missing package product

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M1 GPU violates atomic_thread_fence across threadgroups
I have an M1 Pro with a 16-core GPU. When I run a shader with 8193 threads, atomic_thread_fence is violated across the boundary between thread 8191 (the last thread in the 7th threadgroup) and 8192 (the first thread in the 9th threadgroup). I've attached the Metal and Swift files, but I'll repost the relevant kernel here. It's a function that launches N threads to iterate through a binary tree from the leaves, where the first thread to reach the parent terminates and the second one populates it with the sum of the nodes two children. // clang-format off void sum(device const int& size, device const int* __restrict__ in, device int* __restrict__ out, device atomic_int* visited, uint i [[thread_position_in_grid]]) { // clang-format on int val = in[i]; uint cur = (size + i - 1); out[cur] = val; atomic_thread_fence(mem_flags::mem_device, memory_order_seq_cst); cur = (cur - 1) / 2; int proceed = atomic_fetch_add_explicit(&visited[cur], 1, memory_order_relaxed); while (proceed == 1) { uint left = 2 * cur +
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metal-cpp syntax for MTL::Buffer float2 parameter
I'm trying to pass a buffer of float2 items from CPU to GPU. In the kernel, I can provide a parameter for the buffer: device const float2* values for example. How do I specify float2 as the type for the MTL::Buffer? I managed to get the code to work by cheating by defining a simple class that has the same data members as a float2, but there is probably a better way. class Coord_f { public: float x{0.0f}; float y{0.0f}; }; then using code to allocate like this: NS::TransferPtr(device->newBuffer(n_elements * sizeof(Coord_f), MTL::ResourceStorageModeManaged)) The headers for metal-cpp do not appear to define vector objects like float2, but I'm doubtless missing something. Thanks.
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Link to a Precompiled Static C Library in a Swift Library Package
I want to build a Swift library package that uses modified build of OpenSSL and Curl. I have already statically compiled both and verified I can use them in an Objective-C framework on my target platform (iOS & iOS Simulator). I'm using XCFramework files that contain the static library binaries and headers: openssl.xcframework/ ios-arm64/ openssl.framework/ Headers/ [...] openssl ios-arm64_x86_64-simulator/ openssl.framework/ Headers/ [...] openssl Info.plist I'm not sure how I'm supposed to set up my Swift package to import these libraries. I can use .systemLibrary but that seems to use the embedded copies of libssl and libcurl on my system, and I can't figure out how to use the path: parameter to that. I also tried using a .binaryTarget pointing to the XCFramework files, but that didn't seem to work as there is no module generated and I'm not sure how to make one myself. At a basic high level, this is what I'm trying to accomplish: where libcrypto & libssl come from the provided op
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1.2k
Jul ’24
Rejected: Guideline 3.1.1 - Business - Payments - In-App Purchase
Our problem is that our app was rejected for Guideline 3.1.1 - Business - Payments - In-App Purchase. Specifically, the app uses a promo code to unlock or enable paid features in store. Our app does use promo codes. But these codes do not directly unlock paid functionality. What our app actually does with promo codes is as follows... We have products with ids Product1 and Product1_Discount1. These are both valid product definitions in Apple IAP. They enable the same features within the app but have different price definitions. We allow the user to enter an optional promo code. We consult our backend to see if the promo code allows the user the opportunity to purchase Product1_Discount1, and if it does we display the info defined by Product1_Discount1, otherwise, we display the info defined by Product1. We are trying to understand a) is it always going to be a guideline violation to offer our own promo codes for in-app purchases (these are not Apple generated codes, we generate them)?, or b)
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Assisstive technology for Hemianopia
Hi, I wanted to ask if Apple have or are planning on developing assistive technology for people with Hemianopia (No left or right field of vision that affects both eyes)? I suffered a stroke back in 2019 which left me with this condition. It means it has caused me to lose my driving license and ultimately my independence. with Apple being at the forefront of developing exciting new technology, i.e. Apple watch for health monitoring. I believe technology to help the tens of thousands of people each year who suffer from a stroke and left with Hemianopia would be greatly welcomed, allowing people to get back the lives they had before they lost their independence. I am speaking for myself, but ultimately I'm speaking for all the people around the world who are suffering from this debilitating condition which has no cure as of yet. Apple are big on health and this would be the ultimate device for so many. I truly hope you can help? kind regards, James McMaster
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Mar ’24
Can't resolve package dependencies
