Press the Windows and R key on your keyboard to open the Run command.In the Run window, enter devmgmt.msc, then click OK. Device Manager should open. Locate and expand the Universal Serial Bus controllers section.Look for the Apple Mobile Device USB driver.
In my original post - I already noted that I could not even install this driver by right clicking on usbaapl64.inf and choosing Install. The system cannot find the files it needs. Please review my post about the INF file check to see clearly that the files that Apple claims should be there - are not.
I would look through all the exising oem*.inf files (you could search quickly with notepad++) and find any that are referencing the apple driver. I would delete any you find then try to reinstall the INF again.
EDIT - I right clicked in the INF (usbaapl64.inf) and chose Install. System reports the install completed successfully but there is still not Apple Mobile Device Driver listed. And the system has rolled back to the MPT driver again from 2006.
I have experience writing Windows drivers using the Windows DDK and debugging with WinDBG. I am trying to learn to write Mac OS X drivers using the IO Kit, and the information I have found looks like getting a system set up for kernel debugging is a challenge.
1) it appears that there is no graphical debugger like WinDBG on windows - only gdb. The version of gdb packaged with Xcode doesn't even have tui mode (text user interface) mode enabled. Since the xcode debugger is really a wrapper around gdb, why can't it work? Is the debug environment really this primative? Are there debuggers available that are better than using command line only gdb?
3) I've read that the target and debugger machine most both be running the same OS. Is this really true? The Kernel Debug Kit for the OS you are debugging has the required symbols, why is the client OS relevant? Does this mean if you need to debug on multiple versions of OSX, you have to a client for each?
The Kernel Debug Kits are available on the Apple Developer Downloads page. You need the Kernel Debug Kit matching the OS X build you're running on the target system that is running your kernel extension.
It seems like you've been reading some out-of-date tutorials; as I mentioned, we haven't used GDB for kernel debugging for some years now (since 10.9 IIRC). Alas, our official documentation hasn't caught up with this change.
Is it possible to use LLDB/LLVM with versions of MacOSX older than 10.9? I would prefer to target 10.6 (yes, I know it is old), possibly 10.8 as the latest in order to support as many systems as I can.
I've also found a graphical debugger called Affinic Debugger GUI, which is a gui around gdb. Since it just a wrapper around gdb, it seems like it should be possible to set it up to do remote debugging. I'm curious if anyone has tried this.
There's a code signing inflection point at OS X 10.9. OS X 10.9 requires signed KEXTs and OS X 10.8 won't load KEXTs that are signed. WWDC 2013 Session 707 What's New in Kext Development has the details.
There's a 64-bit inflection point somewhere around OS X 10.8. Mac OS X 10.6 runs on 32-bit hardware, so you have to build a universal KEXT. In addition, OS X 10.7, even though it only runs on 64-bit CPUs, still has machines running K32, so you need the universal KEXT there too. I think we went K64-only with OS X 10.8, but it might have been later.
The K64 transition is covered by WWDC 2009 Session 501 "Managing Kernel Extensions" and 502 "Creating I/O Kit Drivers for Multiple Architectures and OS Versions". I'm not sure if our WWDC video archives go back that far, which is an indication of how tricky this is going to be )-:
The old toolchain is not supported by modern versions of Xcode; moreover, sufficiently old versions of Xcode are not supported on modern OSes. You'll find yourself having to maintain multiple build machines (real or virtual) so that you can build your KEXT for all the environments on which it runs.
If you do go down this path I recommend that you start by building a modern KEXT for 10.9 and later. That way you won't be distracted by compatibility issues as you do your main development. Then, once you have everything working, worry about how to get it built for older systems.
I am getting super frustrated as I have reset the network settings on my iPhone 8, reset the location and privacy, restored the whole phone, changed the auto play settings on my computer, turned my computer off and on, played around with the apple mobile device settings, checked th make sure my windows and dropbox app is upto date, I have even tried syncing to another computer with dropbox on it, and NOTHING is working?
Your photos/videos should now start importing, and you should NOT get the "device locked" message. One thing that is unclear to me is if your phone has to remain unlocked during the entire import process. I don't believe it has to be, but you'll have to see for yourself.
**This is the problem. When the iPhone shows up in Windows Explorer, if you double click it immediately, it will show up as empty. Normally, double clicking your iPhone in Windows Explorer should show an "Internal Storage" folder, and inside it should be a "DCIM" folder. For some reason, it takes up to 2 minutes after plugging in the iPhone for these folders to appear. Dropbox can only import files when these folders are working properly.
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I must say, this is also an issue which frustrates the living daylights out of me. Uninstalling and reinstalling the iPhone driver (EVERY TIME) seemed to work for a while, but now nothing does. "Dropbox couldn't import photos because Apply iPhone may be locked. Unlock it and try again". It's been months. Can I also please get a personalised response? Or better yet, can this seemingly widespread problem be addressed and fixed centrally?
Hi @Jane, I posted a pretty extensive answer yesterday that I believe addresses the core issue and provides a solution, but it appears my post was deleted from this thread? I posted the same answer on this other very similar thread ( -and-videos/Dropbox-Unable-to-sync-Photos-amp-Videos-as-iPhone...) and it appears to be deleted from that thread as well.
When you connect your iPhone to your computer, the Apple Mobile Device USB driver should have been installed automatically. So try unplugging the device and plugging it again. This would work in most cases.
Driver Easy will scan your computer to detect any problem drivers, then provide you with new drivers. You can update the apple usb driver with the Free or the Pro version of Driver Easy. But with the Pro version it just takes 2 clicks (and you get full support and 30-day money back guarantee).
3. Click Update button next to the Apple Mobile Device USB Driver to download and install the correct version of this driver (Update the driver step by step with the Free version). Or click Update All button to update all drivers automatically (you need to upgrade to Pro version).
Recently replaced the battery in my iPhone 6 and a new problem popped up. The iPhone will not charge through a USB port (computer or stereo) but will charge with most (but not the low amp) usb wall chargers. It will also not communicate with the computer, the computer does not see the iPhone at all.
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