monomac

Setting path of the Native Library for DllImport on Mono for Mac

我的未来我决定 提交于 2019-11-30 20:27:46
The code I am porting to Mono for Mac, calls into a unmanaged C++ library. On the Mac I have ported our unmanaged library into a Framework(unfortunately our Build process only allows it to be compiled as a Framework and not as a dylib). In Mono I have set up a post build step in my project to copy the Framework file next to the built app. But when a P/Invoke into this dll I get a DllNotFound exception. I read through the Mono Interop Wiki and it seems P/Invoke on Mono will only look at the locations pointed to by the DYLD_* environment variables and the current directory is not in the search

Setting path of the Native Library for DllImport on Mono for Mac

荒凉一梦 提交于 2019-11-30 05:08:21
问题 The code I am porting to Mono for Mac, calls into a unmanaged C++ library. On the Mac I have ported our unmanaged library into a Framework(unfortunately our Build process only allows it to be compiled as a Framework and not as a dylib). In Mono I have set up a post build step in my project to copy the Framework file next to the built app. But when a P/Invoke into this dll I get a DllNotFound exception. I read through the Mono Interop Wiki and it seems P/Invoke on Mono will only look at the

Clipboard.GetText() always returns empty string in Mono on Mac

你。 提交于 2019-11-29 17:28:39
Is there a way to get the clipboard on a Mac in Mono that doesn't return an empty string? This is using the latest NON-beta version of mono. Clipboard.SetText(String) works fine and I can paste to other programs. Clipboard.GetText(TextDataFormat.UnicodeText) Clipboard.GetText(TextDataFormat.Text) Clipboard.GetText(TextDataFormat.Rtf) All return "" even though Clipboard.ContainsText(TextDataFormat.UnicodeText) returns true. EDIT: The solution ended up being to use NSPasteboard on mac. https://developer.apple.com/library/mac/#documentation/Cocoa/Reference/ApplicationKit/Classes/NSPasteboard

Running new MonoGame project with Xamarin Studio

*爱你&永不变心* 提交于 2019-11-28 21:44:03
I am trying to start a new project for mac using MonoGame. I have installed everything I believe is required but when I run the new project (mono game logo should pop up) I get these two lines in the output: Loaded assembly: /Users/Kristin/Projects/Test/Test/bin/Debug/Test.app/Contents/MonoBundle/Test.exe Loaded assembly: /Users/Kristin/Projects/Test/Test/bin/Debug/Test.app/Contents/MonoBundle/MonoMac.dll [External] and the new application that is started hangs without popping up a window. I tried following the steps on this page: http://jamie.ly/wordpress/programming/software/setting-up-a

Clipboard.GetText() always returns empty string in Mono on Mac

青春壹個敷衍的年華 提交于 2019-11-28 11:59:32
问题 Is there a way to get the clipboard on a Mac in Mono that doesn't return an empty string? This is using the latest NON-beta version of mono. Clipboard.SetText(String) works fine and I can paste to other programs. Clipboard.GetText(TextDataFormat.UnicodeText) Clipboard.GetText(TextDataFormat.Text) Clipboard.GetText(TextDataFormat.Rtf) All return "" even though Clipboard.ContainsText(TextDataFormat.UnicodeText) returns true. EDIT: The solution ended up being to use NSPasteboard on mac. https:/

Customize Login Screen Mac OSX (SFAuthorizationPluginView)

陌路散爱 提交于 2019-11-28 11:39:35
I'm trying to extend the login screen in MacOSX 10.9.1 (Mavericks). As I found out, this is possible by implementing a new authentication plugin and install it in to the authorization database . I've downloaded the NameAndPassword example which shows how to implement the interface and overwrite / extend the SFAuthorizationPluginView . But the problem is that I can't build it under Mavericks. So I decided to download the second example which is called NullAuthPlugin. This one compiles but I didn't find out how to install it. So my question one is, if there is a good and updated tutorial for

Running new MonoGame project with Xamarin Studio

孤者浪人 提交于 2019-11-27 14:07:59
问题 I am trying to start a new project for mac using MonoGame. I have installed everything I believe is required but when I run the new project (mono game logo should pop up) I get these two lines in the output: Loaded assembly: /Users/Kristin/Projects/Test/Test/bin/Debug/Test.app/Contents/MonoBundle/Test.exe Loaded assembly: /Users/Kristin/Projects/Test/Test/bin/Debug/Test.app/Contents/MonoBundle/MonoMac.dll [External] and the new application that is started hangs without popping up a window. I

Customize Login Screen Mac OSX (SFAuthorizationPluginView)

六月ゝ 毕业季﹏ 提交于 2019-11-27 06:22:23
问题 I'm trying to extend the login screen in MacOSX 10.9.1 (Mavericks). As I found out, this is possible by implementing a new authentication plugin and install it in to the authorization database. I've downloaded the NameAndPassword example which shows how to implement the interface and overwrite / extend the SFAuthorizationPluginView. But the problem is that I can't build it under Mavericks. So I decided to download the second example which is called NullAuthPlugin. This one compiles but I didn