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Vision to detect corners and or 3 lines.
End goal: to detect 3 lines, and 2 corners accurately. Trying contours but they are a bit off. Is there a way or settings in contours to detect corners and lines more accurately, maybe less an sharper edged/corner contours? Or some other API or methods please? I would love an email please ;) thank you. 2. also an overlay/scale issue
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669
Jan ’25
CIBumpDistortion filter not working on my view
I'm trying to apply a CIBumpDistortion Core Image filter to a view that contains a UILabel (my storyLabel). The goal is to create a visual bump/magnifying glass effect over the text. However, despite my attempts, the filter doesn't seem to render at all. The view and the label appear as normal, with no distortion effect. I've tried adjusting the filter parameters and reviewing the view hierarchy, but without success. I also haven't been able to find clear documentation or examples for applying this filter to a UIView's layer. // // TVView.swift // Mistery // // Created by Joje on 31/07/25. // import CoreImage import CoreImage.CIFilterBuiltins import UIKit import AVFoundation final class TVView: UIView { // propriedades animacao texto private var textAnimationTimer: Timer? private var fullTextToAnimate: String = "" private var currentCharIndex: Int = 0 // propriedades video estatica private var player: AVQueuePlayer? private var playerLayer: AVPlayerLayer? private var playerLooper: AVPlayerLooper? var onNextButtonTap: () -> Void = {} // MARK: - Subviews // imagem da TV private(set) lazy var tvImageView: UIImageView = { let imageView = UIImageView() imageView.translatesAutoresizingMaskIntoConstraints = false imageView.image = UIImage(named: "tvFinal") imageView.contentMode = .scaleAspectFit return imageView }() // texto que passa dentro da TV private(set) lazy var storyLabel: UILabel = { let label = UILabel() label.translatesAutoresizingMaskIntoConstraints = false //label.backgroundColor = .gray label.textColor = .red label.font = UIFont(name: "MeltedMonster", size: 30) label.textAlignment = .left label.numberOfLines = 0 label.text = "" return label }() private(set) lazy var nextButton: UIButton = { let button = UIButton(type: .system) button.translatesAutoresizingMaskIntoConstraints = false //button.backgroundColor = .darkGray button.addTarget(self, action: #selector(didPressNextButton), for: .touchUpInside) return button }() // MARK: - Lifecycle override init(frame: CGRect) { super.init(frame: frame) backgroundColor = .black setupVideoPlayer() addSubviews() setupConstraints() } override func layoutSubviews() { super.layoutSubviews() playerLayer?.frame = tvImageView.frame.insetBy(dx: tvImageView.frame.width * 0.05, dy: tvImageView.frame.height * 0.18) setupFisheyeEffect() } private func setupFisheyeEffect() { // cria o filtro guard let filter = CIFilter(name: "CIBumpDistortion") else {return print("erro")} storyLabel.layer.shouldRasterize = true storyLabel.layer.rasterizationScale = UIScreen.main.scale // define os parametros filter.setDefaults() // centro do efeito let center = CIVector(x: storyLabel.bounds.midX, y: storyLabel.bounds.midY) filter.setValue(center, forKey: kCIInputCenterKey) // raio de distorção filter.setValue(storyLabel.bounds.width, forKey: kCIInputRadiusKey) // intensidade de distorção filter.setValue(7, forKey: kCIInputScaleKey) storyLabel.layer.filters = [filter] } required init?(coder: NSCoder) { fatalError("init(coder:) has not been implemented") } // MARK: - Button actions @objc private func didPressNextButton() { onNextButtonTap() } @objc private func animateNextCharacter() { guard currentCharIndex < fullTextToAnimate.count else { textAnimationTimer?.invalidate() return } let currentTextIndex = fullTextToAnimate.index(fullTextToAnimate.startIndex, offsetBy: currentCharIndex) let partialText = String(fullTextToAnimate[...currentTextIndex]) storyLabel.text = partialText currentCharIndex += 1 } public func updateStoryText(with text: String) { textAnimationTimer?.invalidate() storyLabel.text = "" fullTextToAnimate = text currentCharIndex = 0 textAnimationTimer = Timer.scheduledTimer(timeInterval: 0.12, target: self, selector: #selector(animateNextCharacter), userInfo: nil, repeats: true) } // MARK: - Setup methods private func setupVideoPlayer() { guard let videoURL = Bundle.main.url(forResource: "static-video", withExtension: "mov") else { print("Erro: Não foi possível encontrar o arquivo de vídeo static-video.mov") return } let playerItem = AVPlayerItem(url: videoURL) player = AVQueuePlayer(playerItem: playerItem) // LINHA COM POSSIVEL ERRO playerLooper = AVPlayerLooper(player: player!, templateItem: playerItem) playerLayer = AVPlayerLayer(player: player) playerLayer?.videoGravity = .resizeAspectFill if let layer = playerLayer { self.layer.addSublayer(layer) } player?.play() } private func