[Mono-list] Mono Embedded on iOS - AOT

Aaron Oneal aaron.oneal at spicypixel.com
Wed Sep 4 16:33:03 UTC 2013

Why not use Xamarin.iOS?


Otherwise, the process is rather complicated. You can configure Mono to build a cross compiler where the host is OSX and the target is ARM. Then you have to disable features like JIT and you potentially have to customize Makefiles or manually build just the components needed to get the mini install. Building Mono for iOS requires access to some of the iOS SDK headers for locales and other bits. It doesn't seem likely to build on Windows.

On Sep 4, 2013, at 7:21 AM, "Mr.Alex.Dr" <mr.alex.dr at gmail.com> wrote:

> Hi,
> I know that it might be a silly question, but I spend around Google a few
> days but still fill some misunderstandings...
> Assuming the situation where I'd like to run my native code (c++) with
> embedded mono for scripts on iOS. We all know that I have to precompile my
> assemblies with AOT. That's where I got stuck... Since we link mono itself
> with a native iOS project statically, all I have to do is to somehow make a
> static lib precompiled for ARM. But what I really can't understand is how to
> make my assemblies to be precompiled with AOT into ARM bytecode... This
> assumes that mono binary should be compiled with ARM target. The only way I
> can see now is to us Scratchbox, creating the ARM build of mono and run it
> on a devkit emulating ARM box. Well, that, at least, how I understood it
> from the official mono documentation. But, in this case I need Linux access
> any time I'd like to reassemble my C# code with AOT that is not appropriate
> at all. Well, ideally I'd like to have all assets for my app to be
> precompiled on Windows, in the worst case - on Mac, but not on Linux at
> all... 
> Can anyone, please, pour some light on it, because it seems that I
> completely missed some important point here... ?
> --
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