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Reply to Can Apple's SwiftUI @State and @Binding example do anything?
So, the Apple button example for @State has no real utility as a button. To be honest, I find a View's ability to interleave (procedural) state with (declarative) layout and gestures to be rather complex. Currently, am using a MVVM pattern; a combination of Model, ViewModel (or Vm), and View. The Vm is passed as an @ObservedObject and receives the View's .onAppear and .onChange messages. This eliminates the View's need for @State, @Binding, and @StateObject. So, the Vm focuses on the state machine, while the View focuses on layout and dispatching gestures. A Vm class can also persist and synchronize across devices, such as iWatch-iPhone-iPad-AppleTv-SharePlay, etc. But, maybe there is a better way of accomplishing the same goals with a self modifying struct. I dunno; still trying to wrap my head around the best approach. Thanks.
Jun ’22
Reply to MultipeerConnectivity over Bluetooth (iOS15)
The " Streaming an AR Experience" sample code works on two devices (haven't tried simulator). It actually is much smoother on only Bluetooth; chokes on WiFi. In fact, I found your post while search on how to make MultiPeerConnectivity exclusive on Bluetooth. I have a bare bones app to test Session and Streaming APIs here: https://github.com/musesum/MultiPeer -- maybe that would help
Dec ’22
Reply to iPadOS 17 "Could not locate device support files"
@royascuder, thanks for the reply. Took me a while to realize that the red text was source code highlighting, here are the steps: Current Xcode version from AppStore? Yes; XCode 14.3.1, plus current MacOS from AppStore Install any relevant Components? Failed; this is the stated problem Manually support Device files? Not available, iPadOS 17 not on the usual GitHub repo. Use Xcode 15.0 Beta? Failed; does not appear in Devices Windows (XCode > Window > Devices & Simulator) Reset Trust Settings on iPad / Trust this Computer? Yes. Shows up in XCode 14.3.1, but not XCode 15.0 Switch USB C Ports (as per another Thread)? Yes. No changes Reboot? Yes, all devices, and restarted 14.3.1 with 15.0 running in extensions Minimum Mac requirements? Yes; MBP M1 Max Reinstall XCode? Yes for 15, not yet for 14.3.1, which would be painful. Clear derived Data? Yes. Several betas ago, a similar device update issue was resolved automatically, perhaps a server issue? I am developing specifically for iPad Pro's Pencil + Camera + Midi input. So, Simulator is not an option. Since 2019, I've gone Digital Nomad; am in Bali. Before then, I had every single Apple iDevice since original iPhone, iPad, Watch etc. But, going nomadic means relying on a minimal setup. This is a common use case. Have met dozens of developers like me, here. For Indonesia, you have to register devices over $600. Many of us here are on long term single entry visas. Flying to Singapore to buy a redundant iPad to fix a problem that will probably be resolved in a few days if not weeks is problematic. Expect a lost week of development. Plus, you have to restart the immigration hassle. For digital nomads, redundant devices is problematic. Again, this is a common use case. Perhaps, Apple should adjust. Is this my problem or Apple's problem? Kinda both. Apple's Problem: The Device Support File issue seems to reoccur for initial betas. My Problem: I usually wait until after the first Beta update. Oops! Am going all-in on VisionOS. I suspect that iPadOS 17 will be essential. So, how to get Device Support of iPadOS 17 beta? Or, worst case: revert back to iPadOS 16?
Jun ’23
Reply to visionOS simulator on the iPadOS device
Maybe it works, my config: iPad Pro 11" iPadOS 17 Beta 2 Xcode 15 Beta 2 MacBook Pro 13.4.1 In manage Run Destinations [+] Apple Vision Pro (not any VisionOS Simulator Device) => Wait for download and Run I can only partially confirm, as am getting a runtime error at UIScreen.main.displayLink(withTarget: self, selector: #selector(nextFrames)) So, at least it is running on my iPad. Good luck!
Jun ’23
Reply to kIOGPUCommandBufferCallbackErrorBackgroundExecutionNotPermitted
Same problem with XCode 15 Betas (up to 5 15A5209g) and iPadOS 17 Betas (up to 21A5291h) [update] My CDDisplayLink kept firing when Scene was inactive. Here is the workaround: class SceneDelegate: UIResponder, UIWindowSceneDelegate { func sceneDidBecomeActive(_ scene: UIScene) { NextFrame.shared.pause = false } func sceneWillResignActive(_ scene: UIScene) { NextFrame.shared.pause = true // ... } } public class NextFrame { public init() { link = CADisplayLink(target: self, selector: #selector(nextFrames)) // ... } @objc func nextFrames() -> Bool { guard !pause else { return false } // ... } }
Aug ’23
Reply to UITouch after SwiftUI Drag
Sorry for delay. Wound up using a UIHostingController and doing a custom hitTest, within a SwiftUI view model. This is within a MVVM architecture. Going deeper is rather complex and may change for xrOS. Any, here's the starting point clue: override func viewDidAppear(_ animated: Bool) { view.addSubview(pipeline.mtkView) pipeline.makeShader(for: root˚) pipeline.setupPipeline() pipeline.settingUp = false let touchView = SkyTouchView(touchDraw) // UIKit let menuView = MenuView(SkyFlo.shared.root˚, touchView) // SwiftUI let hostView = UIHostingController(rootView: menuView).view if let hostView { view.addSubview(hostView) hostView.translatesAutoresizingMaskIntoConstraints = false hostView.topAnchor.constraint(equalTo: view.topAnchor).isActive = true hostView.bottomAnchor.constraint(equalTo: view.bottomAnchor).isActive = true hostView.leftAnchor.constraint(equalTo: view.leftAnchor).isActive = true hostView.rightAnchor.constraint(equalTo: view.rightAnchor).isActive = true hostView.backgroundColor = .clear } }
Aug ’23
Reply to Discover Metal for immersive apps - Example Code
There is example code from Warren Moore found here using Apple's low level C API found here Thanks warrenm! However, I find the C++/ObjC++ APIs with super_long_snake_case_names to be obscure and non-idiomatic. So, am attempting to port to Swift. Already filed a Feedback requesting Swift APIs (FB12879060). And will post a separate question on some blockers in my attempt to refactor into idiomatic Swift.
Aug ’23
Reply to Swift equivalent of ar_data_providers_create_with_data_providers and cp_time_to_cf_time_interval
As for ar_data_providers_create_with_data_providers(...) From modifications to warrenm example (see above) am calling private func runWorldTrackingARSession() async { guard let arSession else { return err("arSession") } try? await arSession.run([worldTracking]) //WorldTrackingProvider } passing through the arSession and worldTracking via public func SpatialRenderer_InitAndRun(_ layerRenderer: LayerRenderer, _ arSession: ARKitSession, _ worldTracking: WorldTrackingProvider) { let renderThread = RenderThread(layerRenderer, arSession, worldTracking) renderThread.name = "Spatial Renderer Thread" renderThread.start() } called from @main struct FullyImmersiveMetalApp: App { @State var session = ARKitSession() //?? @State var worldTracking = WorldTrackingProvider() //?? init() {} var body: some Scene { WindowGroup { ContentView() } ImmersiveSpace(id: "ImmersiveSpace") { CompositorLayer(configuration: MetalLayerConfiguration()) { layerRenderer in SpatialRenderer_InitAndRun(layerRenderer, session, worldTracking) } }.immersionStyle(selection: .constant(.full), in: .full) } } All swift code compile but fails at runtime. Probably in another code block. YMMV
Aug ’23