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tensorflow-metal problems (tf.random.normal) and disappointments
"Last year, I upgraded to an M2 Max laptop, expecting that tensorflow-metal would facilitate effective local prototyping utilizing the Apple Silicon's capabilities. It has been quite some time since tensorflow-metal was last updated, and there appear to be several unresolved issues noted by the community here. I've personally observed the following behavior with my setup: Without tensorflow-metal: import tensorflow as tf for _ in range(10): print(tf.random.normal((3,)).numpy()) [-1.4213976 0.08230731 -1.1260201 ] [ 1.2913705 -0.47693467 -1.2886043 ] [ 0.09144169 -1.0892165 0.9313669 ] [ 1.1081179 0.9865657 -1.0298151] [ 0.03328908 -0.00655857 -0.02662632] [-1.002391 -1.1873596 -1.1168724] [-1.2135247 -1.2823236 -1.0396363] [-0.03492929 -0.9228362 0.19147137] [-0.59353966 0.502279 0.80000925] [-0.82247525 -0.13076428 0.99579334] With tensorflow-metal: import tensorflow as tf for _ in range(10): print(tf.random.normal((3,)).numpy()) [ 1.0031303 0.8095635 -0.0610961] [-1.3544159 0.7045493 0.03666191] [-1.3544159 0.7045493 0.03666191] [-1.3544159 0.7045493 0.03666191] [-1.3544159 0.7045493 0.03666191] [-1.3544159 0.7045493 0.03666191] [-1.3544159 0.7045493 0.03666191] [-1.3544159 0.7045493 0.03666191] [-1.3544159 0.7045493 0.03666191] [-1.3544159 0.7045493 0.03666191] Given these observations, it seems there may be an issue with the randomness of tf.random.normal when using tensorflow-metal. My current setup includes MacOS 14.5, tensorflow 2.14.1, and tensorflow-macos 2.14.1. I am interested in understanding if there are known solutions or workarounds for this behavior. Furthermore, could anyone provide an update on whether tensorflow-metal is still being actively developed, or if alternative approaches are recommended for utilizing the GPU capabilities of this hardware?
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15h
Feedback app Broken!
Yesterday night, I opened the feedback app, but it kicked me out. When I reopened it, I had to sign back in, but it got stuck on a continuous loading screen. I tried swiping it from the background and reopening it multiple times, but it kept loading indefinitely. I waited for 1 minute, then 3 minutes, but it never stopped. This morning, I checked again to see if my reports had been opened, but the app was still loading.
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Sequoia Beta 4 - incorrect alert about "app wants to access data from other apps"
I have an app and a photo editing extension. I use a group container to share data between the two. That has not been a problem in the past. However, in the latest Sequoia Beta, when I try to write a file to that location, the " would like to access data from other apps" dialog appears. That's not what I'm doing, and the fact that it comes up every single launch will freak out customers. How do I read and write data to my app's group container without getting this dialog to appear? Is there a different way I am supposed to share data between an extension and an app? I filed Feedback FB14412342.
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16h
IOS18 Beta - Public (is it just me?)
From downloading Beta 18 (public) I have the following sever issues: Cellar Network dips and has weakened (wife & kids on same network with no issues.) Wi-Fi stability has become horrendous AirDrop is a nightmare zooming in on emails or other document documents cuts the page off and it becomes unmovable battery drains significantly quicker than ever before please tell me I’m not alone! @Apple - would be great if uninstalling beta was easier with out the risk and time the current process is annotated!
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17h
Could not build module 'UIKit' - XCode 16 Beta 3
I have an old project that combines Objective-C with Swift and it is compiling just fine in XCode 15 but is not compiling on XCode 16 Beta 3. There are multiple errors such as: "could not build module 'UIKit'" "could not build module 'CoreMedia'" "could not build module 'CoreLocation'" Among the errors there is this one about failing to emit precompiled header in the Bridging header file of the project. I've tried re-installing XCode 16 Beta 3, re-installing the simulator, restarting the computer and I've also created a sample project that also combines swift and Ojb-c and that one compiles just fine. Any clues? Thanks!
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20h
Invalid Swift Support
Hi, Can someone please help me with the below issue, I validated the app before distributing from Xcode, and it passed. but I received a mail from Apple Developer Relations saying there a problem, but I don't have any clue how to solve this problem. ITMS-90429: Invalid Swift Support - The files libswiftDarwin.dylib, libswiftDispatch.dylib, libswiftCoreGraphics.dylib, libswiftCoreFoundation.dylib, libswiftUIKit.dylib, libswiftMetal.dylib, libswiftCore.dylib, libswiftFoundation.dylib, libswiftQuartzCore.dylib, libswiftos.dylib, libswiftObjectiveC.dylib, libswiftCoreImage.dylib aren’t at the expected location /Payload/connectdots.app/Frameworks. Move the file to the expected location, rebuild your app using the current public (GM) version of Xcode, and resubmit it. I dont know where these dylibs are now and how to move them. Also I am using Xcode 15.3. what does it mean current public version of Xcode Thanks in Advance, Thirupathi.
