iOS simulator calling bash system commands via objective-c? - objective-c

Has anybody had any success calling a system bash command via objective-c from the simulator? I have considered doing this over a SSH connection but this is likely to be a quite laggy, so wondered if there was a more direct method. The idea behind this is to allow fast development of logging features in ruby... These calls would be stripped out of the live deployed app, therefor private calls would be fine for this.

You can do that, it works as you might expect on a UNIX platform.
int status = system("/usr/bin/say hello");
can be called from a simulator app, and will execute the correct binary.

Related

MacOS Catalina 10.15.7 AudioUnit Microphone notification callback not invoked

I am building a command line tool using only command line tools (mainly clang) in ObjC++ using AudioUnit v2(C) API. Output to speakers works fine but the input from microphone callback is never invoked. The iTerm or Terminal hosts have access according to Settings. The executable also has an embedded info.plist although I do not think this is relevant.
The precise security model is not clear to me, it looks like a major security hole if it worked (anything run from terminal would have access): my guess is that the process launched by an "App" has permissions which then propagate to any child process. However this view is confused by another case where an executable I generate does network access (as it happens only to localhost because it is a regression test) and in this case the executable is asking for network access, not the terminal.
The source code is actually written in Felix which is translated to C++ and then compiled and linked by clang with the -ObjC option so embedded Objective C is supported. The translator is mature enough to have reasonable confidence in its correctness in this kind of simple application. The AudioUnit configuration for the microphone input is:
// configure
var outputElement = 0u32;
var inputElement = 1u32;
// establish callback
status = AudioUnitSetProperty(
outputAudioUnit,
kAudioOutputUnitProperty_SetInputCallback,
kAudioUnitScope_Global,
inputElement,
(&inputCallback).address,
C_hack::sizeof[AURenderCallbackStruct].uint32
);
assert noErr == status;
and the inputElement is enabled and outputElement disabled. A second audio unit is constructed later with similar technology which pumps a sine wave to the speakers and that works fine. The actual callback just prints a diagnostic and exits, but the diagnostic is never seen. Originally, the terminal had no permissions, and we guessed the code was correct but failed due to lack of permission to access the microphone. The executable still has no permission but the terminal does now (if I try to run the executable from file manager a terminal pops up).
No errors are reported at any stage. The callback simply isn't invoked.
To get a callback, you need to
enable IO
set the audio unit input device
Number 2. trips people up because it's not necessary for output [which sensibly defaults to the default output device], nor is it necessary on iOS, probably because there is no concept of Audio Device there, at least not in the AudioUnit API.
Surprisingly, both these requirements are actually documented! Technote 2091 covers the steps needed to record audio using AudioUnits and code listings 3. and 4. have sample code that enables IO and sets the input device. Listing 4. sets the audio unit input device to whatever the default input device was, but any input device will do.
Since macOS Mojave (10.14), you need an NSMicrophoneUsageDescription string in your Info.plist. Without this, your app is aborted with an exception. With this, the user is shown a prompt requesting permission to access input devices. You can control when this happens using code found here.
For a command line tool, you can embed an Info.plist file during the link stage.
On Catalina you also seem to need to opt into audio-input enabled sandboxing or the hardened runtime (or both!). Without one of these your callback is called, but with silence! Both of these runtime environments are enabled using "entitlements" which are metadata that is embedded in your app via codesigning, so you will need some form of codesigning. I don't think this necessarily means you will need a certificate from Apple, there is "local/ad-hoc" code signing, which seems to embed entitlements without a certificate, although I'm not sure how distributable the resulting binaries will be.

Send SSH commands from iOS?

The app I am planning to develop involves sending SSH commands from the phone to a server that supports SSH. Is there a library that will help me connect and send commands to an SSH server?
Thanks! I looked at libssh, but a lot of the stuff it used was deprecated in iOS6.
~Carpetfizz
NMSSH works great! I was able to successfully implement this into an iOS project, and get everything to work.
https://github.com/Lejdborg/NMSSH
You can look at this: I expect you'd still need to do a non-trivial bit of work to make it fit into your app, but that should work.

