I figured I should try and see how much faster I can make a simple test by using simd vectors rather than the equivalent struct types (in Xcode 7 / 7.1 beta 2).As a simple start I wanted to compare simd's float4 with a simple struct like this:struct MyFloat4 { var x, y, z, w: Float }So I used big Array<MyFloat4> / Array<float4>, and measured the time it took to assign them all, perform some operation on them like multiplying them with some constant MyVector4 / float4, etc.As I have not yet managed to write a test where simd makes the code any faster, I'm thinking:- Probably the compiler is producing simd code on its own when optimizing my simple benchmarks, thus it doesn't matter if I use simd or not.- But In what kind of code will it matter? Can anyone write a simple example that shows using simd is faster?(Yes I'm using highest optimization level, no emitted debug info, whole module opt)
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The solution that finally worked for me was a combination of the partial solutions pointed out by BrettThePark and Adrian Prantl (big thanks).Precompile Prefix (GCC_PRECOMPILE_PREFIX_HEADER) = NODebug Information Format (DEBUG_INFORMATION_FORMAT) = DWARF with dSYMEnabled Modules (C and Objective-C) (CLANG_ENABLE_MODULES) = NOAfter that the warnings no longer appear and all else behaves as expected.
Topic:
Developer Tools & Services
SubTopic:
General
Tags:
I'm running iOS 9.0.1 and using the 10.11 GM and cannot get airdrop to work between my iOS device and OSX.I've spent days trying to troubleshoot this issue.I've got a Macbook Air (2014) (currently El Capitan GM) and an iPhone 6 (9.0.1).My wife has another iPhone 6 (iOS 8.4)I've tried for days to get airdrop to work and it's simply not working from OS X to iOS.It's so frustrating. I've had it work before in the past, but never reliably.Anyway,iOS to iOS airdrop works between the two iPhones (8.4 to 9.0.1) and vice versa. No problem every time - either way.I've followed every article I can find, from voodoo like 'pairing' my iPhone to my Mac, all the way to having the firewall disabled or enabled, to having bluetooth preferences open to SMB sharing being enable to AFP sharing on or off, such nonsense but I tried...For a while I was playing with trashing various BT preferences/network prefs, but since the 3 complete clean installs I'm gonna guess prefs have nothing to do with it. iCloud signed in and ou
Hey amosasp,I'm not sure if detecting new access units is just a matter of checking the frame number. The spec has a good paragraph that details this: 7.4.1.2.4 Detection of the first VCL NAL unit of a primary coded picture. I've implemented this and I'm correctly getting the access units from my h264 stream. Though the decoder is complaining and giving me the errorcode: -8969. If I'm correct that's the bad data error.I'm wondering if someone knows in general what the HW-decoder expects when I call VTDecompressionSessionDecodeFrame(). For example, lets say the encoder generates 4 nals which make up the access-unit/picture. In my case the first nal has a 4-byte annex-b start code, the 2nd,3rd and 4th nals all have 3 bytes start codes. Do I only rewrite the startcode of the first nal unit and replace it with the size (in big endian) or do I need to remove the start codes of all nals and replace them with a 4-byte length prefix. Then combine this data into one buffer and feed that? Thanksroxlu
Topic:
Media Technologies
SubTopic:
Audio
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Hey Zebon,Your problem is probably related to zPositioning.The behaviour has changed from IOS 9.Previously, even if you had View.ignoresSiblingOrder = true in your viewController, sprites with the same zPosition would still render in the same order that you added them to the stack - that is the last sprite added had the highest viewing priority.The documentation has always said that if you switch this flag on, then all sprites with the same zPosition MAY appear in random order.Now (as of IOS 9) it seems all sprites with the same zPosition WILL appear in random order.It's a pretty big change of behaviour for a sprite based game engine. Please Apple, can you communicate these things.
Topic:
Graphics & Games
SubTopic:
SpriteKit
Tags:
Hello!Basically, I've been working on a project for a rather long time now - and today I finally finished it. However, XCode seems to be unable to archive my project. What I mean by that is that it just stops on 'Compiling Swift Sources, and then it stops forever. My project is not big at all, and if my computer is righ - the size of my project is only 860kb. However, the project contains a huge array with over 1200 words. I don't know if this is what causes the problem?It may be worth mentioning that my Mac is from mid 2010 (13-inch Macbook pro), and I fear this might be the problem - that my PC is just unable to handle the compiling process, with its only 4GB of RAM. I just wanted to hear from someone here, before I eventually buy a macincloud subscription, or if this can be solved.Thanks in advance.
