read sms data of an iphone in a mac app when connected - macos

I need to develop a mac app that reads and shows all the text messages that iPhone has. I know about the privacy issues and all and have also tried to read the sms.db file using sqlite_open command; it gave me SQLITE_AUTH error.
Now my question is How did the PhoneView people did it?
Check out these urls:
http://www.ecamm.com/mac/phoneview/quicktour.html?show=4
http://www.wondershare.com/data-recovery/iphone-data-recovery.html
Although both of the apps are not on Mac App Store, so I am assuming Apple might have rejected it. But even then I would like to know how these people did it.

They probably used libimobiledevice library http://www.libimobiledevice.org/

Related

Cloud Messaging for macOS (Flutter) not receiving messages

I'm trying to get my Flutter application to receive messages using Cloud Messaging. This is working great on iOS, but for my Flutter macOS application, no matter what I try it's not working.
There seems to be very little documentation online about how to do this, with even the official documentation not being particularly clear.
What I have tried:
Cleaning Flutter
Removing pods and rebuilding
Sending messages from both Firebase's test page as well as a Firebase Function
What I am wondering if I have got wrong:
In the documentation it says For iOS; you must have a physical iOS device to receive messages., does this mean I should be doing something different when running a macOS app too?
Where it says in the documentation, This guide applies to both iOS & macOS Flutter apps, repeat each step for the platforms you require, does it literally mean every single step, as some steps seem to be fine not being repeated eg....
Can I reuse the same Firebase iOS app and Apple key or do I need to create a separate Firebase iOS app and separate Apple key?
Can I use the same identifier as with my iOS implementation?
Thanks so much!
For anyone else trying this, it turns out that notifications shouldn't work on MacOS using the default build approach. Instead, you must use a notarized version of the app. Many thanks to Markus Aksli, who responded with the following:
No, you can just run on your mac, however you need a build that has
been notarized by apple (https://github.com/FirebaseExtended/flutterfire/issues/5717)
You can use the same identifier and key

How to read SMS and Call logs of a Firefox OS phone?

For SMS, I have pulled the sqlite file and put it under the corresponding directory of the simulator on PC, but it didn't read.
Is it because Mozilla hasn't provided the function of SMS on the simulator?
What if I build the emulator myself, can it read the sms.sqlite I got from the phone? Or if the only way to read the sms is to decompress the code?
As for call logs, I have no idea where it is stored, is it mingled in the activity.sqlite?
I'm kind of lost in the Firefox OS, thanks for your help!
Powerful and dangerous APIs are not available to third-party apps.
Only internal apps can access the WebSMS API and Web Telephony API on firefox-os, because they are intended for system-level apps and default apps created by Mozilla/operators/OEMs.
Check the Permissions Table for Internal (Certified) Apps (MDN).
I'm developing an app to fetch SMS and other data from Firefox OS device. You can see the source code here.

Difference in behavior between Xcode and OTA Ad-hoc distribution

I have my app working to my satisfaction both in the simulator and on two devices when debugging through Xcode 4.3.2. I use OTA Ad-hoc distribution to send to my beta testers. After archiving, saving, and uploading my ipa and plist file to my website, I then download and successfully install the app on my phone.
Sounds good, right?
HOWEVER, I am using CoreAudio and CoreData, and low and behold suddenly there is no sound in my app. I delete and install OTA on the same devices I am debugging with, so I am at a loss to where the problem is occurring.
I have a feeling that there might be an underlying problem with my Core Data model (which feeds my sound) but checks upon checks seem to verify that it is working. It DOES work when I install from Xcode, unplug, close, and reopen the app on the device. Only the OTA install has this problem.
Has anyone encountered any differences in behavior like this? I checked my build settings and the only difference I see for AdHoc is using the Entitlements.plist, which only useful setting appears to be NO to debugging.

Unlocking Developer ID version of app if Mac App Store version is present on system

I'm currently working on sandboxing some of my applications and it looks like I'll have to get rid of a few features just to satisfy the Mac App Store sandboxing (and other) rules.
Obviously users won't be happy about losing features and I fear they won't blame Apple for making stupid rules and we developers will have to bear the brunt of the anger.
In this vein, I'm thinking about building a system that means that if a user buys the Mac App Store version, s/he'll get the "normal" distribution version for free.
Since I have no idea what the email of the people buying my apps on the Mac App Store is and I don't want to have to handle such cases "by hand", I'd like to find a way of doing so automatically.
I've been thinking about just looking on the hard disk, finding an installed version of the program from the Mac App Store and then unlock the "distribution" version as well.
I'm just not certain whether this doesn't break Mac App Store rules..
is looking for the MAS receipt okay in terms of the MAS rules?
can I verify the MAS receipt using the same mechanism as is embedded in the MAS version of my program?
Is anybody else thinking along these lines?
Best regards,
Frank
I do something like this to enable Mac App Store customers to easily beta test new versions of my app downloaded from my website while still enforcing licensing. Upon startup of the MAS version of my app, I copy its receipt into /Library/Application Support/MyAppName/. Beta versions of the non-MAS version of my app include the same receipt validation code as the MAS version. They look for a receipt in the App Support folder, and validate it, running in licensed-mode if the receipt is valid.
I've been doing this since shortly after the launch of the Mac App Store, as have other developers with no problem. What you describe should be just fine.

Accessing iOS filesystem for Mac

I was trying out the mac app DiskAid and found it does everything that I need to be able to do in the app I am writing. DiskAid appears to have complete access to the filesystem on my iPad. This is not limited to the shared files by the applications on the iPad - not by a long shot. DiskAid sees all the files for every app on the device (sharer or otherwise). It is also not limited to files in the Documents directory for each app. It sees all files down to root level.
I was also amazed when I discovered that iTunes doesn't even have to be running for all of this to work. Also I don't recall having to authenticate in any way (apple ID or anything like that) I just plug in the device via usb and away she goes.
I've been searching for days now and have not found anything that even hints that this is even possible. Yet we know it is.
Does anyone have any idea how they are pulling this off. By the way my device is not jailbroken.
Any help with this would be greatly appreciated. Thanks.
There is info DigiDNA blog that what they use is Apple Mobile Device Service library, which they say function as driver to Apple device. A google search to the library brought me to the Iphone Wiki site about reverse engineered C header files needed to link to the library. Hope it will be useful.

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