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Mono 3.2

mono-project.com

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Re: Mono 3.2

#31
Mono is HUGE thanks to Unity3D.[1]

I suspect that C#/Mono has become the de-facto second development language/environment for iOS thanks to Unity3D (an irony that doesn't escape me). It's certainly what all the iOS games programmers I know personally use (and I know a lot).

Wikipedia have Unity down as having over 1 million developers developing for iOS, Android, Windows, Blackberry 10, OS X, Linux, web browsers, Flash, PlayStation 3, Xbox 360, Windows Phone 8, and Wii U.[2]

Unity themselves claim[3]:

* 2M REGISTERED DEVELOPERS

* 400K MONTHLY ACTIVE DEVELOPERS

* 225M TOTAL WEB PLAYER INSTALLS

* 6.6M EDITOR SESSIONS JUN

[1]http://unity3d.com

[2]http://en.wikipedia.org/wiki/Unity_(game_engine)

[3] http://unity3d.com/company/public-relations/

Re: Mono 3.2

#32
post #30

Earlier quoted context omitted.

> Why is Mono "basically useless for server-side apps"? I've been running production apps, server-side, with Mono ... The whole ecosystem is Windows only and tightly coupled with Visual Studio. You do not have Maven for example and personally I could never get NuGet to run. Also, before the new generational garbage collector, which was just declared stable, ASP.NET was leaking memory because the old conservative garb…

> The whole ecosystem is Windows only and tightly coupled with Visual Studio. Wrong. > You do not have Maven for example and personally I could never get NuGet to run. Besides the fact that there are alternatives (and that you don't even need it in the first place), personal competence ---not getting it to run-- is not a valid reason to discard it.

> Wrong.

Glad to be enlightened.

> Besides the fact that there are alternatives (and that you don't even need it in the first place)

No, there aren't alternatives and yes, you do need it, as manually managing dependencies is so 1999.

> personal competence ---not getting it to run-- is not a valid reason to discard it

What can I say, the hallmark of any good developer is blaming it on the competence of users, right?

I'm not the only one that experienced pain dude: http://lmgtfy.com/?q=running+nuget+on+linux

Re: Mono 3.2

#33
post #31

Mono is HUGE thanks to Unity3D.[1] I suspect that C#/Mono has become the de-facto second development language/environment for iOS thanks to Unity3D (an irony that doesn't escape me). It's certainly what all the iOS games programmers I know personally use (and I know a lot). Wikipedia have Unity down as having over 1 million developers developing for iOS, Android, Windows, Blackberry 10, OS X, Linux, web browsers, Fla…

That all said, Unity's version of Mono is pretty old, kind of crippled in annoying ways, and they're using an old, buggy version of MonoDevelop (which can't even be bothered to pick up my Xamarin Studio code formatting settings). It's extremely rough going and pretty unpleasant to work with, IMO, to the point where I've gone to a home-rolled C++ engine for my project (having originally come from XNA, tried and ruled out MonoGame, and then tried Unity).

Re: Mono 3.2

#34
post #29

Earlier quoted context omitted.

That's a wild generalization which I don't think it's true. The "Linux community" you speak of is a loud minority of mentally deranged folks. Mono never succeeded on Linux because it always felt like a second-class citizen on the desktop and it's basically useless for server-side apps, an area where the Linux ecosystem shines. Python is popular on Linux because Python can be used for everything, including desktop app…

> That's a wild generalization which I don't think it's true. The "Linux community" you speak of is a loud minority of mentally deranged folks. Ironic, because then you go to state: > Mono never succeeded on Linux because it always felt like a second-class citizen on the desktop Mono had full GTK support. Tons of popular Gnome apps were written in Mono, music apps, photo viewers, desktop search etc. There was nothing…

99% of server-side apps on Windows are powered by .NET, not Mono.

And it wasn't really about FUD. As I said, that's only a small loud minority. Both Ubuntu and Debian's core had statements to make about it. You might want to Google it.

Re: Mono 3.2

#35
post #30

Earlier quoted context omitted.