Mac app sandboxing and forkpty()

I'm looking to sandbox an app to comply with the March 1st sandboxing requirement of the Mac App Store. My app includes a built-in terminal emulator which utilizes a forkpty() call to launch processes in a pseudo-tty environment. Unfortunately, this call fails under the sandbox with the error "Operation not permitted", although the fork() call works just fine. Presumably the forkpty() call requires read/write access to the /dev/ directory to create a pseudo-tty (according to the man page). I've tried adding a temporary sandboxing entitlement (com.apple.security.temporary-exception.files.absolute-path.read-write) with read/write access to /, and I now can indeed read and write files anywhere on the file system, but the forkpty() call still fails with the same error. Does anyone know how I might get forkpty() to work under the sandbox?
My app is a programming text editor with a built-in terminal emulator and file browser, so it essentially needs to have access to the entire file system. Apart from the forkpty() problem, this temporary entitlement seems to do what I need. But will Apple accept an app with such a loosely defined temporary exception entitlement?
Thanks in advance guys. I really hope I can get this sandboxing up and running so I continue to distribute my app through the App Store.
It is impossible to implement a useful terminal emulator in a sandboxed application -- even after you add entitlements for the PTY devices, the shell ends up in the same sandbox as the app, preventing it from doing very much.

How to test a cocoa touch app for the case when the network fails while downloading a file?

My iOS application, among its features, download files from a specific server. This downloading occurs entirely in the background, while the user is working on the app. When a download is complete, the resource associated with the file appears on the app screen.
My users report some misbehavior about missing resources that I could not reproduce. Some side information leads me to suspect that the problem is caused by the download of the resource's file to be aborted mid-way. Then the app has a partially downloaded file that never gets completed.
To confirm the hypothesis, to make sure any fix works, and to test for such random network vanishing under my feet, I would like to simulate the loss of the network on my test environment: the test server is web sharing on my development Mac, the test device is the iOS simulator running on the same Mac.
Is there a more convenient way to do that, than manually turning web sharing off on a breakpoint?
Depending on how you're downloading your file, one possible option would be to set the callback delegate to null halfway through the download. It would still download the data, but your application would simply stop receiving callbacks. Although, I don't know if that's how the application would function if it truly dropped the connection.
Another option would be to temporarily point the download request at some random file on an external web server, then halfway though just disconnect your computer from the internet. I've done that to test network connectivity issues and it usually works. The interesting problem in your case is that you're downloading from your own computer, so disconnecting won't help. This would just be so you can determine the order of callbacks within the application when this happens, (does it make any callbacks at all? In what order?) so that you can simulate that behavior when actually pointed to your test server.
Combine both options together, I guess, to get the best solution.

Application behaves differently when output is redirected to an NSPipe object?

I have an application which works with sockets and reads / writes data. It uses Foundation framework combined with CFNetwork and stdio.
Here is the issue - when it is launched from console (bash shell) it works 100% fine and there is nothing wrong with. However when it is invoked by another application via NSTask madness begins. The whole application goes insane and it only reads the socket once and then hangs up (it is meant to exit after it is done).
This application does not rely on environmental variables or any other things like that. It is not a user issue either. When it is launched it sends a simple request to the server and 'printf's the response and reads again. This happens untill a termination packet is recieved.
I am really confused, and it feels like there is something inside the framework which makes the app insane just to piss the programmer off.
By the way, I'm on Mac OS X Snow Leopard and the application is for the same platform.
EDIT 1 : Redirecting stdout to an NSPipe causes it. But why ?
libc treats a pipe/file and a console connected to a (pseudo) terminal differently. In particular, the default buffering policy is different. See the extensive discussion in this Stack Overflow Q&A.
So, it's perfectly conceivable that a program which works when connected to a (pseudo) terminal won't work with a pipe. If you need more specific advice, you need to post (at least the skeleton of) your code.