Re: [Mono-dev] How do I develop mono/C# applications for the AppleiPhone?

2009-02-27 Thread Mariner, David
Hi Daniel, 

Firstly, I'll only talk about the authorized development scene for the
device. If you don't already know or can't find out about alternate
methods, then you'll probably have little success with them if I pointed
you in their direction. 

Firstly you're going to need to get a mac to dev on. An intel Mini with
10.5 is minimum requirements for the iPhone toolchain, but will do the
job fine. Spring for some extra RAM, but google around for DIY upgrade,
don't pay the "Apple tax" on it. 

Next you're going to need ADC membership (which is free), and then sign
up to the iPhone dev program (also free) which will let you download the
toolchain (including emulator) but then you'll need to pay over $99 for
a certificate to let you run any apps you develop on the device.

Then you're all set to develop and deploy to the iPhone in general. 

If you're wanting to start hacking around in mono on the device, the
first thing to do would be to check out the source from the SVN server,
and look at ~/mono/build-mono.sh. This is what will enable you to
cross-compile using the apple toolchain. From then on you're into
exposing APIs, working out a nice productive development / deployment
toolchain and all that good stuff. 

Also, bear in mind that the combination of the Apple developer agreement
and Novell's license terms for mono means that if you're going to be a
commercial developer, you'll need to speak to Novell regarding a
commercial license. But IANAL, so take professional advice as necessary.



Or you can go for the Unity option. You'll still need the mac and the
$99 certificate from Apple, but if you want to dev in c# on the iPhone,
it's really going to be your quickest route to deployment. One of the
best things about it is that you can do extremely rapid code-build-test
cycles...in the order of about 3 seconds until you're seeing the results
of your changes. 

I know that it seems like a large outlay, but if you're seriously
looking to develop any game-style applications and you want to avoid a
whole world of pain then I'd really recommend the Unity route. If you're
more in it for the "hacker culture" aspect of cool toys, or if you want
to do applications rather than games then try without it first. 

Once you've got the mac setup, you can always evaluate the 30 day trial
of Unity to see how you get on with it as an environment.

Hope this helps,

Dave

P.S. In the interest of full disclosure, my wife works at Unity. But
that doesn't change the fact that it's the easiest route to getting c#
on an iPhone ;-)


-Original Message-
From: mono-devel-list-boun...@lists.ximian.com
[mailto:mono-devel-list-boun...@lists.ximian.com] On Behalf Of Daniel
Morgan
Sent: 26. februar 2009 18:56
To: mono-devel-list@lists.ximian.com
Subject: [Mono-dev] How do I develop mono/C# applications for the
AppleiPhone?

I love the iphone.  I recently got one (my first apple computer if you
think about it).  Now, I would like to develop my own applications for
the iphone, but I do not know where to start.  I have done an internet
search and found stuff, but there is nothing that can get a C# developer
who is used to windows to use and develop iphone apps on a Mac in C#.  

What would be the minimum requirements for a computer to develop iphone
applications with?  Will a Mac Mini with Intel running Mac OS X 10.5
Leopard suffice?  How much RAM and Hard Disk space do I need?

I would rather write these iphone apps in C# than Objective-C.  This is
where Mono comes in mind.  I believe you can use static compilation in
Mono using AOT compilation and a tool called Linker.

I've seen a tool from unity3d, but that tool is expensive.  After
shelling out for the iphone, a mac mini, the apple developer program, i
don't think there will be much left.  Unity Indie for $200 and the
iPhone Publishing Basic for $400 for a total of $600.

So, what does one need to build applications for the iphone in C#?
What tools must I install on the Mac (the iphone SDK and Mono of course)
to do this?  What steps must I take to build these apps?

Thanks,
Daniel




  
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[Mono-dev] monodevelop debugger on fedora 10

2009-02-27 Thread buhochil...@gmail.com
Sorry guys probably I missing something but I can't get the monodevelop 
integrated debugger addin working in my Fedora 10, if I enable rawhide 
repos I can install the monodevelop alpha 2 preview but still not gdb or 
mdb paquages...any chance of have it on f10?

Thanks

Mauricio

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Re: [Mono-dev] How do I develop mono/C# applications for the AppleiPhone?

