CFNetwork | CoreNetwork Apple source mirror

 by   nanoant C Version: Current License: Non-SPDX

kandi X-RAY | CFNetwork Summary

kandi X-RAY | CFNetwork Summary

CFNetwork is a C library. CFNetwork has no bugs, it has no vulnerabilities and it has low support. However CFNetwork has a Non-SPDX License. You can download it from GitHub.

CoreNetwork Apple source mirror
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            kandi-support Support

              CFNetwork has a low active ecosystem.
              It has 9 star(s) with 5 fork(s). There are 5 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 1 open issues and 0 have been closed. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of CFNetwork is current.

            kandi-Quality Quality

              CFNetwork has no bugs reported.

            kandi-Security Security

              CFNetwork has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              CFNetwork has a Non-SPDX License.
              Non-SPDX licenses can be open source with a non SPDX compliant license, or non open source licenses, and you need to review them closely before use.

            kandi-Reuse Reuse

              CFNetwork releases are not available. You will need to build from source code and install.

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            Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of CFNetwork
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            CFNetwork Key Features

            No Key Features are available at this moment for CFNetwork.

            CFNetwork Examples and Code Snippets

            No Code Snippets are available at this moment for CFNetwork.

            Community Discussions

            QUESTION

            Error with firebase while building on Xcode for iOS
            Asked 2021-Mar-22 at 16:27

            im having some troubles building an app in xcode but the build in Unity to android works just fine. I have searched all over and none of the other solutions helped me to get the build done. Im not using any pods just switch target to iOS, signing and trying to build. The error that xcode gives me is this:

            Showing Recent Errors Only

            Build target UnityFramework of project Unity-iPhone with configuration ReleaseForRunning warning: OpenGLES is deprecated. Consider migrating to Metal instead. (in target 'UnityFramework' from project 'Unity-iPhone')

            Ld /Users/schrodingerlab/Library/Developer/Xcode/DerivedData/Unity-iPhone-cznkgmrdhbgorsbwisensbubkxok/Build/Products/ReleaseForRunning-iphoneos/UnityFramework.framework/UnityFramework normal (in target 'UnityFramework' from project 'Unity-iPhone') cd /Users/schrodingerlab/Thermomix_40/buildenios6 /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang++ -target arm64-apple-ios12.0 -dynamiclib -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS14.4.sdk -L/Users/schrodingerlab/Library/Developer/Xcode/DerivedData/Unity-iPhone-cznkgmrdhbgorsbwisensbubkxok/Build/Products/ReleaseForRunning-iphoneos -L/Users/schrodingerlab/Thermomix_40/buildenios6/Libraries -L/Users/schrodingerlab/Thermomix_40/buildenios6/Libraries/com.ptc.vuforia.engine/Vuforia/Plugins/iOS -L/Users/schrodingerlab/Thermomix_40/buildenios6/Libraries/Plugins/iOS/Firebase -F/Users/schrodingerlab/Library/Developer/Xcode/DerivedData/Unity-iPhone-cznkgmrdhbgorsbwisensbubkxok/Build/Products/ReleaseForRunning-iphoneos -F/Users/schrodingerlab/Thermomix_40/buildenios6/Frameworks/com.unity.ads/Plugins/iOS -F/Users/schrodingerlab/Thermomix_40/buildenios6/Frameworks/com.ptc.vuforia.engine/Vuforia/Plugins/iOS -filelist /Users/schrodingerlab/Library/Developer/Xcode/DerivedData/Unity-iPhone-cznkgmrdhbgorsbwisensbubkxok/Build/Intermediates.noindex/Unity-iPhone.build/ReleaseForRunning-iphoneos/UnityFramework.build/Objects-normal/arm64/UnityFramework.LinkFileList -install_name @rpath/UnityFramework.framework/UnityFramework -Xlinker -rpath -Xlinker @executable_path/Frameworks -Xlinker -map -Xlinker /Users/schrodingerlab/Library/Developer/Xcode/DerivedData/Unity-iPhone-cznkgmrdhbgorsbwisensbubkxok/Build/Intermediates.noindex/Unity-iPhone.build/ReleaseForRunning-iphoneos/UnityFramework.build/UnityFramework-LinkMap-normal-arm64.txt -dead_strip -Xlinker -object_path_lto -Xlinker /Users/schrodingerlab/Library/Developer/Xcode/DerivedData/Unity-iPhone-cznkgmrdhbgorsbwisensbubkxok/Build/Intermediates.noindex/Unity-iPhone.build/ReleaseForRunning-iphoneos/UnityFramework.build/Objects-normal/arm64/UnityFramework_lto.o -fembed-bitcode-marker -stdlib=libc++ -fobjc-arc -fobjc-link-runtime -lc++ -weak_framework CoreMotion -weak-lSystem -liPhone-lib -framework Security -framework MediaToolbox -framework CoreText -framework AudioToolbox -weak_framework AVFoundation -framework AVKit -framework CFNetwork -framework CoreGraphics -framework CoreMedia -weak_framework CoreMotion -framework CoreVideo -framework Foundation -framework OpenAL -framework OpenGLES -framework QuartzCore -framework SystemConfiguration -framework UIKit -liconv.2 -lil2cpp -framework UnityAds -lVuforiaWrapper -framework Vuforia -lFirebaseCppMessaging -lFirebaseCppAnalytics -lFirebaseCppApp -framework AdSupport -framework CoreTelephony -framework StoreKit -framework CoreLocation -weak_framework Metal -weak_framework GameController -weak_framework UserNotifications -Xlinker -no_adhoc_codesign -Xlinker -dependency_info -Xlinker /Users/schrodingerlab/Library/Developer/Xcode/DerivedData/Unity-iPhone-cznkgmrdhbgorsbwisensbubkxok/Build/Intermediates.noindex/Unity-iPhone.build/ReleaseForRunning-iphoneos/UnityFramework.build/Objects-normal/arm64/UnityFramework_dependency_info.dat -o /Users/schrodingerlab/Library/Developer/Xcode/DerivedData/Unity-iPhone-cznkgmrdhbgorsbwisensbubkxok/Build/Products/ReleaseForRunning-iphoneos/UnityFramework.framework/UnityFramework

