Posts

Sort by:
Post not yet marked as solved
0 Replies
5 Views
created a custom PAM module following this and It works fine with etc/pam.d/sudo but doesn't work with etc/pam.d/authorization and etc/pam.d/login. sudo # sudo: auth account password session auth include sudo_local auth sufficient /usr/local/Cellar/cpam/1.0.0/lib/security/cpam.so auth sufficient pam_smartcard.so auth required pam_opendirectory.so account required pam_permit.so password required pam_deny.so session required pam_permit.so authorization # authorization: auth account auth sufficient /usr/local/Cellar/cpam/1.0.0/lib/security/cpam.so auth optional pam_krb5.so use_first_pass use_kcminit no_auth_ccache auth optional pam_ntlm.so use_first_pass auth sufficient pam_smartcard.so use_first_pass account required pam_opendirectory.so Is it even allowed to add a custom PAM to \etc\pam.d\login or etc\pam.d\authorization ? Is it possible to create a mechanism with custom logic and replace it withbuiltin:authenticate,privileged in system.login.console authorization right ? Note: I have also tried moving the .so file to /usr/lib/pam but it failed even after disabling SIP.
Posted
by
Post not yet marked as solved
0 Replies
4 Views
I'm trying to upload my app with Tap to Pay on iPhone functionality. However, I'm getting error message "Profile doesn't include com.apple.developer.proximity-reader.payment.acceptance entitlement." I've confirmed many times that I have the distribution profile with this capability. Any idea what might be the issue? The development environment works perfectly.
Posted
by
Post not yet marked as solved
0 Replies
13 Views
I implemented a store kit in my application, which was working fine until the last three months. Recently, we have encountered an issue where the store kit screen automatically dismisses when attempting to purchase an in-app product using the UPI payment method. This issue specifically occurs with consumable products. Our non-renewable products are working fine with the same code base.
Posted
by
Post not yet marked as solved
0 Replies
21 Views
Is there a way out of the WeatherKit REST API to get a textual summary of the weather like the iPhone app from Apple shows? Right now the local forecast on the iPhone app says "Sunny conditions from 7pm-8pm, with partly cloudy conditions expected at 8PM". Is this something the app rolls on it's own or is there a attribute-value pair in one of the returned JSON datasets that has this text. It's not in the "forecastDaily" dataset. *Humorous that it says "Sunny conditions from 7pm-8pm" because that's about the time the sun is setting. That forecast was from 1PM.
Posted
by
Post not yet marked as solved
0 Replies
30 Views
Hi all , We are planning to manage about 1 Million+ Apple devices of inclusive of both iPhone and Mac devices under a AxM Account. However while adding VPP Licenses for an App i'm prompted with below error: " You cannot order more than 100000 copies of same the free item per week" While our goal is to manage 1 Million devices under same Location token , i have below questions in mind 1 . What is the upper limit of number of Licenses that can be added per app in a Location token? Currently it says 1 Lakh Licenses per app per week . Wanted to know if there is any limit on this count as it shouldn't surprise us in upcoming weeks. 2 . How many Locations can be created in a AxM Account? Currently we created about 15 location to see if there are any limit but so far couldn't find any limit on number of locations that can be created. This limit could help us plan our deployment in advance 3 . What is the total number of licenses a VPP Location token can hold ? As we manage 1 Million Devices for 12 Apps , 1 Million x 12= 12 Million licenses would be transacted in this location token by our MDM Solution , is this okay or will there be any limitations in this count
Posted
by
Post not yet marked as solved
0 Replies
20 Views