At a guess, your sprites are probably flickering as they appear in a random order each frame draw - upto 60 times a second 😟I've had to do the same thing - go through every part of my game and make sure zPositions are set. It was time consuming, tedious and annoying.It's probably not a bug as it's in the documentation.It is, however, a pretty big change, and could have been communicated if Apple wanted to communicate with indie game developers.Keynote speaches raving how awesome everything is.. are great. Wears pretty thin quite quickly when reality is like this.I am probably more annoyed than I should be. I love SpriteKit. But do wish the execution was a bit better on IOS 9.
Topic:
Graphics & Games
SubTopic:
SpriteKit
Tags:
September 30th... the big day... still same situation...:-(
Topic:
App & System Services
SubTopic:
Core OS
Tags:
Hi Howie,A big bluetooth bug finally got fixed in iOS 9.1 beta 3. Might be worth upgrading if the connection to the Jawbone Up Band is a priority.-Max
Topic:
App & System Services
SubTopic:
Core OS
Tags:
3) How can I fix my broken project(s)?It wasn’t clear from your post whether you ran the migrator (Edit > Convert > To Latest Swift Syntax) or not. If you didn’t, you should; it takes care of a lot of the scutwork. You’ll still have a bunch of issues (at least I did when I moved over one of my large projects) but it’s a big win nevertheless.Share and Enjoy — Quinn The Eskimo! Apple Developer Relations, Developer Technical Support, Core OS/Hardware let myEmail = eskimo + 1 + @apple.com
Topic:
Programming Languages
SubTopic:
Swift
Tags:
I'm trying to submit an app to iTunesConnect for Apple TV.When I try to upload, the build goes into processing, then I get an email like this:Thinned app size is too large - The app bundle at '/Payload/appname.app' exceeds the maximum allowable size. A tvOS app bundle must be less than 200MB after app thinning.Wow, pretty helpful. Am I at 205MB, or 2GB?I have split some of my resources up into On Demand Resources. Xcode shows me sizes for each of the ODR sets, but how do I know how big my main bundle is?
Hellodid this solved your issue yet ?We run into big trouble since our large IAP shop CoachGuitar encounter a dramatic buying rate hole ( from 50 % since start buy to real buy IAP, to 25 % ).And we cannot see why !Very frustrating,Julien
Topic:
App & System Services
SubTopic:
StoreKit
Tags:
Hi,My app Chronic Timer is on both iOS and WatchOS. On iOS I use iAds as a method of montization. I'm surprised Apple doesnt allow you to set seperate price points for iOS app vs Apple Watch app.Because there is no ad model for Apple Watch (justified), I want to set the price for the Apple Watch app at lets say $1 and keep the iOS app free (Ad supported). Currently I would need to seperate the apps into two projects and thats ugly because of several reasons- No handoff support- I would need to add all the functionality on Apple Watch app. Right now I let users create routines on iPhone/iPad and push it to Apple Watch app- Apple Watch app would have a blank iOS appThis in my opinion is critical to the success of Apple Watch. I already mentioned this on several occasions to Apple. Without developers ESPECIALLY indie developers, iOS and WatchOS will go the direction of Windows. And though the initial hype is working and there are 10000 WatchOS apps already, they are weak. Thats due to several reasons:- WatchOS h
I have been experimenting with this some more. Here is the wholly bizarre state of affairs1. If I have a single class in the project, and it's inheriting from ScreenSaverView (and I set Embedded Swift Code, Code Signing and Principal class correctly), it works I can do some simple drawing.2. If I add in any additional swift classes the View class gets ignored and the ScreenSaver App tries to call the selector on one of them.3. If I derive these classes from NSObject, I don't get a crash (probably just happily swallowing a null selector now), but it still fails to init the View Class and I get the message about the plugin being incompatible.4. I also tried making my classes structs, but I couldn't do them all because I have some some actual polymorphism I need to retain, so I don't know..So then I tried a Screensaver someone else wrote called Timesaver I think. It was a single View class so I refactored it a bit so it has a couple of switft classes. This project works fine, in all the arrangements I tried.I ha
Topic:
UI Frameworks
SubTopic:
AppKit
Tags:
OOper: OK I must admit it took my like a day to digest and finally understand what you all said. Thank you so much, I actually understand and get what the you said and what the Author was trying to explain. (Saving a dictionary of values in userDefaults). I hope you have time for more questions 🙂First Question: From what you said AnyObject cannot contain an Optional thus you forcibly downcast the .title to a string in the getter of the computed property and then because the .title property in the MKPointAnnotation is an Optional you downcast that to an optional String? before setting it. What I don't get is whydo this: title = newValue[LocationKey.Title] as! String? Wouldn't title = newValue[LocationKey.Title] as! String downcast it to an Optional<String>.The reason I ask is this. I did some needed reading to better understand downcasting using 'is', 'as!', 'as?' and from what I read if you do the followinglet myNumber = '[Key1 : 1, key2 : 2, key3 : 1.055]var TestVal = myNumber[key1] as? String // this
Topic:
Programming Languages
SubTopic:
Swift
Tags: