[MonoDevelop] Debugging Plugins

Scott Stephens stephens.js at gmail.com
Thu Apr 26 01:37:39 UTC 2012


After some fiddling I finally figured this out.  For anybody who finds this
later, the key to getting information about an addin that is not being
detected is to run MonoDevelop through the console with logging enabled (
http://monodevelop.com/Developers/Articles/Logging).  If a potential addin
is found in the search directories, but it can't be added to the
Mono.Addin registry, there will be some helpful messages on the console.

Also, for anybody who might be trying this on a Mac, part of the reason it
took me a long time to figure this out is that the console output seems to
be finicky.  I've currently got two terminals open, one of which gives me
nice console output, and one of which just shows an exception where the
logging initialization failed.  At the moment, I don't know what's causing
the difference.

On Wed, Apr 25, 2012 at 3:03 PM, Scott Stephens <stephens.js at gmail.com>wrote:

> I've been attempting to start playing around with the code for an F#
> language binding addin for MonoDevelop (
> https://github.com/fsharp/fsharpbinding).  The initial goal is simply to
> get it working under newish versions of MonoDevelop on a Mac (the addin
> supposedly works on Windows with the latest source).
>
> I got it to compile, but I can't get the addin to load.  I've stepped
> through the MonoDevelop source, and it seems like the problem is that the
> AddinManager doesn't detect it as a valid addin; it doesn't ever attempt to
> load it.  Any suggestions on how to debug this problem?  I'm guessing that
> at some point the AddinManager looks through the directories it's been told
> to look in and tries to detect all the available addins, and the addin I've
> built can't get through that step, but I have yet to figure out how to get
> any information about what's going on in that process.
>
> Thanks,
>
> Scott
>
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