Why Auto Layout instead of the horizontal and vertical boxes used by other systems like Qt? Or a layout system like CSS?What is missing in the other ways of doing this stuff?Over a couple years, Auto Layout has given me mostly headaches, and I now generally try to avoid it, so I want to know if there's a good reason for my suffering.thanks!
Post
Replies
Boosts
Views
Activity
I'm following along with "Creating Great Localized Experiences with Xcode 11" from WWDC 2019.My test run generated a lot of screenshot attachments which I can see in the test results.However, in the "Export for Localization..." dialog "Include Screenshots" is grayed out.What sort of configuration is required to get this to work?
We haven't been able to get Apple's AUv3 sample code to work reliably across our machines.I'm referring to the code here: https://developer.apple.com/documentation/audiotoolbox/creating_custom_audio_effectsiMac Pro Late 2017: validates and seems to workMacBook Pro 15" 2018: auval can't find the pluginMacBook Pro 15" Late 2013: auval -a segfaults, auval -v afux filtr Demo returns:Input/Output Channel Handling:1-1 1-2 1-4 1-5 1-6 1-7 1-8 2-2 2-4 2-5 2-6 2-7 2-8 4-4 4-5 5-5 6-6 7-7 8-8X X X X X X X ERROR: -10868 IN CALL Cannot Set Output Num Channels:2 when unit says it canERROR: -10868 IN CALL Cannot Set Output Num Channels:4 when unit says it canERROR: -10868 IN CALL Cannot Set Output Num Channels:5 when unit says it canERROR: -10868 IN CALL Cannot Set Output Num Channels:6 when unit says it canERROR: -10868 IN CALL Cannot Set Output Num Channels:7 when unit says it canERROR: -10868 IN CALL Cannot Set Output Num Channels:8 when unit says it canERROR: -10868 IN CALL Cannot Set Output Num Channels:2 when unit says it canI've tried deleting ~/Library/Caches/AudioUnitCache and rebooting.I'm not sure what else to do.
I've got an issue with ModelIO using over 2gb of ram to export a 400mb file.My app (3d sculpting) tends to produce big meshes. For simple file formats (obj, stl) I use my own code and stream out the data, keeping usage very low.But for a complex format like USD, I use modelIO. Wondering if there's any way I can reduce memory usage.I've already tried using memory mapping for the vertex and index data (NSDataReadingMappedAlways), but it doesn't seem to help.
I'm using an xcframework to hide code.So I've got an App.xcodeproj and the xcframework in one repo visible to contractors.Then I have another private project which has everything in App.xcodeproj except has the framework project as a sub-project for easier development instead of the xcframework.This works reasonably well except I have to keep the internal (private) and external projects in sync. Changes the contractors make to App.xcodeproj have to be manually brought over to the internal project, updating paths accordingly.Is there a better way to do this?
On my machine (macOS 10.15.5 (19F101)), this simple program changes when the optimizer (-O2) is turned on:
#include <stdio.h>
#include <math.h>
#include "load.h"
int main() {
float x = load(0x3cc3a2be);
float result = 100 * powf(2, x);
printf("result: %f\n", result);
return 0;
}
Without optimization:
result: 101.669098 With -O2:
result: 101.669106 With load defined in a separate translation unit so this all doesn't get inlined and constant folded:
float load(uint32_t value) {
union {
float f;
uint32_t u;
} f2u;
f2u.u = value;
return f2u.f;
}
If you use godbolt.org, you'll see that clang's optimizer replaces powf(2, x) with exp2f which results in very slightly different results (at least on my machine). Here's the generated assembly on my machine:
movl $1019454142, %edi imm = 0x3CC3A2BE
callq _load
callq _exp2f
Is this a bug? Does the optimizer claim to produce the same numerical results as non-optimized?
Does removeRenderObserver ensure that no further calls are made to the removed observer by the time removeRenderObserver returns?
I've got some shared state between render observers and I want to ensure it isn't prematurely deallocated.
I'm modifying <1mb of a 256mb managed buffer (calling didModifyRange), but according to Metal System Trace, the GPU copies the whole buffer (SDMA0 channel, "Page On 268435456 bytes"), taking 13ms.
I'm making lots of small modifications (~4k) per frame. I also tried coalescing into a single call to didModifyRange (~66mb) and still the entire buffer is copied. I also tried calling didModifyRange for the first byte, and then the copied data is small.
So I'm wondering why didModifyRange doesn't seem to be efficient for many small updates to a big buffer?
I have on the order of 50k small meshes (~64 vertices), all different connectivity, some subset of which change each frame (generated by a compute kernel). Can I render those in a performant way with Metal?
I'm assuming 50k separate draw calls would be too slow. I have a few ideas:
encode those draw calls on the GPU
or lay out the meshes linearly in blocks, with some maximum size, and use a single draw call, but wasting vertex shader threads on the blocks that aren't full
or use another kernel to combine the little meshes into a big mesh
thanks!
How should an App Extension (in this case an Audio Unit Extension) determine if an IAP has been purchased in the containing app? (and related: can an IAP be purchased from within the extension?)
