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offloading

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Reply to Cocoa Pods App not working in BGAppRefreshTask
My desired result was to monitor my pool filler That’s not really feasible to do directly from iOS. The best way to solve this problem is to stand up some separate hardware that connects to the accessory with MQTT and, when the state changes, sends a push notification to your app. That hardware would be mains-powered, which offloads the energy impact of this task from your battery-powered iPhone. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
Topic: App & System Services SubTopic: Core OS Tags:
Feb ’24
Apple Push Notification Issue: Having Trouble Decrypting Messages
I have multiple mobile applications, one developed in React Native and the other in Objective-C and Swift hybrid technology. I use my own system to send push notifications, and these notifications are left encrypted in the Apple queues. However, in any of my applications, I am unable to catch these messages in the code block where I decrypt them. As a result, users see the messages encrypted. While I can deterministically detect this issue on devices experiencing the offload feature from Apple, I've also noticed sporadic occurrences of this issue on devices not utilizing offload. Due to my security policies, I have no chance of sending messages unencrypted. I'm trying to understand why this is happening and need suggestions for a solution. Is there anyone who can help? Additional Information: I use my own system for push notifications. Messages are left encrypted in the Apple queues. I am unable to catch the messages in the code block where I decrypt them in one of the applications. I can de
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Feb ’24
Strange Microphone Issue on iOS 17.0.3
Hi all, I'm facing a strange issue on my iPhone 15 Pro Max with iOS 17.0.3 official release. A few days ago I was using WeChat and was making a voice call with my Airpods, and accidentally dropeed one of the Airdpod, after I picked it up, all of a sudden the person on the other end cannot hear me via the voice call anymore. Then I tried to send a voice message on WeChat and noticed it's also failing. Here's a list of things I've tried to investigate/narrow down this issue: I checked in Privacy settings and confirmed the toggle for Microphone is turned on for WeChat, also tried switching it to off then back on. I also checked WeChat's own permission settings and made sure all the toggles for Microphone are turned on, also tried switching them to off then back on. Tested other apps that uses the microphone (e.g. phone, facetime, voice memo, instagram, QQ (also from Tencent) etc.), and they are all working fine. Tried normal restart and hard restart of the phone, issue persists Log out from Wechat and log back i
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2.9k
Oct ’23
Reply to iOS 17 app storage issue
Yes there is an issue with app storage in iOS 17, The cache data is somehow not getting erased from the app resulting in apps taking too much storage space. As off now only way is to offload the app or reinstall it, but the issue keeps on occurring. Waiting a soultion from Apple in the next update ASAP.
Topic: App & System Services SubTopic: Hardware Tags:
Oct ’23
Reply to iPad parent child refreshing issue - onAppear is NOT getting called every single time.
I tested with Xcode 14.2, iPad simulator (iOS 16.2) and it works as expected. on appear on topic Topic1 on appear on topic Topic2 on appear on topic Topic3 on appear on topic Topic1 on appear on topic Topic2 on appear on topic Topic3 Take care that onAppear is only called when view is loaded. May be in your case, view is not offloaded and reloaded ?
Topic: UI Frameworks SubTopic: SwiftUI Tags:
Sep ’23
macOS NEFilterDataProvider best practices?
I've seen some discussion around performance on the forums but nothing official. What is the best practice for [handleNewFlow:] , [handleOutboundDataFromFlow:], and [handleInboundDataFromFlow:] callbacks in a content filter? Are all flows funneled through a single serial queue that calls into my subclass? If so this seems like we are back in the days of early OS X with the kernel network funnel serializing all network traffic. Should I offload flow processing onto a concurrent queue and then pause the flow and return from my callback? Or just do all processing in the callbacks? And once I return an allow/deny verdict for the flow (without asking for more data) do I no longer see that flow's traffic in my content filter? That's what I would expect and it seems to be the case in actual practice too. For reference I never need to interact with the user. All of the rules are loaded from an EDR platform. I bring this up because we have users complaining of stuttering during Google Meet / Zoom, etc when ou
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Aug ’23
Reply to macOS NEFilterDataProvider best practices?