I have a view which is a form allowing me to edit details of a category item. In the toolbar, there is a button called "Cancel," whose sole function is to call the rollback function in the ModelContext class. This function should allow you to revert any changes made to the context. However, it appears that this rollback function is neither triggering the view update nor working properly, as I need to restart the app to see the changes reverted which just work when the property "isAutosaveEnabled" is set to false. Container configuration goes below import SwiftUI @main struct Index: App { var body: some Scene { WindowGroup { Window() } .modelContainer( for: [ Bill.self, Category.self ], isAutosaveEnabled: false, isUndoEnabled: true ) } } Rollback usage that don't work import SwiftUI import SwiftData import Foundation struct CategoryForm: View { @Environment(\.presentationMode) private var presentationMode @Environment(\.modelContext) private var modelContext @Bindable var category: Category var body: some View { NavigationStack { Form { Section( header: Text("Basic Information"), content: { TextField("Title", text: $category.name) } ) } .navigationTitle("New Category") .navigationBarTitleDisplayMode(.inline) .toolbar { // Cancel Button ToolbarItem( placement: .topBarLeading, content: { Button( action: onCancel, label: { Text("Cancel") } ) } ) // Done Button ToolbarItem( placement: .topBarTrailing, content: { Button( action: onDone, label: { Text("Done") } ) .disabled(category.name.isEmpty) } ) } } } func onCancel() { modelContext.rollback() presentationMode.wrappedValue.dismiss() } func onDone() { modelContext.insert(category) do { try modelContext.save() } catch { fatalError("Failed to save category") } presentationMode.wrappedValue.dismiss() } }
Posted
by
Post not yet marked as solved
0 Replies
26 Views
This code to write UIImage data as heic works in iOS simulator with iOS < 17.5 import AVFoundation import UIKit extension UIImage { public var heic: Data? { heic() } public func heic(compressionQuality: CGFloat = 1) -> Data? { let mutableData = NSMutableData() guard let destination = CGImageDestinationCreateWithData(mutableData, AVFileType.heic as CFString, 1, nil), let cgImage = cgImage else { return nil } let options: NSDictionary = [ kCGImageDestinationLossyCompressionQuality: compressionQuality, kCGImagePropertyOrientation: cgImageOrientation.rawValue, ] CGImageDestinationAddImage(destination, cgImage, options) guard CGImageDestinationFinalize(destination) else { return nil } return mutableData as Data } public var isHeicSupported: Bool { (CGImageDestinationCopyTypeIdentifiers() as! [String]).contains("public.heic") } var cgImageOrientation: CGImagePropertyOrientation { .init(imageOrientation) } } extension CGImagePropertyOrientation { init(_ uiOrientation: UIImage.Orientation) { switch uiOrientation { case .up: self = .up case .upMirrored: self = .upMirrored case .down: self = .down case .downMirrored: self = .downMirrored case .left: self = .left case .leftMirrored: self = .leftMirrored case .right: self = .right case .rightMirrored: self = .rightMirrored @unknown default: fatalError() } } } But with iOS 17.5 simulator it seems to be broken. The call of CGImageDestinationFinalize writes this error into the console: writeImageAtIndex:962: *** CMPhotoCompressionSessionAddImage: err = kCMPhotoError_UnsupportedOperation [-16994] (codec: 'hvc1') On physical devices it still seems to work. Is there any known workaround for the iOS simulator?
Posted
by
Post not yet marked as solved
0 Replies
25 Views
Hello Developer Community, I hope you all are doing well. We need your help to find out about one issue in Mac application deployment outside the App Store. As required notarization, if we want to release the product outside the App Store. We have built the application in ElectronJS and signed it with Developer ID Installer. The next step is notarization, where we get the issue. It says, "Team is not yet configured for notarization." We raised the problem with the Apple team 6 months ago and are still getting the same response from them: "Our engineering team is working on it." without having a timeline. I want to confirm if someone has had the same issue, how long it can take to resolve this, or if you have any solutions. Your support means a lot to us. Thanks. Dhiren Patel
Posted
by
Post not yet marked as solved
1 Replies
34 Views
Is anyone else having the same problems. We been contacting Apple for almost two week, have raised at least 3 or 4 claim tickets to get our issue resolved, but Apple does not/has not responded? Does anyone have recommendation as to what we can do. We are losing money as we cannot open up our App? Thanks, CDL
Post not yet marked as solved
0 Replies
36 Views
Hi there, I'm trying to upload a new build to my app, but I have a windows computer, so seems transporter is out of the equation. Any recommendations to upload the new ipa? A contractor with a mac took care of the original publishing of the app so I'm on my own for this one. Thanks! Evan
Posted
by
Post not yet marked as solved
0 Replies
44 Views
I am trying to find the following icon. I have gone through all the icons in SF Symbols 5.1 but have been unable to locate it. Does anyone know what this icon is or how I can get it?
