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Reply to Widget error upon restore iPhone: The file "Name.sqlite" couldn't be opened
I confirmed upon restore the sqlite file exists but sqlite-wal does not - it won’t open without that file. Correct. For context, WAL stands for Write-Ahead Logging and is part of the architecture sqlite uses to maintain data integrity. I guess/suspect that it's not be backed up because, assuming the database is being properly managed, it should generally be empty anytime it would have been backed up (because the contents were merged into the file at close/suspend). You can read more about it here: https://www.sqlite.org/wal.html But the critical point is: ...Beginning with version 3.22.0 (2018-01-22), a read-only WAL-mode database file can be opened if the -shm and -wal files already exist or those files can be created or the database is immutable. SO, basically, yes, what you're seeing is expected behavior. Shifting to the workaround side, I would to three things: (1) Implement a fallback there's a problem, open the app UI. It's likely that you've identified the primary (possibly only) issue here, but I'm a
Jun ’25
Reply to FSKit module mount fails with permission error on physical disks
However, since the default NTFS read-only driver is already present in macOS, this introduces an additional challenge. Please file a bug about this specific case (system r/o NTFS driver blocks r/w FSKit driver) and then post that bug number back here. While the basic behavior (prioritizing KEXTs over FSKit) is reasonably justifiable and difficult to address, I think the specific issue around r/o NTFS is important (and narrow) enough that we might want to consider a special cased solution. So, the proper solution (using DiskArbitration) seems to be blocked architecturally Note that there is also a bug in DiskArb that is preventing FSKit volumes from working correctly. See this thread for more details. This leaves mount -F as the only means to mount the NTFS volume via FSKit. You might also try including -t nontfs. I haven't tried it, but I believe that would exclude the kernel NTFS driver while leaving yours as an option. However, even that doesn't work for volumes on real (non-RAM) disks due to permission iss
Topic: App & System Services SubTopic: Core OS Tags:
Jun ’25
Reply to iOS 18 beta bug: NavigationStack pushes the same view twice
After multiple testing of my solution above I ran into other issues (that occur on iOS 18.0 no matter if this fix is in place or not). A view is pushed back after I pop from it. Any help would be greatly appreciated. It might be because I am using @Environment(.dismiss) var dismiss but the app is too big to completely break it apart just because Apple broke the navigation of SwiftUI in iOS 18.0. Guess I have to accept it and show some message to users on this specific iOS version.
Topic: UI Frameworks SubTopic: SwiftUI Tags:
Jun ’25
App clip size with dependency SDK in it.
I just started with App Clips so quite new to it. One of our dependencies is very big in size (85+ MB) which is making the app size almost 87MB's uncompressed and 40MB's compressed with just this dependency and no other app clip related code in it. I created a App Thinning size report for the app clip and even with bigger app clip size, I decided to upload the beta build to App Store Connect for testing purposes. On App Store Connect, app clip size is 70+ MB and to my surprise it passed the App Store Connect review and I was able to install this app clip on my device from Test Flight. If I add functionality to the app clip with this bigger dependency SDK, then the app clip size is going to increase further and am worried that it could get rejected when I push it to app store. Minimum iOS version of the app is 16.4, so my understanding is that the maximum app clip size allowed is 15MB. Am trying to figure out, how the app clip build was approved on app store connect and if dependency sizes in app clip
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Jun ’25
Reply to What good is NSBitmapFormatAlphaNonpremultiplied?
Perhaps you may be able to get at the data you're interested in by extracting the NSBitmapImageRep from your NSImage and accessing the data you want in there. Yes, I can do that, but then I'm not sure whether I'm dealing with big-endian or little-endian data, whether alpha is first or last, maybe even whether the data is 16 bit or floating-point, so it's a pain. The trouble with vImageUnpremultiplyData_ARGB8888 is that unpremultiplying is a lossy operation. In the extreme case, if the alpha value is zero, you have no idea what the original RGB values were.
