Trying to find information on VS 2022 for Mac extensibility but online docs only refer to the earlier MonoDevelop ide extensions pre 2022. On the VS 2022 for Mac blogs I cannot seem to add comments to get some info as the comment section is closed.
There is also a new easier Visual Studio Extensibility approach in the works for the PC version, but no info if that is intended for the Mac and to converge with that.
Can anyone shed any light on how to do IDE extensions now on the 2k22 Mac VS and what the roadmap looks like?
Unfortunately that's exactly the situation and you only have a few options,
VS for Mac feedback https://learn.microsoft.com/en-us/visualstudio/mac/report-a-problem?view=vsmac-2022 (What you should focus)
Gitter MonoDevelop https://gitter.im/mono/monodevelop (though this one should be dedicated to the deprecated MonoDevelop project)
Note that VS for Mac has changed so much in the past few years, so I don't think it an easy task to keep extensibility stable.
Related
I recently bought an iMac in order to develop my App on Visual Studio for Mac in a better environment (lots of issues on Windows), but on the Visual Studio for mac, there is no UWP projects.
It is understood that I have to create a new .NET project, but what are exactly the steps to follow in order to achieve that correctly for the app to work on Windows with a peace of mind? Should I have gone with Visual Studio code, which support the .NET core framework completely?
I saw on other answers that I need the .NET SDK tool, and so forth, but further details are needed if you don't mind on the why (not the installation stuffs, only the tech savvy explanations for the app to build correctly at the end!
You will need to run a Windows installation (eg, via Parallels or Boot Camp) and then run the Windows version of Visual Studio to create UWP apps.
You can do a lot of the business-logic coding inside Visual Studio on MacOS, but you will need Visual Studio and the Windows SDK to use WinRT types (which are required to build a UWP app) and to correctly build / package the app for deployment.
.NET is a big ecosystem. As you cannot develop all kinds of .NET projects using Visual Studio on Windows (Xamarin.Mac for example), you cannot do the same using Visual Studio for Mac (like you found, WinForms/WPF/UWP and so on). Such limitation comes from vendor SDK availability or other underlying systems.
In your case, you can easily develop web apps, Mac apps, and iOS apps. If you do want to develop Windows specific apps, like the other answer shows, please use Windows.
You mentioned ".NET SDK", but I believe that should be ".NET Core SDK". .NET Core apps are cross platform. Thus, you can develop such apps in Visual Studio for Mac, and then deploy to Windows. However, so far only console apps and web apps can be developed. What might happen in the future is still to be determined.
Visual Studio Code, however, is just a code editor. It won't give you extra flexibility.
For those whom imperatively needs to develop their app on all platforms, here is what I did, and the pros and cons:
Buying an Imac, thinking that I could also develop UWP projects within it
After realizing that I couldn't, I bought a cheap Windows 7 pro License on ebay (around 5$), and installed it on VirtualBox.
From there, I upgraded to Windows 10 for free and installed everything. It worked like a charm.
Cons: Buying a brand new IMac while a Macbook pro would have been better. An old one even since YOU CAN'T upgrade the ram.
Working on 8go of ram computer when you must give 4go of RAM to your VM isn't quite great. 4go gets you a laggy environment! Really frustrating.
So, prefer something older, but up-gradable (a cheap Macbook pro with 16go of RAM would do).
Not to mention that you will have to install Ubuntu as another VM in order to setup a .Net core Server for the majority of you.
What environment to favor while developing, most importantly when you are a C# and Xamarin noob like me?
The best being to develop from Mac as you will have FAR LESS ERRORS AND BUGS than in VS for Windows.
Correcting mistakes is really daunting and the best is really to develop from Mac to mitigate the damages, but it won't be hurdles free as well!
It took me more time debugging than coding within VS Windows.
After developing chunk of your app within Visual Studio MAC, the best is to get the code on the windows machine and arrange it to work in UWP.
UWP apps compile fastly and like a charm, so better is to get rid of errors within macOS, IOS, Android, and then go and adapt to UWP. This is easier IF YOU THINK ABOUT CHOOSING THE CORRECT LIBRARIES (working on all platforms, hence check my last advice).
From VS Mac, compile using macOS as a host! It's the easiest way to develop fastly, and correct your bugs.
Here is an article on how to get started from Mac:
https://blog.xamarin.com/preview-bringing-macos-to-xamarin-forms/
Cons: Always having to commit the code for it's use within UWP. But that's also a good way to save your project as well, so that if you screw up (like it happened to me numerous time) you roll back.
Hope that helps others whom didn't know what to do and where to start.
ALSO:
Don't follow tutorials dating from before 2017. Use the .Netstandard/.NET Core framework to develop your App so that libraries are more portable (following the blog article above should do).
Otherwise, headaches ahead!
I'm in the process of seeing how far I can go using Visual Studio Code on a MacBook while developing a .NET API on Azure. Currently I use VMWare Fusion /Windows 10/Visual Studio 2015 on the Mac but as good as VMWare Fusion is I'd sure like to be able to code directly from OS X (El Capitan) using the .NET Core / Visual Studio Code stuff.
