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What has this to do with monodevelop ?
Well, the problem seems to be with the stream.Read method, so if you are not the ones who can fix this, who can? In which case, I would report this to somewhere else.
I'm convinced this isn't due to my code and the fact it's multithread handled.
By the way, if you are the right ones, the ReadByte method seems to have some obvious mistake : it returns an integer!
To explain myself : if the problem was due to my code, then the fact of downloading 16 bytes or 1024 wouldn't change anything, and there it does.
You could think it might be dued to my asynchronous file write method, but then, why the other one (which is commented), also fails the same way?
But who else would I contact for the "native" C# libraries from monodevelop than monodevelop?
MonoDevelop on Windows by default targets the Microsoft .NET runtime. That means it compiles your app with the Microsoft .NET compilers, and runs it with the Microsoft .NET runtime.
If you've explicitly set up MonoDevelop to target the Mono runtime, then we should reassign this bug to the Mono class libraries. If you're targeting .NET, you should report it to Microsoft - though you may have better answers from StackOverflow.com.
In any case it's not realated to the "editor" where you type the code ...
btw. since it's opened on windows I assumed that he uses .NET compilers & .NET runtime.
other than that: I would say it's just a programming error ... stream.Read returns the number of bytes read you just ignore that value.
fileBytes = new byte[nbBitPerCut];
stream.Read(fileBytes, 0, nbBitPerCut);
May read let's say nbBitPerCut / 2 then you have a half filled byte array there - but you write the whole fileBytes array - and that'll produce the NULs. In any case I can't see why monodevelop is related to that ?