2009-02-27 Thread buhochil...@gmail.com
Mariner, David wrote:
> Hi Daniel, 
>
> Firstly, I'll only talk about the authorized development scene for the
> device. If you don't already know or can't find out about alternate
> methods, then you'll probably have little success with them if I pointed
> you in their direction. 
>   
In my case, I'm interest in all directions, so please point me in that 
direction, where do I start?
> Firstly you're going to need to get a mac to dev on. An intel Mini with
> 10.5 is minimum requirements for the iPhone toolchain, but will do the
> job fine. Spring for some extra RAM, but google around for DIY upgrade,
> don't pay the "Apple tax" on it. 
>
> Next you're going to need ADC membership (which is free), and then sign
> up to the iPhone dev program (also free) which will let you download the
> toolchain (including emulator) but then you'll need to pay over $99 for
> a certificate to let you run any apps you develop on the device.
>
> Then you're all set to develop and deploy to the iPhone in general. 
>
> If you're wanting to start hacking around in mono on the device, the
> first thing to do would be to check out the source from the SVN server,
> and look at ~/mono/build-mono.sh. This is what will enable you to
> cross-compile using the apple toolchain. From then on you're into
> exposing APIs, working out a nice productive development / deployment
> toolchain and all that good stuff. 
>
> Also, bear in mind that the combination of the Apple developer agreement
> and Novell's license terms for mono means that if you're going to be a
> commercial developer, you'll need to speak to Novell regarding a
> commercial license. But IANAL, so take professional advice as necessary.
>
>
>
> Or you can go for the Unity option. You'll still need the mac and the
> $99 certificate from Apple, but if you want to dev in c# on the iPhone,
> it's really going to be your quickest route to deployment. One of the
> best things about it is that you can do extremely rapid code-build-test
> cycles...in the order of about 3 seconds until you're seeing the results
> of your changes. 
>
> I know that it seems like a large outlay, but if you're seriously
> looking to develop any game-style applications and you want to avoid a
> whole world of pain then I'd really recommend the Unity route. If you're
> more in it for the "hacker culture" aspect of cool toys, or if you want
> to do applications rather than games then try without it first. 
>
> Once you've got the mac setup, you can always evaluate the 30 day trial
> of Unity to see how you get on with it as an environment.
>
> Hope this helps,
>
> Dave
>
> P.S. In the interest of full disclosure, my wife works at Unity. But
> that doesn't change the fact that it's the easiest route to getting c#
> on an iPhone ;-)
>
>
> -Original Message-
> From: mono-devel-list-boun...@lists.ximian.com
> [mailto:mono-devel-list-boun...@lists.ximian.com] On Behalf Of Daniel
> Morgan
> Sent: 26. februar 2009 18:56
> To: mono-devel-list@lists.ximian.com
> Subject: [Mono-dev] How do I develop mono/C# applications for the
> AppleiPhone?
>
> I love the iphone.  I recently got one (my first apple computer if you
> think about it).  Now, I would like to develop my own applications for
> the iphone, but I do not know where to start.  I have done an internet
> search and found stuff, but there is nothing that can get a C# developer
> who is used to windows to use and develop iphone apps on a Mac in C#.  
>
> What would be the minimum requirements for a computer to develop iphone
> applications with?  Will a Mac Mini with Intel running Mac OS X 10.5
> Leopard suffice?  How much RAM and Hard Disk space do I need?
>
> I would rather write these iphone apps in C# than Objective-C.  This is
> where Mono comes in mind.  I believe you can use static compilation in
> Mono using AOT compilation and a tool called Linker.
>
> I've seen a tool from unity3d, but that tool is expensive.  After
> shelling out for the iphone, a mac mini, the apple developer program, i
> don't think there will be much left.  Unity Indie for $200 and the
> iPhone Publishing Basic for $400 for a total of $600.
>
> So, what does one need to build applications for the iphone in C#?
> What tools must I install on the Mac (the iphone SDK and Mono of course)
> to do this?  What steps must I take to build these apps?
>
> Thanks,
> Daniel
>
>
>
>
>   
> ___
> Mono-devel-list mailing list
> Mono-devel-list@lists.ximian.com
> http://lists.ximian.com/mailman/listinfo/mono-devel-list
> This e-mail is confidential, the property of NDS Ltd and intended for the 
> addressee only.  Any dissemination, copying or distribution of this message 
> or any attachments by anyone other than the intended recipient is strictly 
> prohibited.  If you have received this message in error, please immediately 
> notify the postmas...@nds.com and destroy the original message.  Messages 
> sent to and from NDS may be monitored.  