So my question is has anyone found an alternative to the Visual Studio Cloud Explorer panel? Something that will let me see the contents of Azure queues/tables etc.
This question will most likely be closed as it is asking for tool recommendation but I still want to provide an answer.
There are a few options available from Microsoft:
Cross Platform Azure Storage Explorer (http://storageexplorer.com): Though currently it only support blobs but based on their release notes, support for tables and queues is coming very soon. So you may want to keep in eye out.
Azure CLI Tools (https://github.com/Azure/azure-xplat-cli/tree/dev/lib/commands/storage): Though not a UI tool but if you're comfortable managing through a command line interface, you may want to check it out.
I currently have Visual Studio v2003, v2005, v2008 installed on my system. Things work fine...no issues.
I now have to install Visual Studio 2010 on my system and just wanted to know if anyone has a setup like mine or knows if there are any potential issues with so many versions existing on a system.
Really don't have a choice to remove older versions as we have a lot of legacy products written in these old versions and we are not upgrading them to new versions, only doing bug fixes on them.
Any ideas?
Thanks!
VS2010 supports targeting on multiple versions of .NET Framework (i.e. 2.0 or later), which mean it is designed to support the projects that were built with VS2005/VS2008 so-called backward-compatibility.
So I think no conflict here between these versions,
I've found a nice Myths and facts about VS 2005/2008/2010, check out this link here: http://msdn.microsoft.com/en-gb/ee679805.aspx
It should work.
I have vs2003, vs2008 and vs2010 installed and I see no issue (but vs2010 is not yet used for production code).
M.
All these versions of Visual Studio are independent.
You should have no problem (other than lack of disk space!) installing VS2010 as well.
Just make sure you install the service pack as well.
They cohabitate fine, I have a similar setup myself.
You should at least push for migrating away from 2003 and 2005 though, they use some pretty old technology, and pretty much everyone these days has .net 3.5 on their systems.
If you are able to use VS 2010 I would highly recommend you do for all new projects - even if you have to target an earlier version of .NET framework.
Keep the old versions of VS installed only for maintenance of projects that cannot be migrated to VS 2010 version.
By the way, the migration to VS 2010 is often very trivial and well worth an hour or two of effort!
My google-fu has failed me - can MonoDevelop be used on Windows? Preferably without having to compile from source?
It works well on my home Ubuntu box, and while I have Visual Studio at work, it seems there might be some advantages to having MonoDevelop too.
EDIT: I'm aware of SharpDevelop; I'd prefer to have MonoDevelop if possible, just because I've started to get familiar with the interface, and I believe the SharpDevelop and MonoDevelop are not so closely related any more.
Woohoo! MonoDevelop for Windows is a supported download.
It seems that MonoDevelop on Windows still has a number of outstanding problems, even when built from source (and can only be built on .NET, not on Mono). So obviously there is no installer yet either.
The answer to my question then is No, MonoDevelop on Windows is not ready for normal use.
I guess I'll make do with Visual Studio and SharpDevelop on windows and wait patiently (or maybe even have a look at the outstanding bugs...!)
UPDATE: MonoDevelop for Windows now has a preview installer which can be downloaded here
MonoDevelop has official support for Windows since version 2.2:
Windows Support
Windows now Officially Supported
Windows is now an officially supported
platform for running MonoDevelop. Many
Windows specific issues have been
fixed, and some add-ins such as
debugging and subversion support have
been written specifically for Windows.
Windows Installer
We are releasing a new Windows
Installer which includes almost all
you need to run MonoDevelop. The only
external dependency is gtk#, which is
provided in a separate installer.
You can download the latest stable release.
Try SharpDevelop . MonoDevelop is built on SharpDevelop's code base.
There was a recent blog entry about MonoDevelop on Windows. Now is probably the time to try it out.
Update: MonoDevelop have just been released for Windows and Mac. More from Miguel's blog.
It's possible, but not easy. There's certainly not an installer.
This is pretty much the only guide to getting it to work:
http://lists.ximian.com/pipermail/monodevelop-list/2006-September/004442.html
Closed. This question is opinion-based. It is not currently accepting answers.
Want to improve this question? Update the question so it can be answered with facts and citations by editing this post.
Closed last year.
Improve this question
I started trying to play with Mono, mostly for fun at the moment. I first tried to use the Visual Studio plugin that will convert a csproj into a makefile, but there seemed to be no version available for Visual Studio 2005. I also read about the MonoDevelop IDE, which sounded nice. Unfortunately, there's no pre-fab Windows package for it. I tried to follow some instructions to build it by combining dependencies from other semi-related installs. It didn't work, but that's probably because I'm a Windows-oriented guy and can barely spell "makefile".
So, my question is this: What's the lowest-energy way to get up and running to try some Mono-based development on Windows?
