Building MonoDevelop from source on the Mac is straightforward when the latest Mono SDK package is installed. In general, the instructions in Development:Getting Started can be applied directly to building MD on macOS. However, there are a few caveats, so this page explains the Mac. SharpDevelop by AlphaSierraPapa for the SharpDevelop Team is an open source IDE (integrated development environment) for creating NET applications in C#, VB.NET and Boo. Even though SharpDevelop for Mac is not currently available on the market, there are other IDE apps that can help you create your programs.
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XamarinStudio-5.10.1.6-0.dmg | 129.91 MB |
Price | Free |
Version | 5.10.1 |
Release Date | June 17, 2016 |
Category | Developer Tools |
Operating Systems | OS X |
Publisher | MonoDevelop Project http://www.monodevelop.com |
Publisher's Description | |
MonoDevelop enables developers to quickly write desktop and web applications on Linux, Windows and Mac OS X. It also makes it easy for developers to port.NET applications created with Visual Studio to Linux and Mac OS X maintaining a single code base for all platforms. Feature Highlights: Multi-platform Supports Linux, Windows and Mac OS X. Advanced Text Editing Code completion support for C#, code templates, code folding. Configurable workbench Fully customizable window layouts, user defined key bindings, external tools Multiple language support C#, F#, Visual Basic.NET, C/C++, Vala Integrated Debugger For debugging Mono and native applications GTK# Visual Designer Easily build GTK# applications ASP.NET Create web projects with full code completion support and test on XSP, the Mono web server. Other tools Source control, makefile integration, unit testing, packaging and deployment, localization |
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MonoDevelop is an IDE primarily designed for C# and other .NET languages. It is also cross compatible, as in; it will run under windows as well as Mac OSX and Linux.
Prerequisites
- Microsoft Windows XP or above, Mac OS X, or any Linux distribution which supports Mono.
- .NET Framework 4.0
- GTK# for .NET 2.12.10
- Kerbal Space Program 0.14 X1 or above.
PCL assemblies for Linux systems
Linux systems may be missing the PCL assembly libraries, which will cause compilation to fail. (No longer an issue on newer Mono)
- .deb and .rpm based systems can follow the instructions on the Mono Project site to add the appropriate repository, and the package name is 'referenceassemblies-pcl'.
- Arch Linux users will need to get the package from the Arch User Repository (AUR), and are looking for the 'mono-pcl' package.
Monodevelop Ide Windows
Setting Up
- Start a new solution either by selection 'Start new solution' on the welcome screen or File > New > Solution...
- Select 'Library' in the C# tree (Visible by default). Name it whatever you like. (We're using MyKSPProject for this tutorial. Click forward. Then Ok.) Creating a new solution
- Click Project > Edit References and follow the steps below:
- Click the .NET Assembly tab and use the navigation menu on the left to browse to your KSP installation folder.
- On Windows navigate to (<KSP_win>KSP_DataManaged) or on mac click 'Browse...' and navigate to (/Users/<user>/Applications/Steam/steamapps/common/Kerbal Space Program/KSP.app/Contents/Resources/Data/Managed). Note that the KSP.app folder will show as just 'KSP' (without the .app) and you can't navigate into it. Instead, navigate into there in the Finder, then right click/ctrl-click on KSP, choose 'Show Package Contents', continue to the Managed directory, then drag&drop Assembly-CSharp.dll and UnityEngine.dll into the 'Browse' dialog.
- Select Assembly-CSharp.dll and UnityEngine.dll. More assemblies may be required depending on exactly which things your mod needs access to. Adding References
- Press Add then Ok, they should now be visible under the 'References' directory of your solution.
Great, you're all set! Now continue to creating your first module!