On macOS, I suppose I could share the receipt file with the extension? and on iOS, suppose I could write some data to shared UserDefaults in an app group.
Is there any official guidance on this?
thanks!
I'm getting the following error on Intel Iris integrated graphics. Code works well on newer Mac GPUs as well as Apple GPUs.
Execution of the command buffer was aborted due to an error during execution. Invalid Resource (00000009:kIOAccelCommandBufferCallbackErrorInvalidResource)
The error is for a compute command, not a draw command.
The constant isn't in the documentation. All buffers and textures seem to be created successfully. I've also checked that the GPU supports the required threadgroup size for the compute pipeline.
thanks!
I'm extending an AudioUnit to generate multi-channel output, and trying to write a unit test using AVAudioEngine. My test installs a tap on the AVAudioNode's output bus and ensures the output is not silence. This works for stereo.
I've currently got:
auto avEngine = [[AVAudioEngine alloc] init];
[avEngine attachNode:avAudioUnit];
auto format = [[AVAudioFormat alloc] initStandardFormatWithSampleRate:44100. channels:channelCount];
[avEngine connect:avAudioUnit to:avEngine.mainMixerNode format:format];
where avAudioUnit is my AU.
So it seems I need to do more than simply setting the channel count for the format when connecting, because after this code, [avAudioUnit outputFormatForBus:0].channelCount is still 2.
Printing the graph yields:
AVAudioEngineGraph 0x600001e0a200: initialized = 1, running = 1, number of nodes = 3
******** output chain ********
node 0x600000c09a80 {'auou' 'ahal' 'appl'}, 'I'
inputs = 1
(bus0, en1) <- (bus0) 0x600000c09e00, {'aumx' 'mcmx' 'appl'}, [ 2 ch, 44100 Hz, 'lpcm' (0x00000029) 32-bit little-endian float, deinterleaved]
node 0x600000c09e00 {'aumx' 'mcmx' 'appl'}, 'I'
inputs = 1
(bus0, en1) <- (bus0) 0x600000c14300, {'augn' 'brnz' 'brnz'}, [ 2 ch, 44100 Hz, 'lpcm' (0x00000029) 32-bit little-endian float, deinterleaved]
outputs = 1
(bus0, en1) -> (bus0) 0x600000c09a80, {'auou' 'ahal' 'appl'}, [ 2 ch, 44100 Hz, 'lpcm' (0x00000029) 32-bit little-endian float, deinterleaved]
node 0x600000c14300 {'augn' 'brnz' 'brnz'}, 'I'
outputs = 1
(bus0, en1) -> (bus0) 0x600000c09e00, {'aumx' 'mcmx' 'appl'}, [ 2 ch, 44100 Hz, 'lpcm' (0x00000029) 32-bit little-endian float, deinterleaved]
So AVAudioEngine just silently ignores whatever channel counts I pass to it.
If I do:
auto numHardwareOutputChannels = [avEngine.outputNode outputFormatForBus:0].channelCount;
NSLog(@"hardware output channels %d\n", numHardwareOutputChannels);
I get 30, because I have an audio interface connected. So I would think AVAudioEngine would support this. I've also tried setting the format explicitly on the connection between the mainMixerNode and the outputNode to no avail.
I'm getting this error when using fragmentLinkedFunctions in Metal.
Compiler failed to build request
exception: Error Domain=CompilerError Code=2 "
Linking two modules of different data layouts: '' is '' whereas '1' is 'e-p:64:64:64-i1:8:8-i8:8:8-i16:16:16-i32:32:32-i64:64:64-f32:32:32-f64:64:64-v16:16:16-v24:32:32-v32:32:32-v48:64:64-v64:64:64-v96:128:128-v128:128:128-v192:256:256-v256:256:256-v512:512:512-v1024:1024:1024-n8:16:32'
SC compilation failure
More boolean const than hw allows" UserInfo={NSLocalizedDescription=
Linking two modules of different data layouts: '' is '' whereas '1' is 'e-p:64:64:64-i1:8:8-i8:8:8-i16:16:16-i32:32:32-i64:64:64-f32:32:32-f64:64:64-v16:16:16-v24:32:32-v32:32:32-v48:64:64-v64:64:64-v96:128:128-v128:128:128-v192:256:256-v256:256:256-v512:512:512-v1024:1024:1024-n8:16:32'
SC compilation failure
More boolean const than hw allows}
Anyone know what that all means?
If I replace the body of my intersection function with just return {false, 0.0f}, I get only the More boolean const than hw allows.
I have an app (currently for sale on the Mac App Store) which is a programming environment for audio processing (DSP node graph). I would like it to be able to export apps that are ready to be uploaded to the App Store or Mac App Store (including Audio Unit extensions).
Can I code sign from within my Mac App Store app? (Seems I can use Process to invoke codesign. Otherwise perhaps I could add the source for codesign to my app.. it seems to be open source)
Is this whole process too hard for a solo developer to take on?
What resources should I look at?
thanks!
In Platforms State of the Union, there was a reference to "Custom Gestures" in SwiftUI, among new features. I didn't see anything about it in What's New with SwiftUI. Did I miss it? Anyone have more info?