> Why is Mono "basically useless for server-side apps"? I've been running production apps, server-side, with Mono ... The whole ecosystem is Windows only and tightly coupled with Visual Studio. You do not have Maven for example and personally I could never get NuGet to run. Also, before the new generational garbage collector, which was just declared stable, ASP.NET was leaking memory because the old conservative garb…

> The whole ecosystem is Windows only and tightly coupled with Visual Studio. Wrong. > You do not have Maven for example and personally I could never get NuGet to run. Besides the fact that there are alternatives (and that you don't even need it in the first place), personal competence ---not getting it to run-- is not a valid reason to discard it.

> Besides the fact that there are alternatives (and that you don't even need it in the first place), personal competence ---not getting it to run-- is not a valid reason to discard it.

How about being an absolutely terrible method of dependency management? And yet it's the only serious game in town? Ruby has RubyGems. Python has PyPI. Java has Maven (and its mutually compatible friends). Mono has...NuGet. It's still pretty bad, even when you get it to run. Boy-howdy, do I want my projects cluttered with downloaded dependencies in 2013. :-(

Seriously, even today dependency management is the worst part of dealing with .NET. (There are worse parts of Mono, but most people will never run into most of them. I wouldn't if I wasn't trying to bend it to do things it probably shouldn't be bent to do.)

Re: Mono 3.2

#36

Earlier quoted context omitted.

http://www.mono-project.com/Compiling_Mono First result on Google for building Mono. Download the source, unpack, configure, make install. I've done this on many versions, and it seems to work just fine.

Not my experience... I've been battling for several days now to try and get mono, monodevelop and F# installed from git (admittedly I'm trying to do that using a prefix argument to the various configure steps). My overwhelming impression is that linux simply isnt in mono's critical path anymore.

http://thecodedecanter.wordpress.com/2012/09/06/installing-m...

Re: Mono 3.2

#37
post #31

Mono is HUGE thanks to Unity3D.[1] I suspect that C#/Mono has become the de-facto second development language/environment for iOS thanks to Unity3D (an irony that doesn't escape me). It's certainly what all the iOS games programmers I know personally use (and I know a lot). Wikipedia have Unity down as having over 1 million developers developing for iOS, Android, Windows, Blackberry 10, OS X, Linux, web browsers, Fla…

And Unity3D is huge thanks to XNA (which was highly popular among amateur game developers) and the demise thereof, I think. Quite ironic indeed, makes me wonder how things would have turned out if .NET hadn't been standarised.

Re: Mono 3.2

#38
post #3

> "Google contributed ports of NaCl for ARM and Amd64." So, Mono/C# in Chrome? If NaCl/PNaCl becomes available outside the Chrome App Store, that could be pretty exciting -- Mono does an excellent job with AOT performance and mobile-scale memory utilization.

Mono has been running in Chrome for a while. Bastion's NaCl version is Mono based.

I think they had to use a Mono fork when they released Bastion, though. This might be just Google integrating that fork.

Re: Mono 3.2

#39
post #33
post #31

Mono is HUGE thanks to Unity3D.[1] I suspect that C#/Mono has become the de-facto second development language/environment for iOS thanks to Unity3D (an irony that doesn't escape me). It's certainly what all the iOS games programmers I know personally use (and I know a lot). Wikipedia have Unity down as having over 1 million developers developing for iOS, Android, Windows, Blackberry 10, OS X, Linux, web browsers, Fla…

That all said, Unity's version of Mono is pretty old, kind of crippled in annoying ways, and they're using an old, buggy version of MonoDevelop (which can't even be bothered to pick up my Xamarin Studio code formatting settings). It's extremely rough going and pretty unpleasant to work with, IMO, to the point where I've gone to a home-rolled C++ engine for my project (having originally come from XNA, tried and ruled…

Have you tried Visual Studio? It's an amazing IDE to work with when building games in Unity

Re: Mono 3.2

#40
post #37
post #31

Mono is HUGE thanks to Unity3D.[1] I suspect that C#/Mono has become the de-facto second development language/environment for iOS thanks to Unity3D (an irony that doesn't escape me). It's certainly what all the iOS games programmers I know personally use (and I know a lot). Wikipedia have Unity down as having over 1 million developers developing for iOS, Android, Windows, Blackberry 10, OS X, Linux, web browsers, Fla…

And Unity3D is huge thanks to XNA (which was highly popular among amateur game developers) and the demise thereof, I think. Quite ironic indeed, makes me wonder how things would have turned out if .NET hadn't been standarised.

.NET is not standardised but C# and the CLI are.
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