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Look here https://developer.xamarin.com/guides/cross-platform/applicat...

"iOS – C# is ahead-of-time (AOT) compiled to ARM assembly language. The .NET framework is included, with unused classes being stripped out during linking to reduce the application size. Apple does not allow runtime code generation on iOS, so some language features are not available"



Because apple does not allow runtime code generation, then obviously the Live Player preview app won't be able to make use of any ARM assembly language binary produced by .NET. The only way this Live Player preview app stands a chance of being approved by apple is by interpreting everything. Mapping memory executable is impossible for "mere mortals" on iOS, only a few specially-blessed first party apps like MobileSafari can do that (to support JIT javascript). And the whole reason for using the Live Player as a conduit is to avoid the need for a native mac xcode toolchain to package a real .ipa app.

The section you quoted is only applicable for native builds to .ipa (which you probably still need a mac for, since iOS requires the app to be code signed and provisioned even for debugging/development modes)


Right, that's how it works if you compile your app and then deploy it to the device. It's not how Xamarin Player works, though.




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