Ok, just did a bug report:
https://bugzilla.xamarin.com/show_bug.cgi?id=6040
Also, I attempted to fix it, seems working so far.
I published it on github (link is inside the bug report).
On Sat, Jul 7, 2012 at 12:21 AM, Virgile Bello virgile.be...@gmail.comwrote:
Thanks for the confirmation
During full AOT, It seems that if generics is a ref type, AOT is skipped
(which makes sense because most of the time it is not necessary, one
codegen for any ref type is usually enough).
However, if the class internally uses a struct based on the generic types,
it will fail at runtime.
Here is a
it on a target that disables JIT?
Do you hold a license that allows you to do so? Mono is LGPL and FullAOT
doesn't work with it.
On Fri, Jul 6, 2012 at 9:29 AM, Virgile Bello virgile.be...@gmail.comwrote:
During full AOT, It seems that if generics is a ref type, AOT is skipped
(which makes sense
with Liststring but Listint gets its own
version. This is the default behavior.
If this is not the case, then you have something broken in your setup.
On Fri, Jul 6, 2012 at 11:24 AM, Virgile Bello virgile.be...@gmail.comwrote:
It would be for platforms supporting only AOT.
Of course we would license
I wrote a small (50 lines of code) monodevelop addin bound to F3 so
that I don't need to setup any solution, just run the exe.
Please let me know if you are interested in sources.
On 2011/02/26, at 14:45, Miguel de Icaza mig...@novell.com wrote:
I just have a single, minor issue that I don't
I am having trouble with mono soft debugger.
- I embed Mono runtime in my program, and I got MonoDevelop to act as
SoftDebugger client
- Mono soft debugger is loading properly (first breakpoint usually works --
if already set beforehand -- I can see callstacks, etc...)
- As soon as I press F5 --
of the fully native
threads is also blocking it.
Maybe it can't detect well when threads are running in native mode?
I will continue to investigate as well.
On Wed, Jan 26, 2011 at 12:58 AM, Virgile Bello virgile.be...@gmail.comwrote:
I am having trouble with mono soft debugger.
- I embed Mono
threads that run in native mode (mono think they are managed).
On Wed, Jan 26, 2011 at 1:06 AM, Virgile Bello virgile.be...@gmail.comwrote:
Just as a small addition, to confirm what I said earlier concerning
situation with additional threads.
After adding 2 threads that don't actually call
internally.
Sorry for the trouble.
On Wed, Jan 26, 2011 at 1:26 AM, Virgile Bello virgile.be...@gmail.comwrote:
Sorry, last small update, if I simply disable the waiting loop
in wait_for_suspend() and make is_suspended() always return TRUE,
breakpoints/tracing work as expected (except maybe playing
Recently, I had some problem with the VS2010 build of mono.
Runtime check complains ESP is wrong after first time runtime_invoke is
called.
I traced it back to this single-line commit.
(Reverting this single line avoids the problem on any version up to master)
have a testcase, or does this happen with all apps ?
Zoltan
On Fri, Jan 14, 2011 at 10:58 PM, Virgile Bello
virgile.be...@gmail.comwrote:
Recently, I had some problem with the VS2010 build of mono.
Runtime check complains ESP is wrong after first time runtime_invoke
I was wondering a few things concerning Mono.Taskets:
1/ By modifying mono to not throw an exception when marking top-most frame a
second time (using Mono.Continuation.Mark), I figured more behavior could be
covered.
As an example, let's say I Mark and Store in the following stack frame:
==
.
Zoltan
On Sat, Dec 4, 2010 at 4:53 AM, Virgile Bello virgile.be...@gmail.comwrote:
Hello,
I am embedding Mono VM from C++ using mono runtime API, and using
Mono.Debugger.Soft to debug the code running inside the VM (for scripting
purpose).
I managed to make it work well (I receive
On Sat, Dec 4, 2010 at 10:01 AM, Virgile Bello virgile.be...@gmail.comwrote:
As code inside both .NET VM is totally separate and won't reference each
other, is it really a problem?
So far, I could run code inside the embedded VM without any problem (main
app is using MS VM for WPF, embedded
feedbacks on all that !
Thanks again,
Virgile Bello
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Quoting Paolo Molaro [EMAIL PROTECTED]:
On 04/03/07 [EMAIL PROTECTED] wrote:
There is a tool to convert PE executable (with PPC code) in their .xex
format.
However, there were issues :
1/ AOT is working only on x86 right now, according to
http://tirania.org/blog/archive/2006/Aug-17.html
Quoting Paolo Molaro [EMAIL PROTECTED]:
On 04/03/07 [EMAIL PROTECTED] wrote:
Was anyone able to determine if the old XBOX (x86) emulator or the xbox
360 CLR runtime do any jitting? It would be very surprising if they
didn't do it and if they did, the European Commission is very likely
Quoting Paolo Molaro [EMAIL PROTECTED]:
On 03/28/07 [EMAIL PROTECTED] wrote:
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
Quoting Paolo Molaro [EMAIL PROTECTED]:
On 03/31/07 [EMAIL PROTECTED] wrote:
The problem of AOT is that it only generates .so (or .dll on Win32 platform
I
guess). Nevertheless, XBOX executable format, .xex, has to go through their
special compilator. So, no other way that I know than
Quoting Paolo Molaro [EMAIL PROTECTED]:
On 03/30/07 [EMAIL PROTECTED] wrote:
Just to let you know since I did something very similiar for XBOX360 :
Even if I was able to make glib and then mono compile on XBOX360 (it was a
bit
painful but doable) and it generated valid code to execute at
Quoting Miguel de Icaza [EMAIL PROTECTED]:
Hello,
When I checked about using the interpreter, I've read somewhere that it
wasn't
up to date anymore (maybe the info was too old and it's now up to date to
execute everything, anyone can confirm ?).
It still builds, but no maintenance has
people that it was designed to be impossible to do that. I really hope they
change it ! (even if it requires some protection security scheme). Best would be
a partnership with XBOX and Mono... Well, just kidding of course !
Sincerely
Virgile Bello
Quoting Miguel de Icaza [EMAIL PROTECTED]:
Hello
The problem of AOT is that it only generates .so (or .dll on Win32 platform I
guess). Nevertheless, XBOX executable format, .xex, has to go through their
special compilator. So, no other way that I know than getting C++ code to
compile.
Quoting Miguel de Icaza [EMAIL PROTECTED]:
Hello,
Just
Just to let you know since I did something very similiar for XBOX360 :
Even if I was able to make glib and then mono compile on XBOX360 (it was a bit
painful but doable) and it generated valid code to execute at runtime,
nevertheless memory protection against execution of user allocated area
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
mono_internal_call_param.patch
Description: Binary data
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non-JIT script languages, with all
the
advantages of C#.
Sincerely,
Virgile Bello
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