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Reply to Controlling the number of Pending Send Completions using NWConnection
Within Network framework, every connection has a send buffer [1]. That buffer has a high-water mark, that is, its expected maximum size. When you send data on the connection, the system always adds the data to the buffer. After that, one of two things happens: If the amount of buffered data is below the high-water mark, the system immediately calls the completion handler associated with the send. If not, it defers calling your completion handler. That is, it holds to on the completion handler and only calls it once the amount of buffered data has dropped to a reasonable level. If you have a lot of data to send, the easiest approach is to send a chunk of data and, in the completion handler, send the next chunk. Assuming the network is consuming data slower than you’re producing it, the amount of buffered data will rapidly increase until it exceeds the high-water mark. At that point the system will stop calling your completion handler, which means you’ll stop sending new data. This gives the network tranport a
Jan ’25
Can the current implementation of lock screen widgets match what behaviors of the deprecated Today Extensions?
In the past it was possible to use the Today Extensions to do some background processing without having the unlock the phone. This was extremely useful for application, but now with the current WidgetKit we face the problem of sometimes having to enter the lock screen code if face Id fails, or is not available. With the Today Extension, we were able to initiate a location request and send an HTTP request. Is there any way to get a similar request chain across on the latest OS? Maybe there is something out of the box that we are not thinking of. Our application is highly time sensitive and in the field the lock screen delay can be a big problem and put a users safety at risk, so this is why I ask.
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Jan ’25
Unexpected Behavior: PointerEvents do not permit simultaneous pencil and multitouch at the same time. Discussing Workarounds
For many years, I've noticed that although in native code I can handle continuous and simultaneous Apple pencil and touch inputs using UIKit, Safari and WKWebView's PointerEvents only seem to allow you to use one input type at a time. i.e. Apple Pencil down blocks touch input until lifted and touch input blocks Apple Pencil input. It's as though requiresexclusivetouchtype has been set in the underlying webkit implementation. There's decades of research (e.g. https://dl.acm.org/doi/10.1145/1866029.1866036 ) and several existing native applications in production showing that multimodal inputs open-up many unique and useful applications and interactions. Even a simple hold object with finger + draw with stylus controls are the norm. I recently built a native application using multimodal simultaneous inputs, but this is impossible to port to web due to the unexpected behavior of PointerEvents (and touch events, and mouse events; any variant exhibits the same behavior). I've researched and attempted to apply every
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Jan ’25
App immediately crashes after re-opening with no crash report
I am trying to diagnose a very strange application crash that occurs intermittently under the following conditions App built in release and installed on iPhone App is in the background (e.g. close the app and open a different app without fully force quitting it) When these conditions are present, and I re-open the application by clicking on it's icon on the home screen, the app shows briefly on the screen and then immediately quits. This happens maybe 50% of the time when these conditions are present, but it does not create a crash report and there are no jetsam reports from the time of the crash either. I was able to capture a sysdiagnose immediately after the crash (within 3 seconds), and I have reviewed the logs to help me determine a possible cause, but none of the logs seem to be causing it. I am putting some potentially relevant log lines below, and I am attaching the logarchive. Additionally, the entire application is open source here on github, and the crashing :( version of the app is available here
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Jan ’25
Reply to iOS doesn't handle incoming call of Local PUSH when receiving a Local PUSH after receiving an APNs PUSH
