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I got the Developer Kit a few days ago in the post and have been giving it a go in MacOS and it runs quite well I have to say (even if it isnt the default GPU in the OS for some things), but today I tried to use the eGPU in Windows 10 via Bootcamp on a 2016 15 inch MacBook Pro and all I could get was a notification to restart the machine to finishing installing drivers ((even after restarting) and the following error:This device cannot find enough free resources that it can use. (Code 12)Has anyone had any experience with this, or know how to fix it? All I can find online are questionable hacks requiring the uninstalling of the discrete graphics cards drivers and fixes for other machines. Any help would be greatly appreciated
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Basically, long and the short of my problem is I NEED to import the full uncompressed RAW image data (obviously from macOS supported image formats) for a project into an array. Unfortunately all example documentation on Image I/O on the Apple dev website appears to have been written with objective-c in mind. Further to this, even when I try to use the class info documentation to produce this code: func getImages(fileLocation:String) -> Void{ 		let url = CFURLCreateWithString(kCFAllocatorDefault, fileLocation as CFString, nil)! 		let imageSource	= CGImageSourceCreateWithURL(url, nil) } The image source does not get created and I just get a nil response. Any help would be appreciated or even a bit of a suggestion as to where to look. Please keep in mind as well that this is for a scientific computing system that will need as much data collected by the CMOS sensor that produced the file as possible.
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I'm currently developing an iOS application that is required to do a vast number of scientific calculations as part of a series of simulations. These simulations are designed to emulated semiconductor device manufacturing, however I have ran into the issue that when I am attempting to do these calculations, the standard units used in the industry (e.g. number of atoms per unit volume of a silicon lattice) produce numbers that are far too big for UINT64 to handle. As a result I've been considering maybe converting from the standard cm^-3 units to m^-3. This would be a very odd unit however for most modern device simulations for most engineers and may lead to a loss in accuracy due to how small some calculated numbers are as well. Is there an alternative to this method I could use that is build into swift (say a Int128 that emulates a 128 bit integer?) or a library that someone could suggest? If not is my only option left to design a new type for a 128 bit number? Any help would be appreciated. I'm also open to use of Metal for this if it has any features that might allow for this. For clarification to, the numbers are on a magnitude of 5x10^22 cm^-3 and may get even larger.
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I have been working throught the SwiftUI demo code tasks from this website and up until now have not had an issue. On the most recent step (https://developer.apple.com/tutorials/swiftui/handling-user-input Section 2 Part 2), I attempted to run the application using the new Canvas feature, only for the canvas preview to start consistently crashing (even with the code added in that section commented out), but when you ask for the Diagnostics the error code is mainly: "Landmarks.app: no underlying error". There is though sometimes the error: "Landmarks.app: Error Domain=render service Code=12 "Rendering service was interrupted" UserInfo={NSLocalizedDescription=Rendering service was interrupted}", which I can't locate online anywhere other than one chinese language website. Has anyone any idea wether this is something to do with the code I've been writing or is this a bug in SwiftUI in XCode 11 Beta? Or any suggestions on a fix? Thanks in advance! (NOTE: Xcode 11 beta (11M336w) and the first release of MacOS 10.15 Beta are both being used on this)
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