Re: [Mono-dev] MonoBind - C++ bindings library [include Mono Patch]

2007-03-28 Thread Cody Russell
This is fantastic!  I had just been working on my own C++ binding in the
spirit of Boost-Python, but I think mine is not quite as far along as
yours so I'll gladly drop it and use yours.  Can you please tell us what
the license is for yours though?  It doesn't seem to say on the webpage
or in the source files.

/ Cody

On Wed, 2007-03-28 at 23:24 +0200, [EMAIL PROTECTED] wrote:
 Hello,
 
 As I worked on a C++ binding library for mono, very close to
 boost::python/luabind syntax, I had few minor modification to do in Mono
 sources. The patch is attached.
 
 I was wondering if it was possible to include them in mono.
 The missing thing was the possibility to bind a pointer argument to an 
 internal
 call. It is required in order to make all the C++ wrapper/proxy statically
 linked through template metaprogramming.
 
 (The only other possibility of doing it, using pointer to function member
 removed the possibility to deduce type of function arguments, resulting in a
 heavy syntax when declaring exported class in C++).
 
 You can check the binding library at : 
 http://dev.kalimdor.org/entropia/node/10
 It's still in development (like there is few non trivial to fix memory leak,
 i.e. the wrapping code that should stay alive when mono is running), but right
 now it works fine at exporting C++ class to C# and C# class to C++.
 
 Later, I would like the registration code to auto-generate C# header.
 
 By the way, I still have a mono debugger for embedded mono (more or less in
 pause, but if lot of people are interested in it, I could start working on it
 again).
 
 I think with all that Mono could be a really great scripting language, 
 offering
 blazing speed compared to all the usual non-JIT script languages, with all the
 advantages of C#.
 
 Sincerely,
 Virgile Bello
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Re: [Mono-dev] Mono/C# pointer for using Gdk/Pixbuf

2006-11-09 Thread Cody Russell
On Thu, 2006-11-09 at 18:10 -0800, Mark E Mason wrote:
 Hello all,
  
 I'm looking for a pointer for doing low-level drawing in a Mono/C#
 application developed under MonoDevelop.  Basically, all I need to do is
 allocate a pixel buffer, manually set specific pixels to specific
 colors, and have it drawn correctly in whatever widget it's attached to.
 [Basically I'm taking the results of numerical functions, and
 representing them as colors in a pixmap].
 
 I've been looking at using a Pixbuf (or was it Pixmap) and a DrawingArea
 widget, but  getting a handle on where to start has been difficult (ie.
 How to blit the pixmap into the DrawingArea after an expose event, etc).
 I looked at Cairo briefly, but even the docs at go-mono says it's
 overkill for what I'm doing.
 
 Any pointers or advice greatly appreciated.

I think you want to start with something like this:

class MyDrawingArea : Gtk.DrawingArea
{
  Gdk.Pixbuf mypixbuf;

  void OnExposed (object o, ExposeEventArgs args)
  {
mypixbuf.RenderToDrawable (this.GdkWindow, Style.WhiteGC,
   0, 0, x, y, w, h, RgbDither.None, 0, 0);
  }
}

Look up Gdk.Pixbuf on http://www.go-mono.com/docs/ and read about its
member RenderToDrawable for more details.

/ Cody

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Re: [Mono-dev] x86 code generator

2006-07-02 Thread Cody Russell
On Sun, 2006-07-02 at 17:53 -0700, Rusmin Susanto wrote:
 3. Why do you write everything in
  
do .. while(0)   pattern?
  
while(0) will always fail (I think). So there is no loop

So macros behave more like how you expect them to.  Try this:

#define FOO(x) { return x; }

int main()
{
int a;
if (a)
   FOO(a);
}

That works fine.  But change it to this:

int main()
{
if (a)
FOO(a);
else
return a;
}

...and the compiler will hate you.  The reason begin that you're trying
to use FOO like you would a function statement (ie, the semicolon).  If
you change the call to just FOO(x) without the semicolon, it works
fine and the compiler doesn't flip out when it finds the else statement.

#define FOO(x) do { return x; } while(0)

This makes the macro behave more like a function, so things like if/else
will work the way you expect.




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Re: [Mono-dev] SWF, gtk#, OSX, Linux, Win32, GUI's thougths?

2005-11-23 Thread Cody Russell
On Tue, 2005-11-22 at 23:24 -0500, ted leslie wrote:
 On Tue, 22 Nov 2005 15:15:17 -0600
 CODY RUSSELL [EMAIL PROTECTED] wrote:
 
  I think OSX support for GTK just went into cvs recently.
 
 with no need for X11? can anyone confirm this?

Just look in gnome cvs; Anders committed Mac support just a few days
ago, so I guess it'll go into the 2.9.x release series.

You might find this more informative of the progress:

http://developer.imendio.com/wiki/Gtk_Mac_OS_X

Regards,
   Cody

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Re: [Mono-dev] SWF, gtk#, OSX, Linux, Win32, GUI's thougths?

2005-11-22 Thread CODY RUSSELL
I think OSX support for GTK just went into cvs recently.

- Original Message -
From: ted leslie [EMAIL PROTECTED]
Date: Tuesday, November 22, 2005 3:04 pm
Subject: [Mono-dev] SWF, gtk#, OSX, Linux, Win32, GUI's thougths?

 
 I would just like to get some thoughts and clarifications about a 
 few things.
 
 1) It says SWF at end of month.. and then months of testing.. when 
 will it likely debut in the
   standard distribution (dowload page) , and not be a cvs only? 
 
 2) It is mentioned how SWF will work on Win32, OSX and linux, is it 
 possible that the release that
   has SWF will for sure have SWF working on all three 
 Win32/Linux/OSX, with OSX not needing X11
   support .. or may it be the case that it could come out, at fisrt, 
 not supporting OSX?
 
 3) No IP flames intended here (just assume there might be an issue) 
 ... 
   Having been around Mono now for 2+ years, I have seen much written
   about the licensing and IP issues. Let just assume for this 
 question that there is a possibly a MS
   IP issue that could come along for SWF in the future. I would 
 really rather use GTK# 
   for win32/linux/OSX x-platform dev. (call it personal choice) but 
 as we know gtk# for 
   native OSX (no X11 deps.) is no where is sight. So this (above) 
 got me thinking -
   We know a certain portion of people on/in the Mono project are MS 
 people (which is great,
   Mono needs that), and the MS people are of course going to want 
 SWF for their GUI a lot of
   the time? But is it not true that many others would want gtk#? and 
 in fact from what I see 
   in the demo pages, gtk# IS very popular. So I find it odd that 
 gtk# support for native
   OSX is still perhaps completely out of sight, yet we could be 
 close to having SWF for
   native OSX now? and there are possibly some IP issue with SWF on 
 linux/OSX. So the end
   result of my thinking is .. is there not a disproportionate amount 
 of time being spent
   on SWF on native OSX than gtk# on native OSX? maybe the answer is -
 that i am one
   of about 5 people that care about using  gtk# on native OSX :(
   Or perhaps SWF for native OSX came very easy? and gtk# for native 
 OSX is very hard to implement? 
 
 -tl
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