my server(PBX) requests a VoIP(APNs) PUSH notification to the APNs. But my app does not receive the VoIP(APNs) PUSH. At this time, my app is running on LAN (Wi-Fi without internet connection), as a result, NetworkExtension was running. so I think this is normal behaviour. Just to clarify here, the system doesn't differentiate or attempt any kind of de-duplication or arbitration between VOIP pushes and the network extension. The voip push can fail to reach your device because the device is on an isolated network, but that's no different than any other failed voip push. 14:55:11 PM: There is an incoming call from the my server(PBX) via local net, and NetworkExtension calls iOS API(API name is reportIncomingCall). However, iOS does not call the delegate didReceiveIncomingCallWithUserInfo for the reportIncomingCall. 14:55:11 PM: At almost the same time, iOS calls the delegate cdidReceiveIncomingPushWithPayload of VoIP PUSH. (instead of call the delegate didReceiveIncomingCallWithUserInfo for the reportIncomingCal
Jan ’25
Reply to Issue in Sequoia OS(15.2) with USB FAT32 remounting, when monitored with ES_EVENT_TYPE_AUTH_MOUNT event
Description: The issue with USB FAT32 is seen in Sequoia OS. Most of the times issue is seen when FAT32 USB is mounted along with other USBs like XFAT. The scenario is where USB mounting is monitored using Endpoint Security framework event ES_EVENT_TYPE_AUTH_MOUNT and when event is received, it will be denied for mounting is it is in read-write mode. And, program tries to mount the USB in read-only mode. I'm not sure of exactly what's going on in your code, but I have a number of issues and concerns: If you're going to be blocking/altering mounts, then I strongly recommend that you use DiskArbitration as your primary blocking system, with ES acting as your security backstop. The issue here is that DiskArbitration is a higher level API that's better integrated into the system, which should make the entire user experience smoother. Related to that point, I haven't tested this but I believe you could initiate your read-only mount in (or shortly after) the disk appearance. For the standard automount path (basical
Jan ’25
Reply to Auditing code signatures
The Inside Code Signing technotes have to strike a delicate balance between: Helping developers understand how this stuff works, and Discussing too many implementation details The end result was that they don’t go into minute detail — they’re not a specification of the code signature format! — and I put a big disclaimer at the top of each technote (-: And with that in mind, let’s look at your specific question: [quote='772761021, SteveM-JC, /thread/772761, /profile/SteveM-JC'] is there a way to recreate that blob given a signed artifact? [/quote] Not in a way that DTS is prepared to support. The signing code is in Darwin so you could rummage around there to see what’s what. However, this isn’t something we support because these low-level details of code signing have changed in the past and could well change again in the future. Having said that, I understand your desire to track the origin of signed artefacts, and it’d be nice if we could create a supported path forward. I encourage you to file an en
Topic: Code Signing SubTopic: General Tags:
Jan ’25
Reply to Why is SKPhysicsBody not picking up alpha?! SpriteKit for a WatchOS game.
My content does fill the entire screen. I am also using SKShapeNode for the game's area and my level background that I need collision on. When using alphaThreshold: 1.0, no collision happen. When removing the alphaThreshold, collision happen instantly, even in the hollowed/transparent area of my level background asset. Some context: A rocket spawns on a base. The rocket moves within the transparent area of the background, and collides with its when hitting the opaque area of the background (walls) GameScene.swift Level1View.swift Here is the test level background image I am using, a big white square, with a smaller hollow square in the middle of it:
Topic: Graphics & Games SubTopic: SpriteKit Tags:
Jan ’25
NSScrollView scrolling hitch
When scrolling a basic NSScrollView there seems to be a sudden jump after each flick. Scrolling does not appear smooth and is disorientating. A scroll jump seems to happen directly after letting go of a scroll flick using a trackpad/mouse. Right at that moment the scroll turns into a momentum scroll, slowly decreasing the speed. But the first frame after the gesture the content jumps forward, more than what is expected. Observations: Counterintuitively, scrolling appears to be smoother when disabling NSScrollView.isCompatibleWithResponsiveScrolling. If disabled using a custom NSScrollView subclass there is no large jump anymore. Scrolling also appears to be smoother using a SwiftUI ScrollView. I assume that has the same behaviour as a disabled isCompatibleWithResponsiveScrolling Ironically a WKWebView scrolls much smoother. No sudden jump is observable. It also seems to scroll with faster acceleration, but the individual frames do appear smoother. Why is this better than a native NSScrollView? Elastic scrolli
Topic: UI Frameworks SubTopic: AppKit Tags:
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Jan ’25
Forcing Reflow in Safari/Chrome on iOS When Switching from overflow-x: hidden to overflow-x: scrollcroll tant que l'utilisateur maintient son doigt sur l'écran
