Welcome to Uno.
We're here to help Fuse development by building and maintaining several related pieces of core technology.
- Cross-platform tools for building and running applications
- Core libraries and platform abstraction
- Uno programming language and compiler
- Uno project format, build engine and package manager
- UX markup language and compiler
- Uno/UX test runner
Uno is used on macOS and Windows, and makes native apps for the following platforms:
- Android
- iOS
- macOS (native or Mono)
- Windows (native or .NET)
Uno syntax
class App : Uno.Application
{
public App()
{
debug_log "Hello, world!";
}
}
The Uno programming language is a fast, native dialect of C# that can cross-compile to any native platform (in theory), by emitting portable C++11 for mobile or desktop platforms, or CIL bytecode for desktop platforms (Mono/.NET) — designed for developing high-performance UI-engines, platform abstractions or integrations, and other kinds of software traditionally required written in native C/C++.
Access all APIs and features on the target platforms directly in Uno — add a snippet of foreign code, and our compiler automatically generates the glue necessary to interoperate (two-way) with a foreign language. The following foreign languages are supported:
- C++11, C99
- Java (Android)
- Objective-C (iOS, macOS)
- Swift (iOS)
Run-time features
- Memory in Uno is managed semi-automatically by automatic reference counting, avoiding unpredictable GC stalls.
- Real generics – sharing the same compiled code in all generic type instantiations, without boxing values, and with full run-time type system support – avoiding exploding code-size and compile-times (while still being fast).
- (Opt-in) reflection on all platforms – to dynamically create objects and invoke methods based on type information only known at run-time – enabling high-level Fuse features such as live-previewing UX documents.
See https://fuse-open.github.io/docs/ for more information about the Uno/UX (and JavaScript) stack.
Uno is built using the command-line on macOS or Windows. Linux is not yet supported.
Build command | Action |
---|---|
make 3 |
Builds uno and standard library. Works on all platforms. |
1: We need vswhere
to locate your Visual Studio 2017 installation. Please make sure we can find vswhere
in PATH
or at %PROGRAMFILES(x86)%\Microsoft Visual Studio\Installer
. This program
is included with the installer as of Visual Studio 2017 Update 2 and later.
2: Our cross-platform build scripts are written in bash
, and make
is a convenient way to invoke the different build tasks.
3: You also can run bash scripts/build.sh
directly if you don't have make
.
Build command | Action |
---|---|
make install |
Creates symlinks for uno (alias uno-dev ) in /usr/local/bin . |
make release |
Creates a packaged release build for distribution. |
make unocore |
Generates C# code for Uno.Runtime.Core.dll, based on Uno code. |
make clean |
Removes build artifacts from the repository and Packages.SourcePaths . |
make check |
Runs the local test suite. |
To run uno
in your terminal, type <current-directory>/bin/uno
.
Add <current-directory>/bin
to your PATH to get uno
(alias uno-dev
) globally available in your environment.
You can also type make install
if you want symlinks in /usr/local/bin
.
On Windows, some additional runtimes might be needed.
- VCRedist 2010: x86, x64
- VCRedist 2013
When Uno is built, a C# solution is generated in <current-directory>
.
To debug, open uno.sln
in a capable
IDE1 and go from there. Use main/Uno.CLI.Main
as startup
project to launch uno
's main method.
1 Such as Visual Studio 2015+ or JetBrains Rider.
Please read CONTRIBUTING.md for details on our code of conduct, and the process for submitting pull requests to us.
Please report issues here.
Please read the configuration reference documentation for details on how to set up uno's configuration files for your build-environment.
Please read the command-line reference documentation for details on how to use uno's command-line interface.