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Running your application

Curtis Wensley edited this page Sep 16, 2013 · 7 revisions

To run your application, you will need to include one or more of the platform assemblies along with your executable.

For Windows: Eto.dll and Eto.Platform.Wpf.dll and/or Eto.Platform.Windows.dll

For Linux / Unix: Eto.dll and Eto.Platform.Gtk.dll

For OS X: For OS X, you need to create an Application Bundle. You can use the MacAppTemplate.app as a template for your app bundle, or use a MonoMac or Xamarin.Mac project in Xamarin Studio on OS X.

Using MacAppTemplate.app will require the user to install the Mono Framework for your application to run. When the user runs your app without doing so, they will be prompted to install mono if it is not already installed. To do this:

  1. Make a copy of the MacAppTemplate.app directory and it's contents. Name it after your app (e.g. MyApp.app)

  2. Copy your exe, and any support dll's into the MyApp.app/Contents/MonoBundle directory

    Note: Make sure you include Eto.dll and Eto.Platform.Mac.dll

  3. Modify MyApp.app/Contents/Info.plist, and change the MonoBundleExecutable to match your startup executable, and set your application's name and identifier.

  4. (optional, but recommened) Add an icon and handled file type extensions, if any. See Anatomy of a Mac OS X Application Bundle for information on what you can include in the application bundle.

If you use a Xamarin.Mac project instead, you can bundle the mono framework inside your .app, so that your users can just run the app directly. This is also required if you want your app to be published on the Mac App Store.