Hello everyone, We are encountering a specific issue on iOS devices (iPhone 15 Pro in our case) when using Safari and Chrome. The problem occurs when switching an element's overflow-x property from hidden to scroll while the user keeps their finger on the screen. Problem Description: The overflow-x property change does not trigger a reflow or render update immediately. This behavior causes the element to remain visually stuck in the previous hidden state until the user lifts their finger and interacts again. Context: The element is animated. The issue happens consistently when the user's finger remains on the screen during the property transition. What We’ve Tried: Explicitly forcing styles using element.style in JavaScript. Triggering element.offsetWidth or getBoundingClientRect() to force reflow. Applying manual transform changes in combination with overflow updates. Unfortunately, none of these approaches resolve the issue in real-time while the user’s finger is on the screen. Questions: Is there a recomme
Topic: Safari & Web SubTopic: General
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Jan ’25
Reply to UDP Broadcast on iOS18
[quote='821608022, tpitman, /thread/771139?answerId=821608022#821608022, /profile/tpitman'] Why did this work last summer? [/quote] I’m not sure. The issue here is that, when you do this wrongly, your code ends up relying on undefined behaviour. That behaviour can change for all sorts of reasons, so it’s hard to say exactly why something failed or worked. So, rather than focus on why it stopped working, my general advice is that you focus on getting it working, and getting it working in a way that won’t break in the future. Which brings me back to the big picture. What are these broadcasts meant to do? That’ll inform how you decide which set of interfaces to broadcast on. For example, if the user connects an Ethernet interface to their iOS device, do you want the broadcasts to be sent over Ethernet, over Wi-Fi, or both? Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
Jan ’25
Why is SKPhysicsBody not picking up alpha?! SpriteKit for a WatchOS game.
So I'm trying to use SpriteKit to make the background of my game. The walls have alpha 1.0, and the safe area alpha 0 and fully transparent. (e.g. a big black square with a smaller transparent square in the middle of it). Yet sprite kit always assume the entire image is either fully opaque or fully transparent. That defies its purpose isn't it? Is there a way to make this work?
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Jan ’25
[Xcode:BuildSettings] Keep some warnings as warnings while the rest as errors
We have a big iOS project and we are using .xcconfig files to define our compiler options and build settings. We have our SWIFT_TREAT_WARNINGS_AS_ERRORS set to YES so that all Swift related warnings will be reported as errors. Now, we are trying to migrate to Xcode 16.1 and set 'targeted' in the 'Strict Concurrency Checking' flag. This produces some errors that are related to Swift's concurrency checks. We are now planning to have an approach where we still want to keep SWIFT_TREAT_WARNINGS_AS_ERRORS as is but we want all concurrency related warnings to be still treated as warnings while the rest will get reported as errors. We found this new compiler option - https://forums.swift.org/t/warnings-as-errors-exceptions/72925. It looks like the one we want but I think it is still not out yet and we need to wait until Swift 6.1 (correct me if im wrong). Or is there any other way to do what we want to achieve?
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Jan ’25
stop content filter causing smb shared folder connection interruption
hi all. I’m working on a content filter system extension on MacOS. I try to disable the filtering in system settings, and it will cause smb shared folder connection interrupted. what I do in stopFilterWithReason:completionHandler: is waiting for the connection that is being filtered be allowed, then invoked the completionHandler. did I do something wrong here? is there a way to avoid the connection interruption?
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Jan ’25
Reply to iPad internal GPS receiver channels
Hello, I think that all the EFB Admins dealing with iPad devices are struggling with the same issue. Apple will never tell you this information. I've tried to request it several times since 2015. Some years ago, Jeppesen said that as far as you have an accurate gps signal, you will have the location on FDProX. If the signal strength is not enough, then it will dissappear and will not be displayed. At the end, we have the AMM and we cannot use it because we cannot prove that the iPad's built-in GPS receiver has 12 channels. Apple should provide this information. They are fully aware that airlines are big users of this product. C'mon guys, the only thing you have to do is to write a statement in the specifications saying that! We don't want to know the manufacturer name of that antenna! Only how many channels there are!
Topic: App & System Services SubTopic: Hardware Tags:
Jan ’25