Topic: Graphics & Games SubTopic: General Tags:
Jun ’25
Reply to New developer question - exporting Apple Watch data to central server
Nothing to do with networking is ever “basic” |-: [quote='788567021, Cassian93, /thread/788567, /profile/Cassian93'] [what’s] the best way to take consenting users' Watch data from Apple Health Kit and send it to our central server? [/quote] The best approach depends on the networking protocol spoken by your server. Presuming it’s HTTPS, I generally recommend using URLSession directly from your app. URLSession supports two style of session: Standard sessions Background sessions A standard session is best for small amounts of data where latency is critical. A background session is best for situations where latency isn’t such a big deal, or where you have a lot of data to upload. URLSession is one of our better documented APIs. Start with URL Loading System. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
Jun ’25
Game Rejected due to 4.3 Design Spam!
So game I created a racing game with open world , all content was made by me from scratch , I understand the appstore was flooded by racing games like mine , but if u compare , test and etc it has been much better , when I started to develop this game , I think about quallity and good experience for users because I've seen what a trash games on the appstore , with screenshots from gta 5 and the game by itself is really just an asset , I aldo bought an asset , but I modified amd added an half of things in this car physics asset , more than half of this asset modified , I'm worked on this game about 4 years , I have big plans for this to update and work more to give to users a console like physics and experience , right now I tried to add some features to my game and adding online mode , the main idea of The game was an open world racing game like forza horizon , with similar car physics , tuning system , and in feature updates with online races , rankings and etc , so what to do right now idk , just t
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Jun ’25
Having trouble with Accessibility API of the ApplicationServices framework
After replacing Big Sur OSX 11.0 with the latest 11.5, my app's AXObserverAddNotification methods fails. Here is sample code I tested from StackOverflow: https://stackoverflow.com/questions/853833/how-can-my-app-detect-a-change-to-another-apps-window AXUIElementRef app = AXUIElementCreateApplication(82695); // the pid for front-running Xcode 12.5.1 CFTypeRef frontWindow = NULL; AXError err = AXUIElementCopyAttributeValue( app, kAXFocusedWindowAttribute, &frontWindow ); if ( err != kAXErrorSuccess ){ NSLog(@failed with error: %i,err); } NSLog(@app: %@ frontWindow: %@,app,frontWindow); 'frontWindow' reference is never created and I get the error number -25204. It seems like the latest Big Sur 11.5 has revised the Accessibility API or perhaps there is some permission switch I am unaware of that would make things work. What am I doing wrong?
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Jun ’25
Reply to Screens added / removed continually when display turned off
The screens are both HDMI TV's, no USB hub. Interesting. How similar* are the two TVs? *Age, manufacturer, etc. The gap between these events is every 2-10 seconds. CGDisplayIsActive and Online returns true and Asleep returns false for all screen representations, physical or virtual. Huh. Further clarifying, what state is the machine tending to live in? In other words, which screen is it claiming to be attached to most of the time (while the display is off)? Also, the big question here is still this: Is the machine supposed to be asleep? __ Kevin Elliott DTS Engineer, CoreOS/Hardware
Jun ’25
Reply to CarPlay not working on iOS 26 beta
Just wanted to check here to see if anyone else is running into the issue of CarPlay not working at all on iOS 26 Beta 1, even with the update on Friday. I plug my phone in (wired) and CarPlay never shows up. I've seen a Reddit thread where other folks are seeing the same thing. Have you filed a bug on this and, if so, what is the bug number? One thing to keep in mind here is that whether or not other people are experiencing a given issue doesn't actually matter when it comes to file bugs on our beta seeds. If think* you're experiencing a problem, then you should file a bug. That's true if you're the only person who seems to be having a given problem or if you find lots of people on the internet complaining about the problem. That's because, among many other reasons: It's entirely possible for a variety of unrelated problems to present the same way at the end user level. Even if EXACTLY the same problem is happening on all devices, it's entirely possible that the specific circumstances and details are very di
Topic: App & System Services SubTopic: Drivers Tags:
Jun ’25
Reply to Additional Questions Regarding App Launch Timing
