[quote='807305022, DTS Engineer, /thread/765360?answerId=807305022#807305022']
There's no supported way for you to calculate the window shadow's frame with the APIs currently available. If you'd like us to consider adding the necessary functionality, please file an enhancement request using Feedback Assistant.
[/quote]
Thanks, I filed FB15370384.
Post
Replies
Boosts
Views
Activity
[quote='806566022, DTS Engineer, /thread/764898?answerId=806566022#806566022']
The issue here is that your custom attribute value is a Swift class. If you change it to a subclass of NSObject, the code runs as expected:
[/quote]
Works perfectly, thank you! I opened FB15296006.
[quote='806209022, Claude31, /thread/764898?answerId=806209022#806209022, /profile/Claude31']
What would you expect from
[/quote]
I use this to correlate a text range with a custom object that I need when the user modifies that range. The documentation says right in the first paragraph:
Attributed strings support many different kinds of attributes, including Custom attributes you define for your app
[quote='806097022, DTS Engineer, /thread/764435?answerId=806097022#806097022']
That bug is fixed as of macOS 15.1 beta 4.
[/quote]
Thank you for the feedback. I'm looking forward to the fix.
[quote='806015022, DTS Engineer, /thread/764435?answerId=806015022#806015022']
If you've filed bugs, please post the bug numbers here.
[/quote]
Yesterday I filed FB15258541.
[quote='806001022, Macho Man ***** Savage, /thread/764435?answerId=806001022#806001022, /profile/Macho+Man+*****+Savage']
Just to throw some spaghetti at the wall, is it possible this could be related to not balancing -startAccessingSecurityScopedResource calls with -stopAccessingSecurityScopedResource when you are done with the file?
[/quote]
I don't think so. This happened both with my App Store published app and with a sample app I had just created to reproduce the issue. Even after restarting both apps they had the same issue. It only disappeared the day after.
Today, mysteriously, the sample code works again. How could this possibly happen? Yesterday all my App Store apps weren't able to resolve and create file bookmarks, and today they work again.
[quote='803865022, endecotp, /thread/763479?answerId=803865022#803865022, /profile/endecotp']
In principle you could render the UIImage into a graphics context and then create your SKTexture from that.
[/quote]
That's a great idea. I changed the iOS code to this and it seems to work for both aspect ratio and color:
var image = UIImage(systemName: systemImage)!.applyingSymbolConfiguration(.init(pointSize: width))!.applyingSymbolConfiguration(.init(hierarchicalColor: .white))!
image = UIGraphicsImageRenderer(size: image.size).image { context in
image.draw(at: .zero)
}
Given that there’s just one instance of this, I suspect it’s something to do with that specific user’s Mac.
Thanks, that's what I suspected. It's not always easy to find information about crashes that apparently have nothing to do with your own code.
[quote='803792022, endecotp, /thread/763479?answerId=803792022#803792022, /profile/endecotp']
UIImage and CGImage have different aspect ratios for SF Symbols, due to padding.
[/quote]
I tried using SKTexture(image: image) and SKTexture(cgImage: image.cgImage!) and they both produce the same result. Do you think this is expected or do you have a suggestion for how one could do it differently?
[quote='803472022, DTS Engineer, /thread/763479?answerId=803472022#803472022']
Have you filed a bug report? If so please reply with the Feedback ID.
[/quote]
I filed FB15095279 shortly before I created this post.
Same issue here. Not only is the image on iOS always black when on macOS it displays as expected, but on iOS some images are also displayed with a slightly wrong aspect ratio, as demonstrated by this code:
import SpriteKit
#if os(macOS)
import AppKit
#else
import UIKit
#endif
class GameScene: SKScene {
override func didMove(to view: SKView) {
let systemImage = "square.and.arrow.up"
let width = 400.0
#if os(macOS)
let image = NSImage(systemSymbolName: systemImage, accessibilityDescription: nil)!.withSymbolConfiguration(.init(hierarchicalColor: .white))!
let scale = NSScreen.main!.backingScaleFactor
image.size = CGSize(width: width * scale, height: width / image.size.width * image.size.height * scale)
#else
let image = UIImage(systemName: systemImage)!.applyingSymbolConfiguration(.init(pointSize: width))!.applyingSymbolConfiguration(.init(hierarchicalColor: .white))!
#endif
let texture = SKTexture(image: image)
print(image.size, texture.size(), image.size.width / image.size.height)
let size = CGSize(width: width, height: width / image.size.width * image.size.height)
addChild(SKSpriteNode(texture: texture, size: size))
}
}
Thanks, I filed FB15081598.
Thanks for the log, it looks like it is truncated, and in this case it would be helpful to see the registers at the bottom.
That's the complete contents of the .ips file I found in the Console app. I have no idea why it is truncated. How can I find out why it's truncated and how to produce a full report?
[quote='802657022, deeje, /thread/763173?answerId=802657022#802657022, /profile/deeje']
FWIW, early in my SceneKit days, I experienced similar crashes, and solved it by refactoring my code to add and remove SCNNodes only in main thread.
[/quote]
Thanks for the suggestion, but I already solved these kind of crashes a long time ago. I'm already doing scene changes on the main thread.