Hi,
When using a High Definition Display, is there a way to render at exactly the target resolution on the physical screen?
My understanding is that the default behavior is to render to a backing store with a resolution (in pixels) which can be twice the size of the logical resolution (in points). Then we let the OS handle the down-scaling to the actual target resolution on the screen. This is all nice for non-graphics intensive apps, but it means that my game will render at a higher resolution than needed, which seems like an obvious loss of performance.
My expectation is that, for graphics intensive application such as games, we should be able to query and render to the final resolution on the display. Can it / should it be done?
Thank you for your help :)
FYI I did find a document which explains how to setup your CAMetalLayer to render at a custom resolution. I suspect that this may be what I have to do?
Posts under macOS tag
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I've got a Mac Document App using SwiftUI and SwiftData.
All is working well with the models editing, etc.
There's a feature I need to implement, and can't seem to make it work.
From the main window of the app, I need to be able to launch an auxilliary window containing a view-only representation of the model being edited. The required workflow is something like this:
Open a document (SwiftData)
Select a sub-model of the document
Launch the aux window to display the view of the model data (must be in a separate window, because it will be on a different physical display)
Continue making edits to the sub-model, as they are reflected in the other window
So, below is the closest I've been able to come, and it's still not working at all. What happens with this code:
Click on the "Present" button, the encounter-presentation Window opens, but never loads the data model or the view. It's just an empty window.
This is the spot in the main view where the auxiliary window will be launched:
@State
var presenting: Presentation? = nil
var presentingThisEncounter: Bool {
presenting?.encounter.id == encounter.id
}
@Environment(\.openWindow) var openWindow
...
if presentingThisEncounter {
Button(action: { presenting = nil }) {
Label("Stop", systemImage: "stop.fill")
.padding(.horizontal, 4)
}
.preference(key: PresentationPreferenceKey.self, value: presenting)
} else {
Button(action: {
presenting = Presentation(encounter: encounter, display: activeDisplay)
openWindow(id: "encounter-presentation")
}) {
Label("Present", systemImage: "play.fill")
.padding(.horizontal, 4)
}
.preference(key: PresentationPreferenceKey.self, value: nil)
}
Presentation is declared as:
class Presentation: Observable, Equatable {
Here's the contents of the App, where the DocumentGroup & model is instantiated, and the aux window is managed:
@State
var presentation: Presentation?
var body: some Scene {
DocumentGroup(editing: .encounterList, migrationPlan: EncounterListMigrationPlan.self) {
ContentView()
.onPreferenceChange(PresentationPreferenceKey.self) { self.presentation = $0 }
}
Window("Presentation", id: "encounter-presentation") {
VStack {
if let presentation = presentation {
PresentingView(presentation: presentation)
}
}
}
}
And the definition of PresentationPreferenceKey:
struct PresentationPreferenceKey: PreferenceKey {
static var defaultValue: Presentation?
static func reduce(value: inout Presentation?, nextValue: () -> Presentation?) {
value = nextValue()
}
}
Hi Team,
The Messages app is not working in the latest macOS Sequoia 15.0.1. We are unable to send messages or sync them when the VPN/TransparentAppProxy is connected.
It was working fine in macOS 15.0 and earlier.
A few users have reported the issue here: https://discussions.apple.com/thread/255802764?sortBy=rank
While I was starting App Proxy without errors from my application, the AppProxyProvider could not receive new flows in the function handleNewFlow. I just encounter this issue on macOS 15 beta (24A5309e). Everything is fine on the earlier macOS versions.
Hello! SwiftUI preview does not work. I tried different versions of Xcode, deleting the "Developer" folders, clearing the "Build" folder from the project in Xcode, reinstalling Command Line Tools and Developer Tools. I think that the error appeared after I cleaned Xcode with CleanMyMacX, before that the preview worked.
-MacBook Pro (15-inch, Mid 2012)
-macOS Catalina 10.15.7
-Xcode 12.3
Thanks for the feedback!
With Xcode 16 I cant make the Final Cut Extension Workflow work.
I am quite sure I was able to add the Workflow Extension target a couple of months ago in Xcode 15 and did successfully build it, but in Xcode 16 it wont build and it fails with this error:
clang: error: unknown argument: '-e_ProExtensionMain'
I have installed multiple times Workflow Extensions SDK 1.0.2 and even disabled Library validation like its described in the release notes but I dont think thats the problem here.
Seems like clang doesn't have the arguments for it, I guess the SDK should add these but seems like something got messed up - the template shows up fine in Xcode. I reinstalled Xcode and command line tools but that didnt help. Checking clang it really doesnt have the argument. But where does the SDK add this? Xcode seems to be using internal clang and /usr/bin/clang doesn't have it either.
Any tips what could be the problem here? I was not really able to locate the SDK to remove it before trying to install again - any ideas?
Steps to reproduce
Create new project
Add FCP workflow extension target
Build -> it fails
Same behaviour with 16.1 Beta. I am running Sonoma 14.7.
Thanks in advance for any ideas!
Topic:
Developer Tools & Services
SubTopic:
Xcode
Tags:
Xcode
macOS
Professional Video Applications
Compiler
Hi Team,
mac installer is crashing in macos15 after successfully installing. but it is working in below mac os versions.
.app file in successfully code signed and notarized.
crash logs is attahced, please check.
sh-2024-10-17-124323 2 1.ips
below is our entitlement.plist file for reference.
we are clueless what is causing issues in macos 15 as we are unable to luanch it post succesful installation.
please kind take a look into the logs attached and help us resolve the issues.
Thanks,
NareshG
The macOS build is available in TestFlight. But when I go to App Store Connect to prepare it for submission, I don't see any macOS version in the "Build" section.
Does Cocoa have documentation that describes why this functionality is not supported? To try it out is simple, create a default application that uses Objective C in XCode, add a button that toggles the window into fullscreen and opens a modal save-as dialog at the same time. The fullscreen transition will half-complete but kick the application out of fullscreen instantly. Is this expected behavior? The test application is attached below.
The XCode test application
We have an ObjC-based Mac App utility. A fair fraction of the functionality is built in JavaScript and resides in a couple of WKWebViews so that we can more easily share code with other platforms. Because it is a utility, usually the application will be hidden or at least not the frontmost application. But if the user hits a hotkey or provides certain other inputs, the app should respond immediately with a series of actions.
In the Obj-C part of the code, we can do this to alert the system that our non-visible, non-active, application is doing something in response to the user input:
[[NSProcessInfo processInfo] beginActivityWithOptions: NSActivityUserInitiatedAllowingIdleSystemSleep reason: @"Do the Thing"]
To get the JavaScript to do the work needed, we call evaluateJavaScript:completionHandler: on one of the WKWebViews. The JavaScript performs a series of computations, then uses window.webkit.messageHandlers.xxxx.postMessage to return results to the ObjectiveC code, which then takes action based on various SDKs, and the user sees the result.
The problem we are encountering is relatively infrequent, but it appears that macOS puts the 'Web Content' process (which every WKWebView has) to sleep, and sometimes delays of many seconds (sometimes over 15 seconds) occur between the evaluateJavaScript:completionHandler: call and the postMessage response. These observed delays are not related to complexity of the JavaScript computations or the amount of data being processed. Using the Console, we can see that evaluateJavaScript:completionHandler: seems to result in this message:
0x104682280 - [PID=0, throttler=0x1046e8498] ProcessThrottler::Activity::Activity: Starting background activity / 'WebPageProxy::runJavaScriptInMainFrameScriptWorld'
Then shortly afterward:
0x104682280 - [PID=0, throttler=0x1046e8498] ProcessThrottler::Activity::invalidate: Ending background activity / 'WebPageProxy::runJavaScriptInMainFrameScriptWorld'
So it seems that evaluateJavaScript:completionHandler: "wakes up" the WKWebView similar to the beginActivityWithOptions:. But many parts of our computation do some work, then expect the next "tick" in JavaScript to continue using the partial result to produce more work. I suspect that the delays are related to the WKWebView being put "back to sleep" before all the "next tick" code executes.
Because these actions are taken in response to user invocation, delays of more than a fraction of a second are instantly noticeable and result in user dismay.