I can't speak to timing, but what will happen has to happen in an iOS update. There will be a future version of iOS where an application that does not support the scene-based lifecycle will not launch. So, let's look at the options: You have an existing app on the App Store. You released it ages ago. It uses the app lifecycle. You have not updated it to use the scene-based lifecycle. This app will launch on older versions of iOS, but it will not launch on the new version of iOS. (This will trim a lot of old apps from the App Store.) You have an existing app on the App Store. You released it ages ago. It uses the app lifecycle. You update it to use the scene-based lifecycle. This app launches on the old versions of iOS, and the new version of iOS. You're developing an app in Xcode that supports an older version of iOS that allows the app lifecycle method, and your app uses that app lifecycle method. You can build this app and run it on that version of iOS without issue. It launches fine. If you attempt to run
Topic: UI Frameworks SubTopic: UIKit Tags:
Jun ’25
Reply to Push-to-Talk: Disable “Leave” Button in System Screen & APNs Only Triggered Once
Would it be possible to disable or hide the “Leave” button in the system screen? No. You can certainly file an enhancement request asking for use to provide/tweak what we show here, but the system is always going to provide some way for the user to directly stop the PushToTalk session. That's because one of the primary goals of the PushToTalk framework was providing user level control over this. I only receive the APNs push notification “type: voip-ptt“ once per active channel. My forum post here goes into this in depth, but the quick summary is that you shouldn't think of the PushToTalk framework's channel as the same thing as your apps. The PushToTalk framework's channel is simply it's connection to your app. There will ONLY ever be one of them and you should not be creating/leaving/joining that channel dynamically. You join it when your PTT session starts and you don't leave it until you session is done. Again, see my other forum post for more details on that means in practice. My app is running in the bac
Topic: App & System Services SubTopic: General Tags:
Jun ’25
Reply to ShazamKit supported for iOS apps that can run on Mac silicon?
Yesterday, I announced on another thread that the bug disappeared: I can announce that this bug has magically disappeared with the latest version of Xcode Version 16.3 (16E140) installed on my Mac. I never got any response back from Apple directly whether this was a bug or not and whether this has been solved in whatever shape or form. Completely in the dark and just by retrying over and over again I finally discovered the bug has been fixed. I would really like to understand what is the purpose of the Feedback Assistant other than a big black hole where you submit a bug into without ever getting any valuable feedback. Very disappointed the way Apple's support for developers is working, given the yearly fee you have to pay. Happy, the bug is miraculously solved so I finally can provide an update of my app that works for Mac (designed for iPad) situations again. However, with a new update of my app submitted to App Store I once more hit the same bug. So not resolved yet.
Topic: Media Technologies SubTopic: Audio Tags:
Jun ’25
Reply to My app refuses to run a print job
So, the key detail in you post is actually this: I make a new project with a different name it works without a hitch, this error only occurs with projects with the same bundle identifier as my old app. Outside of a few odd edge cases that don't apply here, as far as the system is concerned your bundle ID is what defines YOUR app. That is: Two app bundles are considered the same app if they have the same bundle ID, even if EVERYTHING else is different. Two app bundles are considered different apps, even if the ONLY difference between them is their bundle IDs. That's important because it's why patterns like this: I make a new project with a different name it works without a hitch, this error only occurs with projects with the same bundle identifier as my old app. ...are almost always caused by data the system is tracking ABOUT your app, NOT your apps own code. The next thing I would do here is perform two simple tests to quickly verify that nothing else might be involved. Starting with the project that's failin
Topic: UI Frameworks SubTopic: AppKit
Jun ’25
Reply to Icon Composer questions...
They said Xcode will just read the .icon file so I assume this is only on macOS 26. I'd love to hear a confirmation of that - I'm not going to load Beta macOS. Beta Xcode was a big enough step for me. Someone asked in the group lab if the .icon files were back portable. The answer was Yes but I think what they meant was you can use the output of the Icon Composer back in older Xcode because they are just PNG or SVG files. (whatever you imported) I seem to remember never coming back from deleting the AppIcon asset. It's in the back of my mind as a Bad Idea! I think I created a new project and copied all my files back in. Probably I didn't have a recent enough commit. Xcode 26 Icon Composer Any Appearance Default Dark Dark Tinted Mono
Jun ’25