Hello developers, I've been building out my platform, mostly working on the Android side of a flutter app. Today I decided to make sure the iOS version wasn't getting too far behind, but when I attempted to build the app I began running into an issue I've never seen before, and after spending about 8 hours trying to figure this out, I feel like I'm more lost than when I began. The error when trying to build: Uncategorized (Xcode): Could not resolve package dependencies: downloaded archive of binary target 'grpc' from 'https://dl.google.com/firebase/ios/bin/grpc/1.65.1/rc1/grpc.zip' does not contain a binary artifact. fatalError This is a flutter app which uses firebase as a backend. I've been building with flutter/ios for about 6 years now and have never encountered this, and after searching google it appears that no one else aside from 2 people have either. I found that there's a github repo which contains this dependency as well, so I was going to try to modify the URL from the google.com
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Bitbucket Cloud is Breaking Swift Package Manager
Today when I went to add a package via SPM in Xcode 16.0, the Recently Used Loading... spinner ran and never stopped. I could not add any packages. The packages I am loading are remote and not from my own repo. I did a Refresh Account via the right-click which then shows items in my own hosted repo (for both Bitbucket Cloud and Github), but Recently Used just loads forever and there is no way to add a package. I tried all of the usual cache deleting to no positive outcome. I saw that others had to reinstall Xcode which I am loath to do. I wound up executing defaults delete com.apple.dt.Xcode which of course made me lose all of my settings, but that did correct the problem. At least I thought it did. However, after getting everything reset, it stopped working again with the above issue. In short, I found the issue is with Bitbucket Cloud. If I remove this account from Xcode, SPM works as normal. Add it back (all credentials are 100% fine) and I can no longer use SPM
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Oct ’24
Disappearing External link account entitlement
I've got a Flutter app that is a “reader” app. The External Link Account Entitlement has already been requested and granted. It is already added as an Additional Capability to the App ID. The com.apple.developer.storekit.external-link.account entitlement is already present in the .entitlements file. Also SKExternalLinkAccount key is added to the Info.plist file with the correct URL. ExternalLinkAccount.open() is invoked via a MethodChannel call handler and things work perfectly in debug mode. The modal appears as expected and opens the link in the external browser. Xcode archive is also sucessful and the entitlement seems to be in place when inspecting the app with: codesign -d --entitlements :- ./path/to/app But when trying to distribute the app via Xcode the entitlement disappears. Other entitlements are not affected by this issue, eg.: com.apple.developer.associated-domains for universal links. This happens with automatically managed singing and a manually selected provisioning profile as well. When inspec
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Reply to Can't swap camera with AVCaptureMultiCamSession
I'll have to work that up and it might be quite complicated because if it is a memory issue it might be impacted by other things around it. It would be easier to provide the bigger section of the code base. Would that work? Or I can do a live debugging session with someone. To work around this in the end I moved up to the view level and swapped the image streams when the user requested a camera swap (so the image feed to the main view went into the inset and the image feed to the inset went into the main view). This feels like a hack but it is sort of working. But am i correct in thinking this SHOULD work that i should be able to detach the front and back camera and then reattach them as different devices as I show in my description? I did confirm in logging and debugger that they are properly detached and then reattached. I'm not sure if i am missing some preconditions on how to handle the stream or if this should work.
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How to know when an invitee declines a turn based match invite via the push notification action button.
I am developing a turn based game using GameKit. The happy path (pretty much as always) is fine; invite, accept, play, have winners/losers and match ends. Yay! But I am working on making sure I handle situations where invited friends decline to participate. I've been through the docs, and don't see how the GKTurnBasedMatch is updated to reflect the tap of the decline button in the Game Center Invite notification. When I reload the match from Game Center on the host device the status for the invitee who declined is still .invited. I also tested by setting all players that are not the host in the nextParticipants of the endTurn(...) to start the invites and the next invitee was not given a push notification to accept or decline the invite. I feel like there should be a way to determine when an invitee has declined an invite (via participant in the match.participants via status OR a delegation method somewhere that is called when the Decline or Accept buttons on that notification are tapped.) I'm missing
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Dec ’24
Reply to Frequently Used Emojis won’t change or update
I'm on 18.2 (22C152), and I think the problem started with 18.2. I haven't reset the keyboard dictionary (I don't want to lose my text replacements), but I too removed the Emoji keyboard and did a hard reset several times, but still the frequently used stickers doesn't reflect the ones I've used recently. Stickers from some sticker packs do show up in the frequently used area, but about 2/3s of the sticker packs' used stickers do not show up there. This is a hassle since for stickers, I often text them to myself, specifically so they show up in the frequently used area so I can find them quickly when I send the to other people.
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