Are all flows funneled through a single serial queue that calls into my subclass? Yes. Should I offload flow processing onto a concurrent queue and then pause the flow and return from my callback? Or just do all processing in the callbacks? It’s kinda up to you. Certainly, I wouldn’t use a concurrent queue for this because I wouldn’t use a concurrent queue for anything (-: See Avoid Dispatch Global Concurrent Queues. However, handing work out to your own code that has its own concurrency model is perfectly reasonable. Now, as to whether that’ll actually improve the performance, that’s a very different question, one that doesn’t have an easy answer. My experience is that most networking code is I/O bound, so getting more CPUs to work on the problem doesn’t help. However, the only way to know for sure is to measure and test. And once I return an allow/deny verdict for the flow … do I no longer see that flow's traffic in my content filter? Correct. What if multiple content filters are present? Are they
Topic: App & System Services SubTopic: Core OS Tags:
Aug ’23
Generating vertex data in compute shader
Hi there, I am working on a 3d game engine in Swift and Metal. Currently I dynamically generate vertex buffers for terrain chunks on the CPU and pass all models to the GPU via argument buffer and make indirect draw calls. Calculating where vertices should be is costly and I would like to offload the work to a compute shader. Setting up the shader was straightforward and I can see that it (at least as an empty function) is being executed in the CommandBuffer. However, I come to this problem: since I do not know ahead of time how many vertices a chunk of terrain will have, I cannot create a correctly-sized MTLBuffer to pass into the compute function to be populated for later use in a draw call. The only solution I could think of is something like the following: For each chunk model, allocate a VertexBuffer and IndexBuffer that will accommodate the maximum possible number of vertices for a chunk. Pass in the empty too-large buffers to the compute function Populate the too-large buffers and set the actua
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2.0k
Jul ’23
Reply to Generating vertex data in compute shader
Reusing one big buffer instead of many seems like a great idea. Less moving parts the better here. Why the vertices are expensive to compute is mostly a question of scale. For instance, with indirect draw calls I can handle 4000+ chunks of terrain and 25 million+ vertices at 60 fps. With much lower terrain distances the meshing on the CPU can keep up fine, but when I push it there is a lot of frame dropping when moving over the terrain and generating meshes for dozens or hundreds of chunks. Part of this is that my meshing is single-threaded on the CPU, but my experience with Swift multi-threading is so far hit and miss for this kind of thing. As such, parallelism is the entire point of trying to offload this to a compute shader. The process of vertex generation is pretty standard for block/Minecraft-style terrain. We loop through all the blocks in a chunk, and if a block is solid, we check if any of its neighbours are air, and therefore if we should put a quad opposite it. Roughly: for y in i..
Topic: Graphics & Games SubTopic: General Tags:
Jul ’23
Reply to Clear App Cache
To manually delete app data on iOS without specifying the app name, you can follow these steps: Open the Settings on your iOS device. Scroll down and tap on General. Select iPhone Storage or iPad Storage depending on your device. In the list of installed apps, locate the app you want to delete data for and tap on it. You will now see a detailed view of the app with information about storage usage. Here are several options: Delete App: This will remove the entire app from your device, including all data and settings. Offload App: This option will remove the app but keep its documents and data intact. You can reinstall the app later without losing your data. Delete App and its Data: This option will remove the app and all associated data from your device. Choose the desired option based on your requirements. If you only want to free up storage space without removing the app, you can select Offload App. Please note that manually deleting app data will free up storage space on your device but ma
Topic: Programming Languages SubTopic: Swift Tags:
Jun ’23
Bindless/GPU-Driven approach with dynamic scenes?
I have been experimenting with different rendering approaches in Metal and am hitting a wall when it comes to reconciling bindless or GPU-driven approaches* with a dynamic scene where meshes can be added, removed, and changed. All the examples I have found of such approaches use fixed scenes, where all the data is fixed before the first draw call into something like a MeshBuffer that holds all scene geometry in the form of Mesh objects (for instance). While I can assume that recreating a MeshBuffer from scratch each frame would be possible but completely undesirable, and that there may be some clever tricks with pointers to update a MeshBuffer as needed, I would like to know if there is an established or optimal solution to this problem, or if these approaches are simply incompatible with dynamic geometry. Any example projects that do what I am asking that I may have missed would be appreciated, too. * I know these are not the same, but seem to share some common characteristics, namely providing your entire g
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Jun ’23
Reply to MAC address spoofing not working
@somewhereInTime oh wow, I would've expected the built-in hardware of the Mac Mini to actually work with the shipped OS. Thanks for sharing! I specifically bought a OWC TB3 to 10GbE adapter, as it uses the Aquantia AQC107 chipset. According to the previously shared link to the guide on Github: With the above 5 drivers, currently Apple only uses 2 of them in their products: Aquantia is used on all Macs with 10Gbe ie. 2017 iMac Pro, 2019 Mac Pro, 2018 Mac mini Broadcom is used on all 2011+ Macs with 1Gbe ie. 2011-2020 iMacs, 2010-2020 Mac minis, 2013 Mac Pro However - no luck. Offloading seems to work, the used driver is Driver: com.apple.driver.AppleEthernetAquantiaAqtion. But using ifconfig ether still fails silently :( Upgrading to the latest macOS Sonoma Developer beta seems to have solved my other issue regarding WiFi 6E (6GHz), it now detects my AP correctly and actually connects. But regarding wired network adapters I didn't see any changes. As this is my daily driver I will downgrade to macOS V
Jun ’23
Prevent uninstall app by "Offload unused apps"
I need to develop Emergency communication app. This app is not used frequently but it need to start immediately when user need to make emergency communication. If this app is not used for a month, it uninstalled by Offload unused apps feature. Is there way to put a flag into app to prevent uninstall? If application's Info.plist has setting like Preventing offloading unused apps, it would be great to me.
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Apr ’23