Posted
by
Post not yet marked as solved
0 Replies
30 Views
I was wondering if anyone knows why the sample project uses Task.detached everywhere because it seems highly non-standard, e.g. in ContentView: .task { Task.detached { @MainActor in await flightData.load() } } Instead, I would expect to see something like: .task { flightData = await controller.loadFlightData() } Or: .task { await controller.load(flightData: flightData) } Is the use of detached perhaps an attempt to work around some issue with ObservableObject published updates?
Posted
by
Post not yet marked as solved
0 Replies
40 Views
I have an app that utilizes the Network Extension ( Packet Tunnel Provider ), but also uses MDNS to find local devices for data transfer via Network Extensions. However, once connected over Peer to Peer using AWDL0 or NWConnections, it works as expected until a user shuts the screen down. It looks like there's a difference in behavior when the device is plugged in vs when it's on just battery alone. So we can be happily sending data over p2p ( awdl0 ) then a screen shuts off and it kills the connection. Is this expected behavior and if so is there documentation? Also, Network Extensions do not appear to be able to discover over P2P, they can only connect to endpoints directly. Is this expected behavior? My thoughts; If a user allows both the Network Extension Permission and Local Network Permissions that the Network Extension should be able to discover peers via p2p. The connections ( if not asleep ) should stay active while in use.
Posted
by
Post marked as solved
2 Replies
43 Views
I want to automatically load different views depending on OS (OSX or iOS). Is there a way that I can do this without the user having to click on a link? This is my code so far. struct ContentView: View { #if os(iOS) var myOS = "iOS" #elseif os(OSX) var myOS = "OSX" #else var myOS = "Something Else" #endif var body: some View { NavigationStack { VStack { Text("PLEASE WAIT....") .font(.system(size: 24)) .fontWeight(.bold) } .padding() if (myOS == "OSX"){ // Goto Screen for iMac } else{ // go to screen for iOS } } } } If I use "NavigationLink", my understanding is that the user would need to click on a link. Is there some way to do this without user interaction?
Posted
by
Post not yet marked as solved
0 Replies
3 Views
Hello everyone, I am developing a feature in my app where, upon receiving a push notification, the app should open automatically if it is closed and the screen is locked. If the device is unlocked, a persistent notification should appear and only be removed with user interaction. We managed to implement this functionality on Android using some configurations and additional rules. With this, upon receiving a push notification, the app opens automatically or a permanent notification appears. I would like to know how I can implement this functionality on iOS using Swift. Is there any specific configuration or API that allows the app to open automatically upon receiving a push notification or to display a persistent notification on the unlocked screen? Thanks in advance for your help!
Posted
by
Post not yet marked as solved
0 Replies
2 Views
Hello I have this issue where I have "shortcut keys" that I have added to a ViewController. When navigated to the ViewController I cannot use the "shortcut keys" right away. I first need to "press" anywhere on the screen to be able to use the shortcut. I use this code: - (void)viewDidLoad { [super viewDidLoad]; UIKeyCommand* commandA = [UIKeyCommand keyCommandWithInput:@"a" modifierFlags:UIKeyModifierCommand action:@selector(handleCommand:)]; [self addKeyCommand:commandA]; } - (void)handleCommand:(UIKeyCommand *)keyCommand { // Hangup call. [self btnIncomingAnswerPressed:NULL]; } I am not sure why this happens, but I it would be really good if a user could use a shortcut key as soon as they navigate to the ViewControllor, instead of first have to press anywhere on the app.
Posted
by
Post not yet marked as solved
0 Replies
2 Views
We've developed a macOS application that helps users manage other applications. This includes features like resizing applications through our application. However, this functionality works fine before integrating the sandbox, but stops working afterward. In essence, our application is unable to resize other applications after being sandboxed. Any guidance on how to achieve this functionality within the sandbox restrictions would be greatly appreciated. Thank you in advance for your assistance.
Posted
by

TestFlight Public Links

Get Started

Pinned Posts

Categories

See all