A year ago I analyzed how many built-in apps in iOS 10.1 and macOS 10.12 were using Swift: Apple’s use of Swift in iOS 10.1 and macOS 10.12.
How many built-in apps are using Swift in iOS 11.1 and macOS 10.13.1? Let’s find it out!
/usr/lib/libMobileGestalt.dylib is a private library which provides an API to retrieve the capabilities of the iOS device, as well as some runtime information: system version, build version, device type, current status of the airplane mode, …
Ian Beer did an incredible work with his iOS 10.1.1 exploit. The mach_portal proof of concept gives you a root shell on iOS 10.1.1. You can read more about it here:
https://bugs.chromium.org/p/project-zero/issues/detail?id=965
While playing with it, I discovered that the amfid patch was only supporting thin arm64 binaries. I did not find a fix online so here is my solution.
Swift has been announced at the WWDC 2014, more than 2 years ago. Most of the sample code projects from Apple are now written in Swift. But does Apple use Swift in iOS 10.1 and macOS 10.12.1?
Apple introduced in iOS 7.0.3 a setting to reduce motion ( http://support.apple.com/kb/HT5595 ) : Settings -> General -> Accessibility -> Reduce Motion
Sadly there is no public API to know if the user enabled “Reduce motion”.
In a previous post I explained how to detect if an app runs in a 32-bit or 64-bit iOS Simulator. It was not explaining how to detect if an iOS app runs on a 32-bit or 64-bit iOS device. This post aims at giving a generic method that can detect all cases:
With Xcode 5, it is now possible to compile an application for armv7 and/or arm64.
You can compile an application as 32-bit and/or as 64-bit and you can run this application in a 32-bit or 64-bit iOS Simulator: