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smb big sur

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Xcode 16 Beta macOS Minimum Deployment is now Big Sur?
I just installed both Xcode 16 Beta 6 and Xcode 16.1 Beta. I made a quick macOS test app. In both Xcode 16 Beta and Xcode 16.1 Beta, the Minimum Deployment is limited to macOS 11 Big Sur (specifically macOS 11.5). In Xcodes 15, 14, and 13, the Minimum Deployment could be set down to macOS 10.13. I glanced at Xcode 16's Release Notes and didn't see any mention of 11 Big Sur being the new Minimum Deploy Target for macOS apps. Moving forward, will Xcode 16 be limited to supporting just 5 versions of macOS (Sequoia, Sonoma, Ventura, Monterey, and Big Sur)? Or is this just something for the Beta (a bug perhaps)? Hopefully the Minimum Deployment Target for macOS apps be lowered back down to 10.13. Thanks.
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Aug ’24
Reply to Symbol missing when building in Xcode cloud with Xcode 16 beta and running on macOS 14.6
I have experimented a little more. I can reproduce this issue by: create a new project in Xcode 16 beta 6 with default settings Include any reference to NSDecimalRound() Build an Archive build from Xcode Launch the App. Here is the code I am adding to trigger the crash: public extension Decimal { func rounded(_ roundingMode: Decimal.RoundingMode = .plain) -> Decimal { var result = Decimal() var number = self NSDecimalRound(&result, &number, 0, roundingMode) return result } } This seems very bad so I have filed FB14900250 but this is a pretty big blocker for us to be able to ship anything right now.
Aug ’24
Reply to After the app turns on system expansion and allows network expansion, can the app be deleted?
No, this is not a behavior I'd rely on. A few big issues I see: We have not in fact documented that network extension are copied out of the app bundle and that the app bundle is not in fact required. The fact that this works today does NOT guarantee that it will work tomorrow. I'm not sure that it DOES in fact work today. Deleting an app from /Application should remove it's app extensions and, I believe, doing so through the Finder WILL in fact disable it. If using rm is bypassing that process, then I'd consider that an oversight, not an intentional behavior you can rely on. On the user experience side, you're removing the visible sign of what your product actually does, why it's there, a method to uninstall, etc. The MAJOR reason we require extension to be inside apps it to help make sure that invisible additions to the system are in fact visible. __ Kevin Elliott DTS Engineer, CoreOS/Hardware
Aug ’24
How to prevent screen recording from iOS 18 onwards as isCaptured is deprecated from iOS 18 ?
I am developing an iPhone app related to finance and currently I am using isCaptured value to prevent screen recording by checking the isCaptured value and if it is true then I blur the video recording. It was working fine while using UIScreen.main.isCaptured till iOS 17 . But for iOS 18 it became deprecated and it is not working any more. Below is the obj-c code block. - (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions: (NSDictionary *)launchOptions { if (@available(iOS 11.0, *)) { BOOL isCaptured = [[UIScreen mainScreen] isCaptured]; if(isCaptured){ // Do the action for hiding the screen recording } } else{ // Fallback on earlier versions } return YES; } The replacement sceneCaptureState is working only for a scene-based app which uses UISceneDelegate lifecycle but it's not working for the old structure so now i have that problem, my iPhone app is very big and does not support scenes at all since we are following UIAppDelegate life cycle for years, what shall I do to pre
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Aug ’24
Apple Rejected but app works in my sims/devices
So, I've requested my app to be published to the App store. I am new to apple development, so I don't know what the crash log really says nor how it would apply to my code. The app works on my Xcode simulators and my own device, but according to apple it fails on startup? Apparently, crash report is too big to post, so here is my App Delegate: // // AppDelegate.swift // YorkCougars // // Created by ADMIN on 8/13/24. // import Foundation import SwiftUI import WebKit import FirebaseCore import FirebaseAuth import FirebaseMessaging class AppDelegate:NSObject,UIApplicationDelegate,UNUserNotificationCenterDelegate, MessagingDelegate{ func registerForNoti(application:UIApplication){ UNUserNotificationCenter.current().delegate = self let authOptions: UNAuthorizationOptions = [.alert, .badge, .sound] UNUserNotificationCenter.current().requestAuthorization( options: authOptions, completionHandler: { _, _ in } ) application.registerForRemoteNotifications() } func application(_ application:UIApplication, didFin
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Aug ’24
Apple care+ in Hungary
I have a big issue with Apple care+. I am from Hungary, but I have bought my phone on a trip in Netherlands, bought the Apple care+ with the phone together. I come back to Hungary and a few months later crashed my phone. I would like to use my advantages of my Apple care+, I mean I would like to exchange my for 99€ as in the contract, but I can’t because in Hungary there is no original Apple store and service. Here is my question: How can I solve this problem?? Thank you in advance! Best regards, Attila
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Aug ’24
Reply to How to make Bluetooth transfer rate faster
While we a have a number of recommendations on how to make Bluetooth connections more efficient, controlling Bluetooth transfer rate when using two iPhones is a bit more difficult, because, unlike when you are communicating with a BLE accessory which you may have access to their firmware, you would not be able to control certain connection parameters on an iPhone, which contribute to the overall transfer rate. Additionally, the connection parameters chosen by a specific iPhone at a specific time will not be the same as another iPhone at another time, because iOS may choose certain parameters that are optimum for various things, like power savings, device state, and also to work without interfering whatever else might be going on on the device at the time. And not necessarily choose the optimum settings for the fastest transfer rate. Also things might change between iPhone models and iOS versions. Because of all this, even if you were to establish a goal transfer rate in your tests, you cannot guarantee that t
Topic: App & System Services SubTopic: Core OS Tags:
Aug ’24
Reply to VisionOS system Boundary
Hello I’m actually building a fully immersive VR experience using big space VR like even if you have a vr environment, that environment will be fully matched to a big empty room, so I’m sure there will be no danger for the user, also my undergrad thesis is to create a haptic glove to work in the Vision Pro in escape room settings, so I need to be able to walk around the unity built VR, in order to interact with The scene I’ve built, I want to do a proof of concept of if you can walk around the space instead of locomotion or teleport will address motion sickness, Im also experimenting some IoT modules to be placed in the room for temp feedback
Topic: Spatial Computing SubTopic: ARKit Tags:
Aug ’24
PTT framework problem after idle ( recording muted by OS )kaj23
We have been successfully using the PTT (Push-to-Talk) framework in our application since the release of iOS 17. Audio is recorded by pressing a PTT button and speaking after the PTT framework initiates an AVAudioSession. While the PTT framework has generally worked well since the iOS 17 release, we have received reports that, on occasion, after the app has been idle for a while ( when I have seen it my phone has been in flightmode over night), it suddenly records only silent audio. This issue does not occur every time but sporadically. For users experiencing this problem, pressing the PTT button results in no “PTT framework start sound,” and only “empty sound” is recorded. The only solution to restore audio is restarting the device. Restarting the app alone is insufficient, though leaving the PTT channel and rejoining it also resolves the issue. I have reproduced the problem several times and observed that everything appears normal within the app. We receive an active AVAudioSession from the PTT framework, a
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Aug ’24
Cinema 4D to Reality Composer Pro
Hello Dev team, 3 weeks I'm looking for how I can export a static Cinema 4D objects WITH TEXTURES to Reality Composer Pro ! I can export it directly on USDA format and it works well for the 3D model in Reality Composer Pro, BUT, I can't have the textures on my model. My model is simple not colored ! Of course I expect to have textures applied on the good place and same appearance I've in Cinema 4D. Could you give me a process to do that please ? I'm using Cinema 4D R25 and Last XCode and Reality Composer Pro beta versions. Big big thanks to the one could help me on this. It will unblock many things to me!!!! Cheers Mathis
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Aug ’24
Would like feedback on handling multiple button presses while live activity intent Is processing
I am working on a live activity with a button that will do a network call when pressed on. I want to make sure that it can only be pressed once, and then ignored while the request is processed. This is what I did: Since it seems that a new intent object is created for each button press, I am using a static synchroniser like this: private var _isBusy: Bool = false private var _timestamp: Date? = nil private let queue: DispatchQueue private let resetInterval: TimeInterval init(resetInterval: TimeInterval = 60, queueLabel: String = default.synchronizedBoolQueue) { self.resetInterval = resetInterval self.queue = DispatchQueue(label: queueLabel) } var isBusy: Bool { get { return queue.sync { return _isBusy } } set { queue.sync { _isBusy = newValue } } } func setIfNotBusy() -> Bool { return queue.sync { let now = Date() if let timestamp = _timestamp { if now.timeIntervalSince(timestamp) > resetInterval { // Reset if it was more than the specified interval ago _isBusy = false _timestamp = nil } } if !_isBusy {
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Aug ’24
Reply to Delay in APNS notification delivery
One of our customer has reported that pushes are delivered with big delay. Pushes are send to APNS in less than 5 seconds as per our statistics but it takes sometimes up to 5 minutes for notifications to arrive on devices. I have investigated many, many issues like this and, in the VAST majority of cases, they could ALL be summarized as: A network (the device did not have a working network connection) or hardware (the device was not turned on) level issue meant it was unable to communicate with our push servers. At some later point a working connection was established with out servers. The push reach the device IMMEDIATELY after that connection was established, typically reaching the target apps in <1s of the connection being reestablished. ALL significant delivery delays on the device side were caused by the target app itself, NOT the system. In concrete terms, when it takes 6s for a push to reach a voip app AFTER it's reached the iOS device, it's because it took ~6s for that voip app to finish l
Aug ’24