Search results for

smb big sur

11,793 results found

Post

Replies

Boosts

Views

Activity

Reply to How to implement server-side authentication for text filtering requests??
Unfortunately I'm still confused. It seems to be being suggested that the app uses App Attest for validation between the app and the server. Then once that validation has been performed, the Message Filter Extension can see that the app/server has been validated and will start functioning. However what does that have to do with the server then subsequently validating https traffic coming from the System which is what the question is about? Once the MFE is functioning, when the handset receives an SMS, the System is going to invoke the MFE and the extension may instruct the system to contact the server. When the system contacts the server, then the server still has no way of knowing if the traffic is coming from a phone or an impersonator of a phone. The fact that the app has performed attestation seems irrelevant to me? The payload that the iPhone system sends to the server is going to be identical whether the app has performed attestation or not. Therefore, when the server receives some incomming https, it c
Jan ’25
Realistic Water Shading
Hi I'm trying to create a water shader using the shader graph in Reality Composer Pro, but quite a few of the features you would need for realistic water rendering appear to be missing. One big issue is the lack of a way to create refraction. We can easily control the transparency of the water by changing the opacity, but how can we distort what we see through the water? I can't find any obvious solution for that. In Unity, they provide a node called HD Scene Color which is basically the scene rendered to an offscreen buffer which you can apply to the water and then distort to get a refraction effect. I guess the Background Blur node could be used for something like this if we could turn off the blur and distort it, but there's no control for the blur and no control for the texture coordinates. Am I missing something? Any ideas are welcome :)
1
0
500
Jan ’25
Sleep, darkwake and Wake on Lan (macos)
Hey everyone, I’m trying to set up something that seems simple in theory but is turning out to be quite tricky: I want to create a system to remotely wake a sleeping Mac. Here’s what I’ve done so far: I’ve enabled “Wake for Network Access” in the settings. I’m sending Wake-on-LAN (WOL) magic packets to wake the machine. However, I’m running into the following issues: The WOL packets successfully wake the Mac, but only for about 30 seconds to 1 minute. Sending repeated packets doesn’t seem to reset the “awake time.” The Mac goes back to sleep even if background processes are running, or if I use tools like Amphetamine to keep it awake. From what I’ve read, waking a Mac via WOL or similar network events doesn’t fully wake the system. Instead, it enters a state called darkwake. Interestingly, accessing shared drives via SMB fully wakes the Mac and keeps it awake as long as I’m actively browsing folders. I’ve also heard that a Plex server can keep the Mac awake as long as playback is detected from a clie
2
0
653
Jan ’25
Reply to Not able to log proc ID in controlFilter
Before we start, I want to reiterate the rules regarding log descriptions that I outlined in your other thread. Coming back to the big picture here, be aware that iOS actively prevents your data filter from exporting information to other contexts. That means, for example, that if you share an app group container with your data filter then the data filter gets read-only access. However, that extends to logging as well. The only reason you can see the log output of your data filter is because it’s signed for development. Once you sign it for distribution, the system prevents it from creating system log entries. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
Jan ’25
Reply to Preparing for Swift Student Challenge on older versions of Xcode
Well, the rules say this: Your app playground must be built with and run on Swift Playgrounds 4.5 or later, or Xcode 16 or later. You may incorporate the use of Apple Pencil. I think this doesn't stop you from using only up-to-Big Sur SDK features, and developing it in Xcode 13 (the latest one available for Big Sur machines). However, you'll need to find out a way to convert your Xcode project to the Xcode 16 format before submitting it (i.e., perhaps open it in Xcode 16 when you finish developing it, on a device that you can borrow, running macOS Sonoma 14.5 or later). I'm not sure if Xcode 13 had support for App Playgrounds (I think it did), but that needs to be checked. You can create an App Playground by going to File > New > Project > iOS > App Playground.
Topic: Community SubTopic: Apple Developers Tags:
Jan ’25
Reply to AppleDouble, aka dotbar, files not removed via Finder
