text/plain; charset="iso-8859-1"

Am Mittwoch 25 Oktober 2006 19:02 schrieben Sie:
 A practical example of building a wrapper by hand would be most helpful.
 Late binding is not an option, and I haven't ever found interface
 definition files for DirectX9.
As far as I know idl files for dx9 do not exist, only the d3d9.h, d3d9types.h 
and d3d9caps.h(simmilar for other dx parts), but with dx10 ms started using 
idl files.

So from the other replies it sounds like you can use wine for dx, but mono 
needs some preparation work first. If you need any help just contact me or 
the wine-devel list :-)

Stefan
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Message: 3
Date: Wed, 25 Oct 2006 14:08:14 -0500
From: Brian Crowell [EMAIL PROTECTED]
Subject: Re: [Mono-dev] Managed DirectX
To: Stefan D?singer [EMAIL PROTECTED]
Cc: mono-devel-list@lists.ximian.com
Message-ID: [EMAIL PROTECTED]
Content-Type: text/plain; charset=ISO-8859-1; format=flowed

Stefan D?singer wrote:
 So from the other replies it sounds like you can use wine for dx, but mono 
 needs some preparation work first. If you need any help just contact me or 
 the wine-devel list :-)

Well, one option is to use a library written in C++/CLI, compile it with Microsoft's C++ compiler, and then use the resulting library with Mono. That should work. There's just no equivalent all-Mono method.

Tell you what. Sometime this week I'll look to release what I have done regarding XNA. It won't be exactly what you want-- in particular, my library depends on a common primitives library-- but it could be a good starting point for a Managed DirectX 9 implementation.

--Brian


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Message: 4
Date: Wed, 25 Oct 2006 16:51:57 -0400 (EDT)
From: "Ben Maurer" [EMAIL PROTECTED]
Subject: [Mono-dev] [PATCH] Optimize Encoding.GetByteCount
To: mono-devel-list@lists.ximian.com
Message-ID:
	[EMAIL PROTECTED]
Content-Type: text/plain; charset="iso-8859-1"

Hey guys,

On the 2.0 profile, Encoding uses the char*/byte* version of encoding
methods to avoid