@StephenGreenfield @Norman P -- OHHHHH -- so for the IOS simulator, i.e. Xojo's "RUN and DEBUG" option, I should use the same old dylib as MacOS? Not code built for arm7/arm64? Is that true of BUILD, too?
I'd used one built for iOS if there are sdk dependencies. if not the macOS x86 should be OK
The simulators run x86 code so they are only simulating what you will experience on da real device
They do not run arm or arm7 code
For deployment you should use arm / armv7 code
@StephenGreenfield AND TO BE CLEAR: are you saying I should build a .dylib in Xcode against the IOS SDK but with the x86 / x86_64 architecture? Or simply USE the same Xcode-generated x86 / x86_64 dylib I build for MacOS? NOTE: in either case, these are pure C++ code libraries -- completely cross-platform -- no cocoa (or carbon) whatsoever.
I'd expect that you could use the same dylib as macOS as I expect, but honestly dont know for sure, that they both support the same C++ runtimes
@StephenGreenfield At what point do I build an arm64 dylib for deploying on real IOS hardware, and can Xojo do a build integrating that dylib in a way acceptable to the Mac App store (unlike posts on this forum from 16 months ago, which stated the Mac App store would NOT accept a dylib)?
You cannot statically link in a dylib - in Xojo or any other tool
As for submission to the app store I am not 100% sure if they will or will not accept apps with dylibs in the Frameworks dir of the app package
@StephenGreenfield Your documentation states that the simulator only (presently) runs a 32-bit app. Has that changed? Obviously, 32-bit is now history on IOS.
You can actually debug in 32 bit (set break points etc and step through code)
You can RUN in 64 bit but debugging is not possible as it is for 32 bit
When you build we always, currently, build a universal app which as 32 and 64 bit code