Post

Replies

Boosts

Views

Activity

Reply to Lots of kmutil executions
I found the issue (sort of). kmutil is launching com.apple.fsplaceholder, so I feel better that it is an Apple thing. I still don't know what is going on, but an example capture of one of the processes is shown below if anyone is interested. launchd forks, then executes xpcproxy with the arguments (xpcproxy com.apple.applefsplaceholder), and then executes kmutil with the arguments (load -b com.apple.fsplaceholder). 														 pid: 26919 									first observed: 2020-11-17 13:54:20 									 last observed: 2020-11-17 13:54:20 												 program: kmutil 										program path: /usr/bin/kmutil 											signing ID: com.apple.kmutil 												 team ID: 			 program modification date: 2020-01-01 00:00:00 						 program status date: 2020-01-01 00:00:00 														ppid: 1 									parent program: launchd 						 parent program path: /sbin/launchd 							 parent signing ID: com.apple.xpc.launchd 									parent team ID: parent program modification date: 2020-01-01 00:00:00 			parent program status date: 2020-01-01 00:00:00 FORK	/sbin/launchd EXEC	/usr/libexec/xpcproxy arguments: xpcproxy com.apple.applefsplaceholder EXEC	/usr/bin/kmutil arguments: /usr/bin/kmutil load -b com.apple.fsplaceholder exit	
Nov ’20
Reply to Number of meshes keeps growing
I took a cue from this old threadhttps://forums.developer.apple.com/thread/80337and built a very simplified UIViewController with an ARView and repeatedly went back and forth loading and unloading the view and displaying my somewhat complex model.Everything worked fine, so the problem in my larger program is clearly mine. I suspect my code is complex enough that I have one or more accidental retain cycles going on.I am going to close this thread.
May ’20
Reply to Number of meshes keeps growing
A quick update.I have found that if in the ViewController with my ARView I override viewWillDisappear(_ animated: Bool) and remove the anchors added to the scene before the scene disappears, then the meshes do drop back down to normal when I reload the ViewControllerE.g.,self.arView.scene.removeAnchor(self.worldAnchor!)where worldAnchor is the root anchor for most of my content.HOWEVER, eventually FPS does drop even though the mesh count is low again. That is, the more times I reload the ViewController with the ARView, the slower the FPS becomes.So I still don't know how to correct for that.
May ’20
Reply to Change in signing requirement for endpoint testing?
I have SIP disabled.I'll have to conduct some tests later to see if I can isolate why I was needing notarization or if I didn't and I just had some other error.In my case, I am using the endpoint framework in a command-line tool launched by launchd based on a Mach Service request from the GUI app's extension. Yeah, it is a little complicated, a 3-tier architecture communicating over XPC services. Testing is getting complicated.GUI app <--> embedded network system extension <--> endpoint system extensionThe endpoint system extension program and corresponding launchd .plist file are bundled in a .pkg that I get notarized.Right now everything is chugging along fine though.
Jan ’20
Reply to Xcode 11.3.1 update isn't downloading
Interesting on accepting the new terms and conditions. I have checked & accepted that (sometime in the last week or so).I had disabled System Integrity Protection (SIP) to develop and test my own endpoint daemons. Today I re-enabled SIP and removed my daemons, the software update proceeded.So... I don't know if it was a SIP issue or a Terms & Conditions issue, but it is working for me now.
Jan ’20