I've having trouble deleting AppleDouble files residing on my custom filesystem through Finder. What's the actual failure? What does the Finder return to the user? And is anything logged to the console? This also affects files that use the AppleDouble naming convention, i.e. their names start with '._', but aren't AppleDoubles themselves. SO, my first question here is why are you dealing with AppleDouble files at all? The AppleDouble format exists because 25+ years ago the original data/resource fork structure was unusual, so a flat file structure was created so that the data streams could be stored separately in single data stream file systems. However, the world has changed enormously since then. More specifically: The resource fork itself is largely gone. With the resource manager gone, we no longer provide any API for manipulating it and the bundle structure has replace the role the resource fork used to serve. The systems own use of multiple forks has actually increased, through the use of extended attri
Topic: App & System Services SubTopic: Core OS Tags:
Jan ’25
Reply to Logging to the Mac's console is totally unreliable, especially with release builds
In general it's just totally unusable and unreliable. It just cannot be be used at all. Why is it this bad? What can be done to make logging reliable and useful? I've spent days and days reading the recommended approaches, trying things out, including the new stuff like OSLog etc. But it remains dreadful. What is the recommended approach to make logging 100% reliable? How are you monitoring the log data? The big issue here is that the systems logging volume is often higher than what can be physically transported by console.app over the network connection to the device. At that point, it's only option is to drop data in order to try and keep up with the current stream. The solution to this issue is to not rely on the live log, but instead collect a sysdiagnose and use Console to access the log archive. I'd also recommend taking a look at Your Friend the System Log for more tips and suggestions on both collection and analysis. There's never any problem with Xcode's console, it's only with the Mac's con
Topic: App & System Services SubTopic: Core OS Tags:
Jan ’25
Will iCloud service lose data access because users are in different regions?
My app uses CoreData based on iOS 13.0 combined with iCloud to store data. This function automatically manages the data collaboration between CoreData and iCloud. Some users have reported that after going abroad, their original data disappeared, and when they returned to China, the data could be displayed normally again. I'm located in Mainland China. I've learned that iCloud data in China is all stored in Guizhou-Cloud Big Data (the data center in Guizhou). Could this problem be caused by display abnormalities resulting from the switching of the iCloud data storage centers accessed in different regions?
0
0
352
Dec ’24
Reply to st_dev of mount point directory is different to device ID of device-file
I have NTFS which is mounted on '/Volumes/usb_vol' What mounted this volume? Was it our read-only driver or was it a 3rd party read/write driver? I believe this is expected Expected is a such a tricky word... I am both: Surprised, in that this is definitely not what I would have expected stat to return. Not Surprised, in that I know that the value returned by stat (and similar functions) are VERY loosely defined, to the point that stat can (in theory) basically return anything. but I have not found any explanation of this behaviour. Are there any explanation of difference these values? I haven't looked into it in detail, but is suspect it's caused by one of two things: If it's our driver, then it's probably a side effect of the user land VFS driver. We've been moving more of our file system over to that system and that transitions changes details of how the file system presents itself to the higher level system. This is the first time I've heard of this, but there are other places where this is visible. If it
Topic: App & System Services SubTopic: Core OS Tags:
Dec ’24
Swift Compiler Issue?
I've encountered a strange issue with Swift and I wonder if this is a compiler error or if I didn't understand something correctly. The following sample code shows a weird issue (please ignore that the demo code itself would not make that much sense in this form, it's just the version from a big and more complicated project, where this would make more sense): class Test { var data: [String:[String:String]] = [:] func test() { let setValue: ((String, String, String) -> Void) = { [weak self] key, id, value in if self!.data[key] == nil { self!.data[key] = [:] } let oldValue = self!.data[key]![id] if oldValue == nil { self!.data[key]![id] = value } } setValue(0, 1, 2) } } When changing the data dictionary through the closure within the test() function, everything works as expected until the if condition where the oldValue is checked against nil. If I set a break point to this condition, the Xcode debugger tells me that oldValue is nil (which is expected), but the code within the if condition is NOT ex
2
0
302
Dec ’24
Tile Shaders performance when writing to tile texture vs. resolve texture
I am working on a custom resolve tile shader for a client. I see a big difference in performance depending on where we write to: 1- the resolve texture of the color attachment 2- a rw tile shader texture set via [renderEncoder setTileTexture: myResolvedTexture] Option 2 is more than twice as slow than option 1. Our compute shader writes to 4 UAVs so just using the resolve texture entry is not possible. Why such a difference as there is no more data being written? Can option 2 be as fast as option 1? I can demonstrate the issue in a modified version of the Multisample code sample.
5
0
543
Dec ’24