            Undefined symbols for architecture arm64: "OBJC_CLASS$_FIRConfiguration", referenced from: objc-class-ref in libFirebaseCppApp.a(log_ios_dd26aec5b8537064a4c15d38b58b4640.o) "OBJC_CLASS$_FIRMessaging", referenced from: objc-class-ref in libFirebaseCppMessaging.a(messaging_231c52c311096cfce13e67fa91eb9ac5.o) "OBJC_CLASS$_FIRApp", referenced from: objc-class-ref in libFirebaseCppApp.a(app_ios_814e1620d4f88024cea4bade26623a67.o) "OBJC_CLASS$_FIROptions", referenced from: objc-class-ref in libFirebaseCppApp.a(app_ios_814e1620d4f88024cea4bade26623a67.o) "_MuskGetLocaleRegion", referenced from: _DeviceCountryProvider_Awake_mEE95CC492427159A08D423192B51472917D33011 in Assembly-CSharp2.o _DeviceCountryProvider_MuskGetLocaleRegion_mDEF69019B1CC4B23AAB2F05C013AAD759104CA9C in Assembly-CSharp2.o (maybe you meant: _DeviceCountryProvider_MuskGetLocaleRegion_mDEF69019B1CC4B23AAB2F05C013AAD759104CA9C) ld: symbol(s) not found for architecture arm64 clang: error: linker command failed with exit code 1 (use -v to see invocation)

            Build failed 17/3/21, 19:41 151.1 seconds

            I think i have an error with the arm64 library as the error sugest and i tried to include it manually but still got the MuskGetLocaleRegion.

            Thank you for your time!

            ...

            ANSWER

            Answered 2021-Mar-22 at 16:27

            It does look like you're either skipping the CocoaPods step in Unity or you've disabled some core functionality of the Firebase Unity SDK. It's also possible that you've run into an issue mixing Firebase with another library. I'll give you some quick debugging tips and what to do to file a bug report if it is a bigger issue.

            First, since this is a new project, make sure your Firebase Unity SDK is updated to the latest (currently 7.1.0).

