[Mono-list] Mono Embedded on iOS - AOT

Alexander Dobrovolsky mr.alex.dr at gmail.com
Wed Sep 4 16:48:13 UTC 2013


Thanks, but I'm not ready to switch the entire project into Mono, Xamarin.iOS
allows me to link my native code, that's sweet, but that's not what I
really need. I'd like to have mono as a scripting engine only so that one
project using my code base can relay on Mono scripts while others not.
That's by designe.

But the very important thing for me is that I at least able to make a cross
build with Mac host and ARM target, I'll give it a try first... Thanks!


On Wed, Sep 4, 2013 at 7:33 PM, Aaron Oneal <aaron.oneal at spicypixel.com>wrote:

> Why not use Xamarin.iOS?
>
> http://docs.xamarin.com/guides/ios/advanced_topics/native_interop
>
> 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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