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20h
Xcode UI test cannot tap menu button in form
Apparently UI tests are unable to tap menu buttons but can tap regular buttons inside forms. Earlier today I was able to see in the Simulator that the UI test tries to tap the button by tapping the center of the containing form row, which works for regular buttons, but not for menu buttons. In fact, when trying in the SwiftUI preview in Xcode it seems that menu buttons have to be tapped exactly on top of them, while regular buttons can be tapped anywhere in the form row. (Now I’m not able to see touches performed by the UI test anymore in the Simulator for an unknown reason, even though I have “Show single touches” enabled in the Simulator settings.) How can I open a menu button in a UI test? The UI code: struct ContentView: View { @State private var label1 = "Menu 1" @State private var label2 = "Menu 2" var body: some View { NavigationStack { Form { LabeledContent("Menu 1") { Button(label1) { label1 = "Menu 1 tapped" } .accessibilityIdentifier("menu1") } LabeledContent("Menu 2") { Menu(label2) { Button("Button") { } .accessibilityIdentifier("button") } .accessibilityIdentifier("menu2") } } } } } #Preview { ContentView() } And the test: final class problemUITests: XCTestCase { func testExample() throws { // UI tests must launch the application that they test. let app = XCUIApplication() app.launch() app.collectionViews.element(boundBy: 0).buttons["menu1"].tap() app.collectionViews.element(boundBy: 0).buttons["menu2"].tap() app.collectionViews.element(boundBy: 0).buttons["button"].tap() } }
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21h
Differences between Safari App extension and Safari Web extension.
I tried to create a content blocker for Safari and did it through Safari App Extension and Safari Web Extension. The XCode project for Safari Extension creates 2 applications: the “Main Application” (which is compiled into ".app") and the “Safari Extension” itself (which is compiled into ".appex"). If you want to create a content blocker, you must add “Content Blocker Extension” from the “File → New → Target” menu. This will be the third application in the group, which is also compiled into "*.appex". And now about differences... The first difference is that Web Extension does not have the right to work on any domains by default, unlike App Extension. For the App Extension, in the "info.plist" in the "SFSafariWebsiteAccess" section, we can remove "Allowed Domains" and in "Level" replace "Some" to "All". This is important because the content blocker should work on any domain, and not be turned on manually for each individual. This will not work in Web Extension and will have to be activated for each domain separately. The second significant difference between Web Extension and App Extension is that for security reasons it is more limited in page management. Web Extensions are supposedly focused on a common API for all browsers (Firefox, Chrome, Opera, Edge, Safari), but if I use Safari and want maximum integration with it, then I don't care about all those browsers. In this case, I don't need Web Extension. App Extension functions as a client-server even within the “Main Application”. This is quite expensive and can be fixed. You can remove the “webView” component from storyBoard and remove this files: “script.js”, “main.html”, “style.css”. After this you will get the pure storyBoard without any tinsel and communication between these layers. That’s will work perfectly because these are native Swift applications. p.s. To show the "Safari Extension" window after clicking on the icon on the toolbar, you need to change key from "Command" to "Popover" in the "info.plist" in the section "SFSafariToolbarItem" in the "Action". write your additions...
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22h
Is ObservableObject implicitly a MainActor in iOS 16 and later?
This is a question regarding the specification of ObservalObject. The following code does not cause a compilation error when the deployment target is set to iOS 16, but it does cause the following error when set to iOS 15: class Model: ObservableObject { let player: AVPlayer @Published var isPlaying = false var playerObserver: NSKeyValueObservation? init() { self.player = AVPlayer() self.playerObserver = self.player.observe(\.rate, options: [.new, .old]) { player, change in NSLog("changed rate: \(String(describing: change.newValue))") } } func setup() { let name = "sample" let url = Bundle.main.url(forResource: name, withExtension: "m4a")! let playerItem = AVPlayerItem(url: url) self.player.replaceCurrentItem(with: playerItem) } func play() { self.player.play() self.isPlaying = true } } The following error occurs in iOS 15: Cannot form key path to main actor-isolated property 'rate' Call to main actor-isolated instance method 'play()' in a synchronous nonisolated context Additionally, if the code is modified as follows, the error does not occur even in iOS 15. Specifically, adding @MainActor to the Model resolves the issue. @MainActor class Model: ObservableObject { ... } From this behavior, I guessed that ObservableObject is implicitly a MainActor in iOS 16 and later. Is this understanding correct?
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I can't update macOS Sequoia Beta installed on SSD to the latest release
I installed macOS Sequoia Beta 1 on external SSD and I boot it on my MacBook Pro. I changed my startup disk in Settings to point SSD and I install update via "Software Update". The file is downloaded then my computer restarts and it takes around ~20 seconds to install everything, but once the macOS is started, I see that I've got still Beta 1. I tried also to download the full installer and repeat the process but with the same result. It looks like everything is installed correctly, but once the system is launched, it's still the old macOS version. Any idea how to update the system on my SSD?
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23h
Unable to Display Text Fully in Text() SwiftUI
Hi! I am working on an app that requires displaying special characters and I have currently implemented it to just use Text() in swiftUI. Unfortunately, it can't display the full height of the text. Attached is one example of this happening. I have attempted to do .linespacing() but that method doesn't work. .frame also doesn't seem to make a change. Does anyone have a solution to this? Thanks!
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No place to update license agreement
When I login to my Dev account, I get a banner that says "The updated Apple Developer Program License Agreement needs to be reviewed. In order to update your existing apps and submit new apps to the App Store, the Account Holder must review and accept the updated agreement." However, when I go to Agreements, Tax, and Banking, I see both Free Apps and Paid Apps agreement, but when I click on View, there's nothing for me to accept. It's a pop-up window with a list of countries and a button at the end that says "Close". And that's it. No other action is possible. No other option either under the Action column.
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