            Next, you need to make sure that CocoaPods is properly installed. This should happen automatically, but you might as well check. If you type pod, you should see some output other than "command not found". If you don't have it, you can always navigate to "Assets>External Dependency Manager>iOS Resolver>Install Cocoapods" to do so: External Dependency Manager>iOS Resolver"" />

            You may also opt to install CocoaPods directly following this guide. Finally, we did find that sometimes CocoaPods required uninstalling/reinstalling across certain OS upgrades (notably moving onto Catalina). This likely doesn't apply, but you can try uninstalling if you run into continued issues.

            The mechanism by which Firebase associates the proper Pod files with a built Unity game is called the "External Dependency Manager for Unity" (EDM4U). It may be worth opening the "iOS Resolver Settings" (in the same menu where you found "Install Cocoapods") and resetting to default. For convenience I've included a screenshot of my settings page:

            Since you've been running into issues previously, now would be a good time to delete your previously generated project. Then you can click "Build And Run" from your "Build Settings" window. Unity should generate your xcodeproj, generate a Podfile, use the Podfile to generate an xcworkspace, then open the xcworkspace for you.

            Building and running from here should work.

            Sometimes folks still run into issues. There are some moving parts here: Unity version, Cocoapods version, Firebase version, and dependency manager version not to mention any other libraries either using EDM4U or doing their own custom work to integrate (notably we've seen that almost every tool to "make an iOS build from Windows" fails to work).

            So in addition to just making sure your Podfile looks roughly like what you might expect from the iOS getting started guide, updating Cocoapods, and updating Firebase (do not follow the iOS guide, Unity is different enough that you should follow the Unity guide), you may want to follow up on the public issue tracker. When you do so, the first thing to do would be to verify that your setup works with the quickstart for the Firebase products you use (it looks like Messaging from your error log?).

            Source https://stackoverflow.com/questions/66680108

            QUESTION

            StateAccessViolation: Value must be a literal - Vyper Ethereum smart contract
            Asked 2021-Mar-14 at 15:03
            Version Information
            • vyper Version (output of vyper --version): 0.2.8+commit.069936f
            • OS: osx
            • Python Version (output of python --version): Python 2.7.16
            • Environment (output of pip freeze):
            ...

            ANSWER

            Answered 2021-Mar-11 at 07:07

            Look at the description of range-function, there just one way to pass a variable to it:

            Source https://stackoverflow.com/questions/66538392

            QUESTION

            iOS applink not working on the device but opens app on simulator
            Asked 2021-Mar-10 at 02:57

            I tried to follow as many as suggestions as possible but could not get it to work on my app which is still in development (not in appstore yet). Here are the details:

            Only testing in iOS 14 for now.

            Following JSON file "apple-app-site-association" stored both under Wordpress web root as well as under .well-known/

            ...

            ANSWER

            Answered 2021-Mar-10 at 02:57

            Finally figured out. Was missing couple of things:

            1. Paths in the association file must have "/" prefix like "/item/*"
            2. Was using Team ID in the "appID" field , but using App prefix ID helped

            Source https://stackoverflow.com/questions/66489239

            QUESTION

            Swift linker error: Undefined symbol for surely available API presentationDimensions
            Asked 2021-Mar-07 at 11:05

            I'm developing a Camera App which uses the presentationDimensions(...) API:

            ...

            ANSWER

            Answered 2021-Mar-07 at 11:05

            Finally found the answer. I had SWIFT_VERSION pinned to 5.0, but iOS 13 came with Swift 5.2 so pinning Swift to 5.2 (and removing the LIBRARY_SEARCH_PATH pointing to 5.0) solved it.

            That means, this:

            Source https://stackoverflow.com/questions/66281687

            QUESTION

            Server is not responding to ping of client
            Asked 2020-Dec-08 at 09:44

            i have a react native application which is use signalR communicated with .net core 2.1.

            There is not any error with socket connections. Works well all of things. But server can't respond the pings of client and returns 504 to client. When returns 504, client's connection close. Handled at hubConnection.onClose() . Then client needs to reconnect.

            The proxy_read_timeout can setting to high milliseconds. But its messy.

            So i can't use keepAliveInterval efficiently on client.

            nginx conf settings;

            ...