Are there any configuration settings that can prevent the 'Web Content' process from going to sleep? Or (better) techniques or mechanisms that would force the process to "stay awake longer"? (Keeping in mind that the WKWebView is likely not visible, and/or the containing window may be hidden.)
I have an iOS/iPadOS app. When I run the app on Mac as a Designed for iPad app, Save button on the Share Sheet crashes the app.
I want to share a view with ImageRenderer, but here's an even easier example where I am trying to share an SF Symbol as an image.
ShareLink(item: Image(systemName: "swift"), preview: SharePreview(Text("PNG"), image: Image(systemName: "swift")))
Share button works. It opens Share Sheet. "Add to Photos" works. "Copy" works. I can paste the image file in Finder after I press "Copy". But when I press the "Save" button, my app crashes with the error:
Thread 1: "-[NSItemProvider pathExtension]: unrecognized selector sent to instance 0x600001c1e290"
How to fix this error? How to make saving the image work? Maybe I need additional permissions in plist? I already have "Privacy - Photo Library Additions Usage Description" and everything on iOS and iPadOS works without a problem.
I need to purchase macbook air for iOS app development only. Below is the specification of mac is it enough or need to go for other specification?
M3 Chip
8 Core GPU
16 GB Unified Memory
256 GB SSD Storage footnote
Any other input will be appreciate.
Thank you.
I want to be able to write a cross-platform screensaver that works on both Windows and macOS using the Pygame 2D graphics library in Python. On Windows, this is super easy - you just write your program with three possible command line arguments: /p for preview mode, /c for the configuration dialog mode, and /s for the actual full-screen screensaver mode. Then you just use pyinstaller to build an .exe file and rename the extension to .scr, and you're good to go. However, it seems that making a screensaver on macOS is a pretty convoluted process, and there was stuff about specific Objective-C functions that you had to write, and I didn't really understand the documentation. Could you please tell me if there is any way to simply get my Python Pygame program to build as a proper .saver file? Thanks!
Hello,
I used kAudioDevicePropertyDeviceIsRunningSomewhere to check if an internal or external microphone is being used.
My code works well for the internal microphone, and for microphones which are connected using a cable.
External microphones which are connected using bluetooth are not reporting their status.
The status is always requested successfully, but it is always reported as inactive.
Main relevant parts in my code :
static inline AudioObjectPropertyAddress
makeGlobalPropertyAddress(AudioObjectPropertySelector selector) {
AudioObjectPropertyAddress address = {
selector,
kAudioObjectPropertyScopeGlobal,
kAudioObjectPropertyElementMaster,
};
return address;
}
static BOOL getBoolProperty(AudioDeviceID deviceID,
AudioObjectPropertySelector selector)
{
AudioObjectPropertyAddress const address =
makeGlobalPropertyAddress(selector);
UInt32 prop;
UInt32 propSize = sizeof(prop);
OSStatus const status =
AudioObjectGetPropertyData(deviceID, &address, 0, NULL, &propSize, &prop);
if (status != noErr) {
return 0; //this line never gets executed in my tests. The call above always succeeds, but it always gives back "false" status.
}
return static_cast<BOOL>(prop == 1);
}
...
__block BOOL microphoneActive = NO;
iterateThroughAllInputDevices(^(AudioObjectID object, BOOL *stop) {
if (getBoolProperty(object, kAudioDevicePropertyDeviceIsRunningSomewhere) !=
0) {
microphoneActive = YES;
*stop = YES;
}
});
What could cause this and how could it be fixed?
Thank you for your help in advance!
In genealogy software, I have an NSView that displays a family tree where each person is in a subview. Before Sequoia, the subviews would draw in the order I add them to the parent NSView. For some reason, Sequoia calls drawRect in reverse order.
For example, a tree with cells for son, father, and mother used to be drawn in that order, but Sequoia draws them as mother, father, and son.
For static cell placement it would not matter, but these trees dynamically adjust as users change data or expand and contract branches from the tree. Drawing them in the wrong order messes up all the logic and many trees are corrupted.
Has the new drawing order been implemented for some reason and can it be changed? Is it documented?