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Your C# App on 66 Million Macs: Announcing Xamarin.Mac

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111–120 of 149 posts

Re: Your C# App on 66 Million Macs: Announcing Xamarin.Mac

#111

Earlier quoted context omitted.

Managed languages are designed with a different set of goals than unmanaged languages. C#'s design goals were in general to reduce the number of bugs, help developers write better code, and maintain the code over the long term. It has evolved over the years to also adopt new programming techniques that have proved to be useful (generics, iterators, functional constructs, delayed-execution frameworks, Async programmin…

Can't wait to use C# 5 async in MonoTouch. I heard it's coming soon.

It is!

We are hard at work in upgrading both MonoTouch and MonoDroid to use Mono 3.0's compilers and class libraries. That is why you have seen a flurry of commits to Mono's master tree.

We are hoping to have a preview in late January.

Re: Your C# App on 66 Million Macs: Announcing Xamarin.Mac

#112

Earlier quoted context omitted.

OK, that makes sense. I mean, for an independent developer, that sucks , because it's honestly not worth $399 to me (I'd be happy to pay for it in a corporate setting like we do for MonoTouch, because of the support stuff, but for personal-project stuff I just can't rationalize it), but I get the reasoning. Is the licensing for MonoMac/MacCore remaining as-is?

Yes, MonoMac/MacCore will continue to be MIT X11. We will also continue to maintain it, as it shares most of the code for Xamarin.Mac

Awesome, so there's an upgrade path. Thanks for the clarification!

Re: Your C# App on 66 Million Macs: Announcing Xamarin.Mac

#113

Looks nice, but as with MonoTouch the pricing kills it for me. While I'm sure it pays for itself in overall value if you actually ship a product with it, attaching a price that high to a development tool causes (IMO) all sorts of secondary effects like balkanized user community, inability to realistically use it for writing open source software that anyone will collaborate on, etc. If the product cost more like $99 i…

Yes for $99 for individual developer. PLEASE.

Same, here. I'd eat it up at $99.

Re: Your C# App on 66 Million Macs: Announcing Xamarin.Mac

#114

Earlier quoted context omitted.

If I could give advice to myself when I started writing production code in MonoTouch without any experience with it, it would be: “Don't Guess. Profile.” For example, I spent a lot of time making sure I don't load heavy .NET objects, but most memory crashes went away when I started using JPG instead of PNG pictures in a picture-heavy app. Then it got a lot better when I took time to learn about best iOS practices suc…

Thank you for taking the time to provide these tips and links. Lots of good info here that I'm sure I'll be referring back to in the not too distant future.

Sure—if you have any questions feel free to ping me at dan@stampsy.com

Re: Your C# App on 66 Million Macs: Announcing Xamarin.Mac

#115
post #44

Earlier quoted context omitted.

I used MonoTouch at work (where price was not an issue) to convert an existing project to iOS. Aside from some minor complaints about the editor, the experience was amazing. I had previously written a couple of iOS apps using the "native" toolset, and I would not go back if I had the choice. While I understand your pain (I would gladly fork over $100 as a lone developer/hobbyist for personal development, but can't ha…

I've been playing with it on my own, and I tend to agree. MonoDevelop is still pretty rough--I'm doing game stuff, so I'm kicking any actual OS X development down the road as far as humanly possible--but once you get your code deploying, it's a very nice setup. I'd really like a way to build in VS (maybe against dummy assemblies or something) and kick it over to my MBP for real compilation and deployment, though. I r…

I don't think they're trying to funnel users to MonoDevelop, I think they're using it because the iOS SDK is for Mac.

Take a look at Mono for Android, for example. It uses a VS plugin instead of MonoDevelop.

Re: Your C# App on 66 Million Macs: Announcing Xamarin.Mac

#116

Earlier quoted context omitted.

I've been playing with it on my own, and I tend to agree. MonoDevelop is still pretty rough--I'm doing game stuff, so I'm kicking any actual OS X development down the road as far as humanly possible--but once you get your code deploying, it's a very nice setup. I'd really like a way to build in VS (maybe against dummy assemblies or something) and kick it over to my MBP for real compilation and deployment, though. I r…

I don't think they're trying to funnel users to MonoDevelop, I think they're using it because the iOS SDK is for Mac. Take a look at Mono for Android, for example. It uses a VS plugin instead of MonoDevelop.

I might be in the minority here, but I use MonoDevelop in preference to visual studio.

It's got a couple of irritating issues (the plugin support is rubbish even now, and it's ridiculously complicated to roll your own), but its just so fast.

My morning at work is: git pull, go get coffee while VS spazzes out for 5 minutes and resharper reindexes everything.

Re: Your C# App on 66 Million Macs: Announcing Xamarin.Mac

#117
post #17

Earlier quoted context omitted.

The other problem is the lack of linux support for their SDK. Seems rather odd, considering Mono's roots. I suspect that they make the vast majority of their profit on MonoTouch (Mono for Android is great, but Java and C# are similar enough that there is a lower barrier). With that in mind, there isn't much point in focusing on Linux- you can't develop for Mac or iOS on it.

Actually Android and iOS make an equal amount of money for us. This was not true a year ago, when iOS sales were about 65% of our volume, but today it is almost exactly 50-50.

I have to say it definitely feels like you guys are paying more attention to the MonoDroid things these days. Great work on the recent release BTW~

Re: Your C# App on 66 Million Macs: Announcing Xamarin.Mac

#118

Looks nice, but as with MonoTouch the pricing kills it for me. While I'm sure it pays for itself in overall value if you actually ship a product with it, attaching a price that high to a development tool causes (IMO) all sorts of secondary effects like balkanized user community, inability to realistically use it for writing open source software that anyone will collaborate on, etc. If the product cost more like $99 i…

Yes for $99 for individual developer. PLEASE.

Absolutely, as we see from the numbers, most iPhone apps aren't making a lot of money, so $400 + $100 for the app store access is simply dumb for an indie dev.

Miguel is a very smart man and completely clueless at the same time.

Re: Your C# App on 66 Million Macs: Announcing Xamarin.Mac

#119
post #8

Earlier quoted context omitted.

It costs $399 for an individual license, so there is a cost barrier. I balked at the cost of MonoTouch, but since playing around with it, I've got to say- I think it'll be worth the money. I just wish it was a little more affordable to hobbyist developers like myself. EDIT: I just noticed that they had a 25% Black Friday offer. Damn.

Thanks for the feedback. We definitely have two classes of customers - businesses and professional developers who can't believe how cheap our products are relative to the value they're receiving, and hobbyists who are more price-sensitive. It's tricky to balance these two.

What about a pricing model similar to what [ncunch](http://www.ncrunch.net/) is doing?

Re: Your C# App on 66 Million Macs: Announcing Xamarin.Mac

#120
post #73

Earlier quoted context omitted.

I'd have thought something more like the old Qt license tiering would make sense - a GPL version that can only be used to develop GPL apps and a commercially licensed version if you want to sell anything.

The app store does not allow GPL'd apps.

And what about on the android and windows app stores?
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