How to run GTK# (C#) on a Mac OSX - c#

I have a GTK# project that has been developed using C#, on Xamarin Studio, on Windows.
I can generate an .exe file for my application but I can't run this on a Mac. Is there a way for me to convert this .exe file to a .dmg / .app OR to run this .exe on a Mac without using Windows (Bootcamp)?
Note: WineBottler has not worked for my project.

You should use macpack to package the application for execution on OS X. Take a look at the manual here: http://manpages.ubuntu.com/manpages/zesty/en/man1/macpack.1.html
Here's an excerpt from that page:
macpack is a tool used to package managed assemblies
(like System.Windows.Forms or Cocoa#) that require gui
availability for deployment on Mac OS X.
macpack will prepare a OS X compatible bundle from the
provided assembly and resources. The bundle will include the
specified assembly as well as any of the provided resources (specified
with the -resource: switch).

If you have Mono installed on your Mac then the .exe compiled on Windows should run unless you've got a dependency on something that is specific to windows. Some Windows libraries have not been ported to Mono for Mac or Linux, and if you are using ILMerge (windows) or ILRepack (*nix) then you will also potentially run into issues.
You don't need to use MacPack to build an app file, you can do it manually fairly simply as long as Mono is installed on your target Mac machine. There is a structure to an .app package folder which you can build manually.
Let me know if you need any more help, Cheers, M.

You don't need anything special, provided both Gtk# and mono are installed. That said, there are not ports for many 32bits libraries, so you need to specify the architecture to use.
$ mono --arch:32 program.exe
Refer to this document:
http://www.mono-project.com/docs/about-mono/supported-platforms/osx/

Related

Is it possible to use DLLs with Visual Studio Mac

I have an application that uses a third party DLL. Is there a way in Visual Studio for Mac to write an application to access it the same way as I can on windows?
It depends:
Managed .NET DLL:
Can be imported and used the same way as in VS on Windows
Native DLL: can't be used directly. You'll need to build it for your target system, OSX in your case.
If you have C/C++ code you should be able to build it for OSX (with GCC for example) if it doesn't have some foreign (Windows) platform specific code. Then you can use the compiled *.so / *.dylib file directly. But you'll need to tell the .NET Runtime (Mono for example on OSX) to use the different file using a DllMap configuration file (see http://www.mono-project.com/docs/advanced/pinvoke/dllmap/ for examples).
The sources you've linked look like they're for Unix, so the chance to be able to build them on OSX are pretty good (there's a Makefile and the resulting binary would be libswe.so on Unix). You could try to pass the -dynamiclib parameter to GCC to get a OSX specific libswe.dylib (What are the differences between .so and .dylib on osx? seems to be a good answer about dylib)
If you have the binary of your DLL for OSX, you just need a configuration file for your .NET application, which could look like this:
<configuration>
<dllmap os="osx" dll="libswe.dll" target="libswe.dylib"/>
<configuration/>
It tells the .NET Runtime to import the symbols from libswe.dylib instead of libswe.dll if the current OS is OSX.
No.
Although you might think that because you have an IDE with the same name as the Windows counterpart the binaries it produces are not transferable.
An answer on Super User gives some more information:
There's no real DLLs in OS X, Linux, or any POSIX for that matter.
They don't make the differentiation.
Why?
A lot of Mac stuff, for one, is self-contained (.app's are really just
folders after all).
Although...
Another queston on SO asks the same thing, and an answer says:
Finally Microsoft released .NET Core which is completely platform
independent.
... now .NET applications can be developed on Mac or Linux machine
using the lightweight IDE Visual Studio Code and Visual Studio for Mac
IDE has been released where Mono on MacOS X is integrated.
So if the supplier of the library (DLL) you want to use has created a version of it with the .NET Core framework, you might be in luck.

Cross Compiling C# code to Colibri iMX6 (Linux) exe using MonoDevelop in Ubuntu environment

I want to develop an embedded application using Colibri iMX6 module (Linux OS). I have Ubuntu 16.04 running on virtual machine and have monodevelop installed. I want to write my application in C# and cross compile it using mono for arm processor.
Can someone guide me through the process of creating an arm executable file using mono?
Thank you in advance.
One of the great things about .NET is that you don't need to cross-compile anything. CIL assemblies are, by nature, platform- and architecture-independent -- unless your assemblies link against platform-specific assemblies (such as the WPF assemblies on Windows), or if the project file build settings target specific processor architectures (like x86 or x64/x86-64). If you don't link to any platform-dependent assemblies (unless they exist on your target platform) and target the AnyCPU architecture, then assemblies you build on one system should run anywhere that mono is available.

How do I recompile an assembly targeting the MonoTouch profile?

