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Of course it is. You just have to reimplement UIKit in ASM, no big deal…
by shreddit 11mo ago
Of course it is. You just have to reimplement UIKit in ASM, no big deal…
- pjmlp 11mo agoAnd even that won't do it, because within the constraints of iOS, eventually that framebuffer with software rendering has to be displayed on the screen via an OS API, which is UI Kit.
- fingerlocks 11mo agoIt should be possible. If you enable the JIT entitlement for personal development, then bundle a mach-o into an entitled app. Or compile it directly on the app and mprotect-x to execute it. Is there something else you can’t do that I’m not considering? I might give this a try.
- pjmlp 11mo agoThe point is what is possible within the constrains of public APIs.
- fingerlocks 11mo agoEverything I described is in a public header right inside your iOS SDK folder
- pjmlp 11mo agoI doubt you can render an UI in pure Assembly and show it on the screen without going through UI Kit in a non-rooted device, given that even the device drivers extension points is quite limited. Which was the whole discussion point that started the thread, how to make a iOS app with zero references to UI Kit. This isn't an 8 and 16 bit home computers, or games console, with an address for the framebuffer.
- Someone 11mo agoIs syscall a public API on iOS? In the end, you have to call that to get anything on the screen? Looking at unistd.h, it seems marked as __OS_AVAILABILITY_MSG(ios,deprecated=10.0,"syscall(2) is unsupported; " "please switch to a supported interface. For SYS_kdebug_trace use kdebug_signpost().") and syscall numbers seem wrapped by #ifdef __APPLE_API_PRIVATE in *<sys/syscall.h>
- pjmlp 11mo agoNot at all, it is a Linux thing to keep applications doing syscalls, like back in MS-DOS interrupt days. All other modern OSes give zero guarantees about syscalls. Indeed, you have to call UI Kit, that is the public API for userspace applications. Even if via OpenGL ES or Metal, you need a drawing context and a Window to render it.