I'd recommend getting VMWare Player and using the free Mono development platform image that is provided on the website.
Download Mono
Setup time for this will be minimal, and it will also allow you to get your code working in .NET and then focus on porting issues without a massive hassle of switching machines and the like. the VMWare Player tools will allow you to simply drag and drop the files over to copy them.
I'm looking to take a couple of my .NET apps and make them Mono compliant, and this is the path I'm going to take here shortly.
A year later and the answer to this has change greatly. You can now use MonoDevelop on Windows, or if you are more comfortable in Visual Studio you can use the Visual Studio Tools to write everything and then debug on in VM to make sure it is working on Linux.
#Chris I have found that Visual Studio is the best IDE for developing against .NET -- I think the best way to target Mono is really just to develop and build in Visual Studio under Windows then just run those binaries directly on Linux (or whatever other Mono platform you are using). There are free versions of Visual Studio if licensing is a concern. If you are developing under Linux, the best software is probably Eclipse with a Mono plugin (see The Mono Handbook - Eclipse for installation instructions) but keep in mind it doesn't have near the amount of features or language integration Visual Studio has.
#modesty Mono is a 3rd party open source implementation of the .NET framework which allows you to run .NET applications on platforms other than Windows.
One of the best things you can do if developing with Visual Studio for Mono is to get MoMA http://www.mono-project.com/MoMA. This will inspect any number of assemblies that you build and generate a report showing potential Mono problems (e.g., methods not implemented in the mono library). It can be run from a GUI or the command line for use in automated builds.
Miguel had a post about debugging Mono running on linux with remote debugging on Visual Studio. This may be something you want to look into... Using Visual Studio to debug Mono. There is also a new project called CloverLeaf whose goal is enabling debugging Mono on Windows in Visual Studio.
There's just no reason to build your app using Mono; the whole point of the .Net CLR is that the compiled output is cross-platform.
So you can simply build it using your favourite IDE (and if you like IDEs, Microsoft's is the best one to use) and then test it on Mono. Even if you get Mono working on Windows, it wouldn't be a very good test of your app's portability: what if your app does silly things like assuming filenames have backslashes in them, or that there's something special about a folder called Program Files? The best way to do portability testing is to actually test your app on the target platform.
And that's pretty easy to do with a Linux VMware player like the one at http://www.go-mono.com/mono-downloads/download.html.
Personally, I'm just compiling in Visual Studio 2008 as if it were for .Net 2.0 and then running in Mono (VS2008 on Windows in a VirtualBox, Mono on OSX). All the problems come up at runtime, anyway, so the system works perfectly.
I just found this very new link, which is amazing and shows you how to set up Visual Studio 2008 for Mono.
At the same time, setting up Mono on OpenSuse or Ubuntu inside a VirtualBox (Sun's product) is easy, painless, and doesn't force you to abandon whatever platform you normally live in.
This is not relevant to your question, but I might note that I just got into Mono and I'm amazed at how much of .Net is implemented, including much of the Winforms stuff.
My first instinct would be the rather unhelpful "Install Linux". You are somewhat swimming against the current to try and develop in mono under windows. Installing GTK and everything is a bit of a bother in my experience.
If you do feel like using linux, then you could Try Ubuntu
Otherwise:
There's some information here: http://www.mono-project.com/Mono:Windows and it seems the cygwin toolchain might be your best bet. I don't think you're going to be able to avoid makefiles, sadly. I found a slightly more explicit tutorial from O'Reilly.
#modesty: Mono provides the necessary software to develop and run .NET client and server applications on Linux, Solaris, Mac OS X, Windows, and Unix. Sponsored by Novell (http://www.novell.com), the Mono open source project has an active and enthusiastic contributing community and is positioned to become the leading choice for development of Linux applications. -- From the Mono site.
Eclipse plugin for Mono is dead. On Linux use MonoDevelop or X-Develop if you like good commercial support (although MonoDevelop is closing on them fast feature-wise). On Windows SharpDevelop has custom MSBuild targets for compiling the code against Mono.
As Mono and MonoDevelop are changing fast, be sure to use the latest released versions, even if they are not marked as stable yet (e.g. versions shipped with stock Ubuntu are terribly outdated).
The VMWare image is a great way to start testing Windows-developed code on Linux. Don't touch cygwin unless you are already very conformable with it.
I liked the idea of trying to use MonoDevelop mostly just to make sure my stuff would work against the Mono runtimes. I guess it would also be possible to get crazy with msbuild and write some custom targets that tried to build against Mono, but that's basically emulating the now-defunct plug-in's functionality which I assume was non-trivial to build. I do have minor experience with cygwin, and I am happy typing "configure" and "make" all day long, but when a problem occurs in that process, I'm virtually screwed. I'll probably try to play with all this again, but if it takes me more than a couple hours to come up with a way to build comfortably against the Mono runtimes, I'll probably just bail.
I will try the Eclipse idea. I use that for Java, so I might be able to get the c# stuff to work. We shall see...