Re: [Mono-dev] How do I develop mono/C# applications for the AppleiPhone?

2009-02-27 Thread Daniel Morgan
I'm only interested in legitimate means.

I registered at the Apple Developer Program for info on the iPhone, and I 
looked around the site reading docs and watching videos.  Yet, I was unable to 
find anything about the minimum RAM and recommended RAM requirements on the 
development machine for creating iPhone applications.  And the requirements for 
hard disk space.  I think the iPhone SDK is about 2GB.

It would be nice if Unity had a cheaper edition of Unity and iPhone Publishing 
for those who want to explore building C# applications on the iPhone.  The 
cheaper edition could be made to only work on the virtual iPhone or some other 
limitation.  If someone thinks their apps would be usefull to others, they 
could upgrade to an edition which allows deployment to an iPhone or Apple's 
AppStore.  

To be honest, this would be only a hobby.  And I do not plan on writing games. 

--- On Fri, 2/27/09, Mariner, David  wrote:

> From: Mariner, David 
> Subject: Re: [Mono-dev] How do I develop mono/C# applications for the 
> AppleiPhone?
> To: mono-devel-list@lists.ximian.com
> Date: Friday, February 27, 2009, 6:51 AM
> Hi Daniel, 
> 
> Firstly, I'll only talk about the authorized
> development scene for the
> device. If you don't already know or can't find out
> about alternate
> methods, then you'll probably have little success with
> them if I pointed
> you in their direction. 
> 
> Firstly you're going to need to get a mac to dev on. An
> intel Mini with
> 10.5 is minimum requirements for the iPhone toolchain, but
> will do the
> job fine. Spring for some extra RAM, but google around for
> DIY upgrade,
> don't pay the "Apple tax" on it. 
> 
> Next you're going to need ADC membership (which is
> free), and then sign
> up to the iPhone dev program (also free) which will let you
> download the
> toolchain (including emulator) but then you'll need to
> pay over $99 for
> a certificate to let you run any apps you develop on the
> device.
> 
> Then you're all set to develop and deploy to the iPhone
> in general. 
> 
> If you're wanting to start hacking around in mono on
> the device, the
> first thing to do would be to check out the source from the
> SVN server,
> and look at ~/mono/build-mono.sh. This is what will enable
> you to
> cross-compile using the apple toolchain. From then on
> you're into
> exposing APIs, working out a nice productive development /
> deployment
> toolchain and all that good stuff. 
> 
> Also, bear in mind that the combination of the Apple
> developer agreement
> and Novell's license terms for mono means that if
> you're going to be a
> commercial developer, you'll need to speak to Novell
> regarding a
> commercial license. But IANAL, so take professional advice
> as necessary.
> 
> 
> 
> Or you can go for the Unity option. You'll still need
> the mac and the
> $99 certificate from Apple, but if you want to dev in c# on
> the iPhone,
> it's really going to be your quickest route to
> deployment. One of the
> best things about it is that you can do extremely rapid
> code-build-test
> cycles...in the order of about 3 seconds until you're
> seeing the results
> of your changes. 
> 
> I know that it seems like a large outlay, but if you're
> seriously
> looking to develop any game-style applications and you want
> to avoid a
> whole world of pain then I'd really recommend the Unity
> route. If you're
> more in it for the "hacker culture" aspect of
> cool toys, or if you want
> to do applications rather than games then try without it
> first. 
> 
> Once you've got the mac setup, you can always evaluate
> the 30 day trial
> of Unity to see how you get on with it as an environment.
> 
> Hope this helps,
> 
> Dave
> 
> P.S. In the interest of full disclosure, my wife works at
> Unity. But
> that doesn't change the fact that it's the easiest
> route to getting c#
> on an iPhone ;-)
> 
> 
> -Original Message-
> From: mono-devel-list-boun...@lists.ximian.com
> [mailto:mono-devel-list-boun...@lists.ximian.com] On Behalf
> Of Daniel
> Morgan
> Sent: 26. februar 2009 18:56
> To: mono-devel-list@lists.ximian.com
> Subject: [Mono-dev] How do I develop mono/C# applications
> for the
> AppleiPhone?
> 
> I love the iphone.  I recently got one (my first apple
> computer if you
> think about it).  Now, I would like to develop my own
> applications for
> the iphone, but I do not know where to start.  I have done
> an internet
> search and found stuff, but there is nothing that can get a
> C# developer
> who is used to windows to use and develop iphone apps on a
> Mac in C#.  
> 
> What would be the minimum requirements for a computer to
> develop iphone
> applications with?  Will a Mac Mini with Intel running Mac
> OS X 10.5
> Leopard suffice?  How much RAM and Hard Disk space do I
> need?
> 
> I would rather write these iphone apps in C# than
> Objective-C.  This is
> where Mono comes in mind.  I believe you can use static
> compilation in
> Mono using AOT compilation and a tool called Linker.
> 