On http://docs.xamarin.com/ios/about/assemblies it says that if I want to provide my code as an assembly to other MonoTouch developers: "You must recompile your source code to generate assemblies targeting the MonoTouch profile".
How do I do that?
How do I do that with Visual Studio?
How do I do that with msbuild?
I found MonoDevAssist at http://monodevassist.codeplex.com/documentation, but the instruction there said I should copy a bunch of DLLs from "your Mac". I don't have a Mac. I have installed MonoTouch for Android on my Windows machine, but I can't find a directory like the one in that description.
I have installed MonoTouch for Android on my Windows machine
What you likely have is Mono for Android which runs fine on Windows and targets Android.
MonoTouch is another product from Xamarin, targeting iOS (iPhones, iPod, iPads) and it requires a Mac computer.
Even if there's quite a bit of features shared between the two products, in general, you need to look at the documentation for the product you have.
How do I do that?
Simply re-compile your existing source code including reference(s) to the assemblies that are shipped with Mono for Android.
How do I do that with Visual Studio?
Create a new project, e.g. a library, for Mono for Android. Add your source code to the project. Add references to the SDK assemblies you requires. Rebuild your code.

How to port a Mono GTK# app to other platforms?

I am working on a Mono GTK# desktop app written in C#. I have developed my app using the MonoDevelop IDE (v2.4.2) on a Mac (OS X v10.6.7). My app depends on the GTK# library (obviously) as well as the Mono.WebServer2 library for running a local ASP.NET server.
I have tested my app on my own Mac as well as other Macs. Everything is working out great. Now, I am interested in porting my app to other platforms (specifically, Windows 7 and Ubuntu v11.04). I have been playing around with the mkbundle command but I haven't had any luck in creating a working bundle for other platforms than Mac OS X.
Since I have tried a number of different solutions without success, I would like to hear from the Mono developers out there. What do you do to port your app to other platforms?
I have been developing C# using Visual Studio for a long time but I am new to the Mono development environment. Therefore, I would very much appreciate a detailed explanation.
Thank you very much!
It doesn't really sound like you're talking about porting, rather packaging. MonoDevelop's "Project/Create Package" function can create simple binary packages (zips etc) or source packages (source plus makefiles) but these are not the ideal form to distribute to most end-users. Some additional work is required to make a polished installer for each platform.
mkbundle bundles the Mono runtime into your app, therefore it creates binaries that are 100% platform-specific.
For Mac, the usual way to distribute an app is as an app bundle. MonoDevelop doesn't automate this for GTK# projects, but I explained how to do it on my blog.
For Ubuntu, you can distribute a zip of binaries and require that your users install Mono, GTK# and xsp. If you create a .deb package, you can embed these dependencies into the package manifest. MonoDevelop doesn't have any tools for creating deb/rpm linux packages, and I'm not familiar with the process myself.
For Windows, you can provide a zip of binaries and require that your users install .NET and GTK# for .NET. You could also create a msi installer and have it check for these prerequisites.
It sounds like you have already solved the problem of packaging for Mac.
On Ubuntu, you would want to create a .deb package that contains your app and requires other packages as dependencies (Mono, Mono.WebServer2, GTK#, GTK+, etc). The following link should get you started on building Ubuntu packages:
https://wiki.ubuntu.com/UbuntuDevelopment
For Windows, you probably already know how to build an installer if you have .NET experience. I would say that you would want to run your app on top of .NET instead of Mono. That is what the Mono team do themselves (for MonoDevelop as an example). Bring in the Mono specific bits like Mono.WebServer2 as part of your application.
Your biggest issue here will be that GTK# requires the GTK+ C libraries to be installed. Probably the easiest thing is to detect if GTK# is installed as part of the installer and ask your users to install GTK# if they need it. You are going to have to do the same detection for the .NET version you require anyway. You can get GTK# for Windows here.
I do not have great instructions for doing this but both the Banshee and MonoDevelop projects do it well. I would take a look at those projects as they will show you exactly what needs to be done.
https://github.com/mono/monodevelop
http://git.gnome.org/browse/banshee
EDIT:
I just recently realized that the code for the GTK# installer is on GitHub here.
There are is also packaging projects available in Monodevelop. you can use them.
I'm doubtful that mkbundle work well other than Linux.
Another option that open your project on other plateform (you can use Monodevelop) and build the project and use some other app to build package.
I just recently created deb package of my own .Net project written in MonoDevelop. From MonoDevelop I created a package with sources and makefiles (makefiles also generated by MonoDevelop) and then i used this guide>
http://www.webupd8.org/2010/01/how-to-create-deb-package-ubuntu-debian.html
to create deb package. Dependencies were mono-runtime and gtk-sharp2.

mono mkbundle utility on windows

There has been a fair amount of mention of the Mono utility mkbundle which is supposed to (among other things) allow you to create a bundle (standalone .exe) with a C# project compiled with Mono. This works when I run it in Cygwin, however what I really would like to do is use the --deps option and --static option to pull in all of the dependencies and libraries so that it really is a standalone. While running the command in Cygwin, it claims that --static is unsupported under the current platform (I assume it is referring to windows). The question, then is :
Is there any way around this dilemma?
If not, what specific .dlls am I now required to carry along with my executable in order to get the thing running? It doesn't seem to be listed anywhere on the mono site.
Thanks!
http://linux.die.net/man/1/mkbundle:
On Windows systems, it it necessary to
have Unix-like toolchain to be
installed for mkbundle to work. You
can use cygwin's and install gcc,
gcc-mingw and as packages.
(sic)
There are no way to make a crossplatform app in mono with all necessary libraries included because these libraries will rely on some specific non-managed libraries.
The right way here is to create an installer (using wix for example) for your application and include a mono installer in it. So when you'll install your app the mono will be installed too. For linux you'll need to create an installer too.

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