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smb big sur

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What is the reason for the CLLocationmanager.locationServicesEnabled() "invoked on main thread" warning?
I am looking into a piece of old code where the mentioned method is called. + (bool)isLocationServicesEnabled { return [CLLocationManager locationServicesEnabled]; } I'm getting the classic This method can cause UI unresponsiveness if invoked on the main thread. Instead, consider waiting for the -locationManagerDidChangeAuthorization: callback and checking authorizationStatus first. I have 2 questions: What is that error about, really? The locationServicesEnabled() has nothing to do with authorisation, it's just about the location services settings global on-off switch? (the authorisation check is .authorizationStatus) I don't understand why that call is such a big issue? It's just a setting? Why would that be so costly? Thankful for pointers! Have a good one
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1.2k
Sep ’24
Reply to block all USB devices
Hi, What is the easiest way to implement such blocking? Starting with the bottom line question first, the big question I'd ask here is what you're actually trying to block and why. I'm not sure there is any good way to block everything at the USB layer and unless you that's REALLY what you want. Looking at a few specifics: Looks like IOKit does not allow to block USB (at least in user space) The issue that comes up with IOKit is that many of our drivers (including USB) exit the kernel at multiple points. Typically, that means some combination of: -One more more userclients at multiple levels of a given driver stack. On USB, there's a user clients against the IOUSBHostDevice itself, then (typically) one or more IOUSBHostInterface user clients. -Depending on the actual device, the exit out of IOKit may be through a non-IOKit interface that isn't really visible through IOKit. For example, mass storage volume end at an IOMediaBSDClient, which leads to the dev node and then DiskArbitration volume mounting
Topic: App & System Services SubTopic: Core OS Tags:
Aug ’24
Reply to App built with Release configuration and Xcode15.3 or later version will crashes on real devices(iPhone and iPad)
Hi Apple, Thanks for your reply, i tried to use withUnsafeMutablePointer and the crash disappeared. but we did not figure out the root causes: Why it crashed when building with Release configuration and using Xcode15.3 or newer Xcode versions including Xcode beta 16.1? Why it does not crash when building with Release configuration and using Xcode15.2? Why it does not crash when building with Debug configuration and using any Xcode versions? Why it does not crash if it goes into an extra logic if isUsingCharFilter is true? for more detail see If we do not figure out the root cause described above, it has big risk. cause it maybe a bug of Xcode15.3 and newer Xcode versions. Please help to figure out, thanks for your help.
Topic: App & System Services SubTopic: General Tags:
Aug ’24
Indicator of how much time left to fully load a RealityKit 3d Model
I have a quiet big USDZ file which have my 3d model that I run on Realityview Swift Project and it takes sometime before I can see the model on the screen, So I was wondering if there is a way to know how much time left for the RealityKit/RealityView Model to be loaded or a percentage that I can add on a progress bar to show for the user how much time left before he can see the full model on screen. and if there is a way how to do this on progress bar while loading. Something like that
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482
Aug ’24
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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2.5k
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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1.2k
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