Re: [Mono-dev] How do I develop mono/C# applications for the AppleiPhone?

2009-02-27 Thread Daniel Morgan
Buy or have a Intel Mac with Mac OS X at least 10.5 Leopard.  Do an update to 
the latest version of Mac OS X.  A Mac Mini will work just fine.

Go here to the Apple iPhone Developer Program web site:
http://developer.apple.com/iphone/program/

If you need to register, go to this site:
http://developer.apple.com/iphone/

See link "Not a Registered iPhone Developer?" and click "Start now".

If you already have an Apple ID, then click Log In to register your Apple ID 
for the membership.  If you do not have an Apple ID, click "Create Apple ID".  
Registration if Free.  Once you do this, you will have access to all the 
documentation, videos, and the iPhone SDK for you to download.

The SDK will allow you to develop on a iphone emulator using the xcode IDE.  
However, if you want to deploy to an actual iphone or the AppStore, you will 
need to pay Apple $99 for the Standard Program.

If you do not use Mono or Unity, you will have to learn Objective-C.

Unity Indie $200 and iPhone Publishing Basic $400 = $600
iPhone 3G with 8GB $200
Mac Mini Intel with Mac OS X 10.5 Leopar $600 (does not include Keyboard and 
mouse)
KeyboardKit for mac - $25
Mouse for mac - $25
Total is about $1450

--- On Fri, 2/27/09, buhochil...@gmail.com  wrote:

> From: buhochil...@gmail.com 
> Subject: Re: [Mono-dev] How do I develop mono/C# applications for the 
> AppleiPhone?
> To: "Mono devel list" 
> Date: Friday, February 27, 2009, 7:00 AM
> Mariner, David wrote:
> > Hi Daniel, 
> >
> > Firstly, I'll only talk about the authorized
> development scene for the
> > device. If you don't already know or can't
> find out about alternate
> > methods, then you'll probably have little success
> with them if I pointed
> > you in their direction. 
> >   
> In my case, I'm interest in all directions, so please
> point me in that 
> direction, where do I start?
> > Firstly you're going to need to get a mac to dev
> on. An intel Mini with
> > 10.5 is minimum requirements for the iPhone toolchain,
> but will do the
> > job fine. Spring for some extra RAM, but google around
> for DIY upgrade,
> > don't pay the "Apple tax" on it. 
> >
> > Next you're going to need ADC membership (which is
> free), and then sign
> > up to the iPhone dev program (also free) which will
> let you download the
> > toolchain (including emulator) but then you'll
> need to pay over $99 for
> > a certificate to let you run any apps you develop on
> the device.
> >
> > Then you're all set to develop and deploy to the
> iPhone in general. 
> >
> > If you're wanting to start hacking around in mono
> on the device, the
> > first thing to do would be to check out the source
> from the SVN server,
> > and look at ~/mono/build-mono.sh. This is what will
> enable you to
> > cross-compile using the apple toolchain. From then on
> you're into
> > exposing APIs, working out a nice productive
> development / deployment
> > toolchain and all that good stuff. 
> >
> > Also, bear in mind that the combination of the Apple
> developer agreement
> > and Novell's license terms for mono means that if
> you're going to be a
> > commercial developer, you'll need to speak to
> Novell regarding a
> > commercial license. But IANAL, so take professional
> advice as necessary.
> >
> >
> >
> > Or you can go for the Unity option. You'll still
> need the mac and the
> > $99 certificate from Apple, but if you want to dev in
> c# on the iPhone,
> > it's really going to be your quickest route to
> deployment. One of the
> > best things about it is that you can do extremely
> rapid code-build-test
> > cycles...in the order of about 3 seconds until
> you're seeing the results
> > of your changes. 
> >
> > I know that it seems like a large outlay, but if
> you're seriously
> > looking to develop any game-style applications and you
> want to avoid a
> > whole world of pain then I'd really recommend the
> Unity route. If you're
> > more in it for the "hacker culture" aspect
> of cool toys, or if you want
> > to do applications rather than games then try without
> it first. 
> >
> > Once you've got the mac setup, you can always
> evaluate the 30 day trial
> > of Unity to see how you get on with it as an
> environment.
> >
> > Hope this helps,
> >
> > Dave
> >
> > P.S. In the interest of full disclosure, my wife works
> at Unity. But
> > that doesn't change the fact that it's the
> easiest route to getting c#
> > on an iPhone ;-)
> >
> >
> > -Original Message-
> > From: mono-devel-list-boun...@lists.ximian.com
> > [mailto:mono-devel-list-boun...@lists.ximian.com] On
> Behalf Of Daniel
> > Morgan
> > Sent: 26. februar 2009 18:56
> > To: mono-devel-list@lists.ximian.com
> > Subject: [Mono-dev] How do I develop mono/C#
> applications for the
> > AppleiPhone?
> >
> > I love the iphone.  I recently got one (my first apple
> computer if you
> > think about it).  Now, I would like to develop my own
> applications for
> > the iphone, but I do not know where to start.  I have
> done an internet
> > search and found

[Mono-dev] [PATCH] MonoMethod.cs

2009-02-27 Thread Matthew Metnetsky
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

To whom it may concern,

I was migrating some code from Mono 1.x to .NET 3.5 and came across a
very small bug. I was calling MonoMethod.Invoke like so:

MethodInfo method = type.GetMethod("Foo"); // Foo(int i, string name);

method.Invoke(obj,
  BindingFlags.ExactBinding,
  new CustomerBinder(),
  new object[]{"0", "one"},
  null);

When using Mono the code above works, but on .NET it does not because
BindingFlags.ExactBinding(1) apparently means that the Binder's
ChangeType method is not supposed to be called. Therefore the string "0"
is never converted to an int (as required by the signature for Foo).

I've attached a very small patch for this. Please let me know if there
is anything else I can do.

Regards,

~ Matthew

(1)
http://msdn.microsoft.com/en-us/library/system.reflection.bindingflags(VS.80).aspx
-BEGIN PGP SIGNATURE-
Version: GnuPG v1.4.9 (GNU/Linux)
Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org

iEYEARECAAYFAkmn/cQACgkQLrcoBjlTBf1bIQCfWMh9d9n7VGiUk7D1ziLtUixC
tiwAn1iet8LbeoVsviq8ywfuWKeLrgK5
=QIaU
-END PGP SIGNATURE-
Index: MonoMethod.cs
===
--- MonoMethod.cs	(revision 128213)
+++ MonoMethod.cs	(working copy)
@@ -418,9 +418,11 @@
 			if (binder == null)
 binder = Binder.DefaultBinder;
 			ParameterInfo[] pinfo = GetParameters ();
-			if (!Binder.ConvertArgs (binder, parameters, pinfo, culture))
-throw new ArgumentException ("parameters");
 
+			if ((invokeAttr & BindingFlags.ExactBinding) == 0)
+if (!Binder.ConvertArgs (binder, parameters, pinfo, culture))
+	throw new ArgumentException ("failed to convert parameters");
+
 			if (SecurityManager.SecurityEnabled) {
 // sadly Attributes doesn't tell us which kind of security action this is so
 // we must do it the hard way - and it also means that we can skip calling


MonoMethod.cs.diff.sig
Description: PGP signature
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Re: [Mono-dev] How do I develop mono/C# applications for the AppleiPhone?

