> On 2 Dec 2016, at 01:31, Jens Alfke <j...@mooseyard.com> wrote: > > >> On Dec 1, 2016, at 7:58 AM, Andreas Falkenhahn <andr...@falkenhahn.com> >> wrote: >> >> My app supports external plugins. On macOS, Linux, and Windows those plugins >> are just shared objects/dylibs (or DLLs) loaded via dlopen() (or >> LoadLibrary() >> on Windows) at runtime. > > Does iOS still not support dlopen? I thought that, when iOS 8 granted the > ability to load dynamic libraries, that dlopen would start working.
Yes, dlopen is supported in iOS 8 and following. But of course, you can only open and link with libraries that have been code signed properly. We use dlopen to load at run-time frameworks properly code signed and included in the application bundle > What about the CFBundle API? Is that supported? > >> Now I'm looking for a way to port this design to iOS. The obvious choice >> seems >> to be turning the individual plugins into individual Cocoa Touch Frameworks. >> However, this results in the following big problem: The symbol names are the >> same for every plugin, i.e. every plugin has a symbol named InitPlugin(), a >> symbol named FreePlugin(), and so on. > > If you use frameworks then yes, you’ll have to rename the exported symbols in > every plugin to be unique. You don’t need to rename external symbols when you load a library dynamically. In that case, each library has its own symbol table, and you can search for symbols of same name in different libraries, using the dlsym function. — __Pascal Bourguignon__ _______________________________________________ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: https://lists.apple.com/mailman/options/cocoa-dev/archive%40mail-archive.com This email sent to arch...@mail-archive.com