@C0deH4cker - Actually, this is incorrect (if I'm reading what you're suggesting correctly).
Apple doesn't allow for linked libraries (currently) in applications submitted to the iOS App Store. In addition, any attempt to dynamically load a linked library after your application has launched (say, with a ctypes LoadLibrary or CDLL or similar) with cause your application to terminate immediately.
The reason for this is the sandboxing security model that Apple has in place for their iOS apps. When you submit an app to the App Store for iOS devices, Apple signs 2048 bytes of the application binary when it's distributed to a user that downloads it.
This is what keeps you from using the .ipa distribution file for an app from someone else who purchased the app - the signature is directly tied to your account.
In addition, the signed bytes are directly tied to the hash of the remaining unsigned bytes of the application. If you modify the application, the signature is no longer valid = application doesn't launch.
This keeps people from modifying applications, after they're installed on their iOS devices, and changing what the applications do. Tools like iExplorer / similar allow read/write access to the application filesystem on an iOS device without jailbreaking and if you could modify the application (after it was installed), a.) jailbreaking would be much easier and b.) the iOS security model would be a useless joke.
... which is where we come to dynamically loading linked libraries / loading linked libraries at all.
Since Apple only signs the core executable, if they allowed linked libraries you could change out the linked library (with one of the tools I mentioned above) to one which does SomethingNotApprovedByApple / malicious. In theory they could have done the same signature trick with linked libraries but this would be a bit more difficult since they'd have to modify the App Store distribution method to sign a variable number of executable code files.
This also means that should you somehow get an app past their approval process that has dynamic library loading capability, Apple's programmed in a backup process to iOS to automatically terminate any applications that attempt to do it.
... So: ctypes will work (like it does on Python for iOS) to create C data types, structures, etc. - but as soon as you attempt to load a library with it, your python interpreter app would automatically terminate.
Apple really doesn't want arbitrary native code running on your device that they haven't explicitly approved. Sorry folks.
(There was actually an exploit/bug related to this where a guy got around it by loading arbitrary native code into an array in memory - and then marking the memory as executable code. So he didn't load a library, but it was effectively the same - he could run 'unapproved' native code on the device. He published a proof of concept in the App Store and reported it to Apple. The bug was fixed in the next release of iOS. He was also banned from the App Store and his developer status was revoked.)