2009-02-27 Thread mobbe

I have been working for the last three weeks on trying to get Mono running on
the iPhone. I have been fairly successful and I am able to run small pieces
of managed code now. However, I am a long, long way from being able to write
the whole app in managed code. The only way to get things on the screen is
to use the native UIKit so that means that you have to do a lot of back and
forth between managed and unmanaged code. I haven't seen a framework that
helps you cross that bridge yet. Unity is of course geared for games so they
take care of all of that for you and I have heard it is a really great
product. 

There is a lot of different issues that you are faced with when trying to
get Mono running on the iPhone. The first part is to compile it with the
apple arm toolchain. This assumes that you are familiar with a *nix-style of
development with make files, auto tools etc... Things are very well laid out
and it isn't that difficult to get things compiled but it requires a
different skillset than if you are used to VS.NET. I hadn't done this style
of development for a long time so it took me a while to ramp-up. 

The second issue which is a lot more difficult I think is to be able to do
the full AOT compilation of your managed code. In order to do this you have
to run Mono on an ARM processor or patch Mono quite heavily (this is the way
Unity went...). What I have to do is to run Mono on the iPhone in order to
compile the assembly and the run Mono again using the just compiled
assembly. Before I can run my managed assembly I have to use the Apple
assembler and linker as well as codesign the library before I can put it
back on the iPhone. Compling AOT on the device means that the turn-around
time is much longer than for instance what Unity can offer. 

A third option would be to use a ARM emulator (QEMU) and do the compilation
on that virtual machine. 

Now you have some managed code that you can run on the iPhone. The next
challenge as I mentioned first in my reply is how you would interact with
the UI using managed code. For right now it would have to be a hybrid
approach where you transition between unmanaged and managed code so you
would have to mix C, Objective-C and C# in your app. This is all doable but
maybe not the most productive way of developing. 

It is a challenge to do what you want to do but a very interesting and
intellectually rewarding challenge as well.



Mariner, David wrote:
> 
> Hi Daniel, 
> 
> Firstly, I'll only talk about the authorized development scene for the
> device. If you don't already know or can't find out about alternate
> methods, then you'll probably have little success with them if I pointed
> you in their direction. 
> 
> Firstly you're going to need to get a mac to dev on. An intel Mini with
> 10.5 is minimum requirements for the iPhone toolchain, but will do the
> job fine. Spring for some extra RAM, but google around for DIY upgrade,
> don't pay the "Apple tax" on it. 
> 
> Next you're going to need ADC membership (which is free), and then sign
> up to the iPhone dev program (also free) which will let you download the
> toolchain (including emulator) but then you'll need to pay over $99 for
> a certificate to let you run any apps you develop on the device.
> 
> Then you're all set to develop and deploy to the iPhone in general. 
> 
> If you're wanting to start hacking around in mono on the device, the
> first thing to do would be to check out the source from the SVN server,
> and look at ~/mono/build-mono.sh. This is what will enable you to
> cross-compile using the apple toolchain. From then on you're into
> exposing APIs, working out a nice productive development / deployment
> toolchain and all that good stuff. 
> 
> Also, bear in mind that the combination of the Apple developer agreement
> and Novell's license terms for mono means that if you're going to be a
> commercial developer, you'll need to speak to Novell regarding a
> commercial license. But IANAL, so take professional advice as necessary.
> 
> 
> 
> Or you can go for the Unity option. You'll still need the mac and the
> $99 certificate from Apple, but if you want to dev in c# on the iPhone,
> it's really going to be your quickest route to deployment. One of the
> best things about it is that you can do extremely rapid code-build-test
> cycles...in the order of about 3 seconds until you're seeing the results
> of your changes. 
> 
> I know that it seems like a large outlay, but if you're seriously
> looking to develop any game-style applications and you want to avoid a
> whole world of pain then I'd really recommend the Unity route. If you're
> more in it for the "hacker culture" aspect of cool toys, or if you want
> to do applications rather than games then try without it first. 
> 
> Once you've got the mac setup, you can always evaluate the 30 day trial
> of Unity to see how you get on with it as an environment.
> 
> Hope this helps,
> 
> Dave
> 
> P.S. In the interest of full disclosure, my wife wor