            ANSWER

            Answered 2020-Dec-08 at 09:44

            QUESTION

            Determine source code line No. from Swift Crash log
            Asked 2020-Nov-28 at 01:44

            I've just had my first crash during TestFlight testing and understand that it can let me know the line no in the source swiftui which is causing the issue.

            I've dropped the .crash file into Devices & Simulators but can't see any clue as to which line it's crashed. It lets me know the method which was called but not the line number within it.

            Is it possible to determine the line at which it crashed?

            I've put below the relevant thread trace which failed.

            Thanks

            ...

            ANSWER

            Answered 2020-Nov-28 at 01:44

            frame#3 tells me there's a closure in MemberAllSpottingSessionsViewModel.getSessionsForPageOne() that's calling swift_unexpectedError (ErrorType.swift, line 188)

            i googled 'ErrorType.swift libswiftcore' and found https://github.com/apple/swift/blob/main/stdlib/public/core/ErrorType.swift#L188, which told me

            Source https://stackoverflow.com/questions/65038524

            QUESTION

            Interstitial Unity Ads Crashing in iOS in Landscape Mode
            Asked 2020-Nov-11 at 21:06

            Our app starts in portrait mode but switches depending on the game that's being played. The games that display in portrait mode show the Interstitial ads fine but the ones that switch to landscape, crash. I've been fighting with this issue for days now. I'm using Unity 2020.1.10f1 with Advertisement 3.5.0 This is how the mode is changed:

            ...

            ANSWER

            Answered 2020-Nov-11 at 21:06

            The way to fix this is: In Xcode -> General -> Device Orientation: Check : Portrait, Landscape Left, Landscape Right.

            Source https://stackoverflow.com/questions/64487889

            QUESTION

            Xamarin.iOS binding library cannot use the SecKey API from the Security framework
            Asked 2020-Nov-08 at 10:58

            I created a binding library from an objective-c framework. It works but it cannot use SecKey's encryption api in the Security framework. Library used it for the api request. Is Security framework not fully supported in Xamarin.iOS? Or is it not working when binding library used it?

            Note: By the way I added this line to native framework for dependency:

            ...

            ANSWER

            Answered 2020-Nov-08 at 10:49

            So I will answer my own questions since I found the solution. The reason behind the problem is SecKeyRef using KeyChain access to read and write key as stated in official documentation:

            A SecKeyRef instance that represents a key that is stored in a keychain can be safely cast to a SecKeychainItemRef for manipulation as a keychain item. On the other hand, if the key is not stored in a keychain, casting the object to a SecKeychainItemRef and passing it to Keychain Services functions returns errors.

            Having a provisioning profile in Xcode to use SecKeyRef is not important, but in Visual Studio Mac, it is required to use Entitlements.plist to enable keychain access. So if your binding library used the SecKey API, you need to enable KeyChain Access in Entitlements.plist and set apple developer account in project.

            Source https://stackoverflow.com/questions/64719935

            QUESTION

            App Transport Security verbose is not working ios 14.1
            Asked 2020-Nov-03 at 04:44

            I configure CFNETWORK_DIAGNOSTICS in edit my schema App set the level to 3. and added code snippet to my AppDelegate function didFinishLaunchingWithOptions setenv("CFNETWORK_DIAGNOSTICS", "3", 1) compile the app and I don't have log CFNetwork diagnostics log file created in my console in the simulator console or folder

            ...

            ANSWER

            Answered 2020-Nov-03 at 04:44

            I could figure out why CFNETWORK_DIAGNOSTICSis not working with XCode 12.1. I found this Github project to profile web request from an actual device just add this snippet code for AppDelegate

            Source https://stackoverflow.com/questions/64617360

            QUESTION

            NSKeyValuePopPendingNotificationLocal Crash on iOS 13 and 14
            Asked 2020-Oct-24 at 12:21

            I am getting a crash on the live app I am working on and I can't seem to recreate or find the issue. This is the crash output:

            ...

            ANSWER

            Answered 2020-Oct-20 at 09:36

            We removed Firebase Performance and since then we have not detected crashes anymore. The problem I think is due to Firebase Performance 3.3.1 with Xcode 12.

            Source https://stackoverflow.com/questions/64389419

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            You can download it from GitHub.

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