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Sudden error being logged continuously in XCode console
I've an app I've been working on for quite some time now. It uses SpriteKit. The windows with the scenes in them are generated programmatically. All of a sudden, when it's up and running through XCode, the console throws out a continuous stream of errors - probably in the order of 1 per second. The main one that makes up this stream is: 2022-03-07 20:07:38.765930+0000 My*App[8461:465673] [] CurrentVBLDelta returned 0 for display 1 -- ignoring unreasonable value But others that appear slightly less frequently are: 2022-03-07 20:07:38.447800+0000 My*App[8461:465143] Metal GPU Frame Capture Enabled 2022-03-07 20:07:38.448070+0000 My*App[8461:465143] Metal API Validation Enabled 2022-03-07 20:07:38.613097+0000 My*App[8461:465640] [] [0x7f9596053820] CVCGDisplayLink::setCurrentDisplay: 1 2022-03-07 20:07:38.613415+0000 My*App[8461:465640] [] [0x7f9596053820] Bad CurrentVBLDelta for display 1 is zero. defaulting to 60Hz. 2022-03-07 20:07:38.613442+0000 My*App[8461:465640] [] [0x7f9596053800] CVDisplayLinkCreateWithCGDisplays count: 1 [displayID[0]: 0x1] [CVCGDisplayLink: 0x7f9596053820] 2022-03-07 20:07:38.613467+0000 My*App[8461:465640] [] [0x7f9596053800] CVDisplayLinkStart 2022-03-07 20:07:38.613487+0000 My*App[8461:465640] [] [0x7f9596053820] CVDisplayLink::start 2022-03-07 20:07:38.613541+0000 My*App[8461:465640] [] [0x7f9596053800] CVDisplayLinkStart 2022-03-07 20:07:38.613575+0000 My*App[8461:465640] [] [0x7f9596053820] CVDisplayLink::start 2022-03-07 20:07:38.613634+0000 My*App[8461:465671] [] [0x600000c09f10] CVXTime::reset 2022-03-07 20:07:38.613718+0000 My*App[8461:465671] [] CurrentVBLDelta returned 0 for display 1 -- ignoring unreasonable value 2022-03-07 20:07:38.639810+0000 My*App[8461:465671] [] CurrentVBLDelta returned 0 for display 1 -- ignoring unreasonable value 2022-03-07 20:07:38.639887+0000 My*App[8461:465671] [] [0x7f9596053820] CVCGDisplayLink::getDisplayTimes display: 1 -- SLSDisplayGetCurrentVBLDelta returned 0 => generating fake times 2022-03-07 20:07:38.673702+0000 My*App[8461:465653] [] [0x7f9596053820] CVCGDisplayLink::setCurrentDisplay: 1 2022-03-07 20:07:38.673748+0000 My*App[8461:465653] [] [0x7f9596053820] CVDisplayLink::stop 2022-03-07 20:07:38.673862+0000 My*App[8461:465653] [] [0x7f9596053820] Bad CurrentVBLDelta for display 1 is zero. defaulting to 60Hz. 2022-03-07 20:07:38.673883+0000 My*App[8461:465653] [] [0x7f9596053820] CVDisplayLink::start I really don't know how else to describe this. I can only imagine having to hand over the entire project as lately I've only been working on the storyboard file so how would this affect it? To be honest the only change I can see is my upgrade to OSX 12.2.1. It's definitely something to do with SpriteKit since not initialising a window with a scene in it stops the errors from showing.
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8.4k
Mar ’22
Xcode Organiser 'Built Products' produces empty folder
I'm trying to follow an online 'tutorial' about notorising apps for passing B2B. As part of the instructions, when I Archive my project and go to the Organiser window in Xcode, I select my latest archive and click 'Distribute Content'. I then choose a location for the product and click 'Export'. There's a folder generated with the name of my app and it's timestamp as part of the name, and in there is a 'Products' folder, but this is empty. No archive. It was working fine and the 'Products' would contain a file, but all of a sudden it stopped. I cannot figure out what I might have done to make this not work any more... I have the scheme set up to build for an Archive: I've restarted Xcode, but still the same. Is there any particular checkbox I could've accidently hit to cause this?
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0
929
Mar ’23
How To Prevent The Screen Saver In El Capitan
Hi,I've been usingIOReturn success = IOPMAssertionCreateWithName(kIOPMAssertionTypeNoDisplaySleep, kIOPMAssertionLevelOn, reasonForActivity, &assertionID);as detailed in this Tech Q & A to prevent the screen saver from activating in certain phases of my app. Unfortunately, since 10.11 this seems to have stopped working. There are no errors, no extra log lines generated, the app works absolutely fine and the only difference in it's operation - in El Capitan - is that the screen saver continues to show after the prerequisite amount of time.Does anyone know if there's been a change to the process of preventing this? I can't seem to find anything in docs...Todd.
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0
2.1k
Nov ’15
Overriding viewWillStartLiveResize and viewDidEndLiveResize cures graphics draw problem
I appreciate this might not be possible to answer without seeing all of my code, but I'm a fair way into my project and publishing only the SceneKit stuff would be tricky as it involves extensions, various sub classes and such like. So, in the briefest manner I can: I have a SCNScene with 2 SCNNodes. Each node has two filters applied (in this case CIGaussianBlur and CIPixellate but the issue doesn't seem to specifically apply to which filter is applied only *if* a filter is applied). With the nodes displayed correctly and not animating, if I resize the window that the scene is in I get strange re-drawing issues: the image gets drawn oddly until I release the mouse button and the draw cycle is completed. However, if I simply include these empty methodes in my subclassed SCNView: 	override func viewWillStartLiveResize() { 	} 	override func viewDidEndLiveResize() { 	} The nodes are continually drawn correctly during a user's resize. The entire subclass consists of: class ImageSCNView: SCNView { 	private (set) var hasLoaded: Bool = false 	override var mouseDownCanMoveWindow: Bool { 		return true 	} 	override func viewDidMoveToWindow() { 		hasLoaded = true 	} 	override func viewWillStartLiveResize() { 	} 	override func viewDidEndLiveResize() { 	} } Is this in someway expected behaviour or am I lining up for a gotcha in the future? I'm assuming I've prevented the calls the the classes super so I wonder if that will be problematic in the long run...
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645
Jan ’21