Re: [Mono-dev] Making Open more atomic/consistent

2009-02-27 Thread Rodrigo Kumpera
On Tue, Feb 24, 2009 at 7:04 AM, LCID Fire  wrote:

> Looking at the System.IO.File.Open/System.IO.MonoIO.Copy method I
> noticed some oddities in the implementation.
> First off it does a File.Exists check on the destination file which is
> IMO too early since the destination file is created far later on - there
> is the possibility that the file could be deleted till the actual create
> is attempted. In this case the method would have failed for no reason.
> Furthermore should the file be created after the File.Exists check it
> attempts a file creation via calling open. Open then fails - but looking
> at System.IO.MonoIO.GetException the error message for
> MonoIOError.ERROR_FILE_EXISTS differs from the one that is returned from
> the earlier check ("Could not create file \"{0}\". File already exists."
> vs "{0} already exists").
> So for consistency and to get the actual check more atomic I'd propose
> to just delete the first check in System.IO.MonoIO.Copy.
>

Yes, open should be more atomic, feel free to contribute a patch that fixes
this issue.
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Re: [Mono-dev] Making File.Copy more atomic/consistent

2009-02-27 Thread LCID Fire
Sorry, I was messing up the subject ;) - corrected now :)

Rodrigo Kumpera wrote:
> On Tue, Feb 24, 2009 at 7:04 AM, LCID Fire  > wrote:
> So for consistency and to get the actual check more atomic I'd propose
> to just delete the first check in System.IO.MonoIO.Copy.
> 
> 
> Yes, open should be more atomic, feel free to contribute a patch that 
> fixes this issue.
Ok, I have the changes in my local git now. It got a little bigger since 
I tried to throw the same exceptions as before.
Are there any nunit tests I could run on the copy?
If not I'll write some test programs myself.
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[Mono-dev] Subversion server upgrade, part 2 -- mono-cvs.ximian.com

2009-02-27 Thread Gonzalo Paniagua Javier
Hi guys.

At some point on Sunday March 1st, around 1am EST, we will be upgrading
subversion to the new fsfs 'sharded' layout in mono-cvs.ximian.com.

If you are an anonymous SVN user, this does NOT affect you.

If you use mono-cvs.ximian.com, this might affect you, but probably
not... The anticipated off-line time for the server is estimated in <1h.
If you experience any connection problems during that time, please, be
patient and try updating/checking in later.

Once the operation is completed everything should keep working as
always. Perhaps slightly faster.

Thanks.

-Gonzalo




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Re: [Mono-dev] Making File.Copy more atomic/consistent

2009-02-27 Thread Rodrigo Kumpera
There are the tests that are part of corlib and System but they might not be
enough for your purposes.

On Fri, Feb 27, 2009 at 7:30 PM, LCID Fire  wrote:

> Sorry, I was messing up the subject ;) - corrected now :)
>
> Rodrigo Kumpera wrote:
> > On Tue, Feb 24, 2009 at 7:04 AM, LCID Fire  > > wrote:
> > So for consistency and to get the actual check more atomic I'd
> propose
> > to just delete the first check in System.IO.MonoIO.Copy.
> >
> >
> > Yes, open should be more atomic, feel free to contribute a patch that
> > fixes this issue.
> Ok, I have the changes in my local git now. It got a little bigger since
> I tried to throw the same exceptions as before.
> Are there any nunit tests I could run on the copy?
> If not I'll write some test programs myself.
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>
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Re: [Mono-dev] [PATCH] MonoMethod.cs

2009-02-27 Thread Gonzalo Paniagua Javier
On Fri, 2009-02-27 at 09:50 -0500, Matthew Metnetsky wrote:
> -BEGIN PGP SIGNED MESSAGE-
> Hash: SHA1
> 
> To whom it may concern,
> 
> I was migrating some code from Mono 1.x to .NET 3.5 and came across a
> very small bug. I was calling MonoMethod.Invoke like so:
> 
> MethodInfo method = type.GetMethod("Foo"); // Foo(int i, string name);
> 
> method.Invoke(obj,
>   BindingFlags.ExactBinding,
>   new CustomerBinder(),
>   new object[]{"0", "one"},
>   null);

Could you also provide a NUnit test like the ones we have in
corlib/Test/System.Reflection/ for this case?

Thanks!

-Gonzalo


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