addSubviews() { self.addSubview(storyLabel) self.addSubview(tvImageView) self.addSubview(nextButton) } private func setupConstraints() { NSLayoutConstraint.activate([ // TV Image tvImageView.centerXAnchor.constraint(equalTo: centerXAnchor), tvImageView.centerYAnchor.constraint(equalTo: centerYAnchor), tvImageView.widthAnchor.constraint(equalTo: widthAnchor), // TV Text storyLabel.centerXAnchor.constraint(equalTo: tvImageView.centerXAnchor, constant: -50), storyLabel.centerYAnchor.constraint(equalTo: tvImageView.centerYAnchor, constant: -25), storyLabel.widthAnchor.constraint(equalTo: tvImageView.widthAnchor, multiplier: 0.35), storyLabel.heightAnchor.constraint(equalTo: tvImageView.heightAnchor, multiplier: 0.42), //TV Button nextButton.topAnchor.constraint(equalTo: tvImageView.centerYAnchor, constant: -25), nextButton.centerXAnchor.constraint(equalTo: self.centerXAnchor, constant: 190), nextButton.widthAnchor.constraint(equalToConstant: 100), nextButton.heightAnchor.constraint(equalToConstant: 160) ]) } } #Preview{ ViewController() }
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138
Sep ’25
MDLAsset loads texture in usdz file loaded with wrong colorspace
I have a very basic usdz file from this repo I call loadTextures() after loading the usdz via MDLAsset. Inspecting the MDLTexture object I can tell it is assigning a colorspace of linear rgb instead of srgb although the image file in the usdz is srgb. This causes the textures to ultimately render as over saturated. In the code I later convert the MDLTexture to MTLTexture via MTKTextureLoader but if I set the srgb option it seems to ignore it. This significantly impacts the usefulness of Model I/O if it can't load a simple usdz texture correctly. Am I missing something? Thanks!
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842
Dec ’24
How set leaderboards to live
I’ve added two recurring leaderboards to my app and the user interface for the Game Center leaderboards pops up when expected and it lists the leaderboards but when you click on them it says “Have Fun With Friends” and lists some of my contacts instead of any scores. The status under Apple Connect is “Not Live” and I’m wondering how to activate them. App has been approved for external beta testing. On a related note, on my iPad it doesn’t display correctly, it says “Game Center” at the top but the rest of the UI doesn’t appear, just blackness.
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604
Jan ’25
CAMetalLayer nextDrawable crash
Hi , My application meet below crash backtrace at very low repro rate from the public users, i do not see it relate to a specific iOS version or iPhone model. The last code line from my application is calling CAMetalLayer nextDrawable API. I did some basic studying, suppose it may relate to the wrong CAMetaLayer configuration, like frame property w or h <= 0.0 bounds property w or h <= 0.0 drawableSize w or h <= 0.0 or w or h > max value (like 16384) Not sure my above thinking is right or not? Will the UIView which my CAMetaLayer attached will cause such nextDrawable crash or not ? Thanks a lot Main Thread - Crashed libsystem_kernel.dylib __pthread_kill libsystem_c.dylib abort libsystem_c.dylib __assert_rtn Metal MTLReportFailure.cold.1 Metal MTLReportFailure Metal _MTLMessageContextEnd Metal -[MTLTextureDescriptorInternal validateWithDevice:] AGXMetalA13 0x245b1a000 + 4522096 QuartzCore allocate_drawable_texture(id<MTLDevice>, __IOSurface*, unsigned int, unsigned int, MTLPixelFormat, unsigned long long, CAMetalLayerRotation, bool, NSString*, unsigned long) QuartzCore get_unused_drawable(_CAMetalLayerPrivate*, CAMetalLayerRotation, bool, bool) QuartzCore CAMetalLayerPrivateNextDrawableLocked(CAMetalLayer*, CAMetalDrawable**, unsigned long*) QuartzCore -[CAMetalLayer nextDrawable] SpaceApp -[MetalRender renderFrame:] MetalRenderer.mm:167 SpaceApp -[FrameBuffer acceptFrame:] VideoRender.mm:173 QuartzCore CA::Display::DisplayLinkItem::dispatch_(CA::SignPost::Interval<(CA::SignPost::CAEventCode)835322056>&) QuartzCore CA::Display::DisplayLink::dispatch_items(unsigned long long, unsigned long long, unsigned long long) QuartzCore CA::Display::DisplayLink::dispatch_deferred_display_links(unsigned int) UIKitCore _UIUpdateSequenceRun UIKitCore schedulerStepScheduledMainSection UIKitCore runloopSourceCallback CoreFoundation __CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE0_PERFORM_FUNCTION__ CoreFoundation __CFRunLoopDoSource0 CoreFoundation __CFRunLoopDoSources0 CoreFoundation __CFRunLoopRun CoreFoundation CFRunLoopRunSpecific GraphicsServices GSEventRunModal UIKitCore -[UIApplication _run] UIKitCore UIApplicationMain
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346
Jul ’25
Is there any future for screensavers on macOS?
I haven't been looking at screensavers for a long time because of Apple's lack of will (or resources?) to provide a public version of the private modern SDK used by Apple for a very long time now. I'm now looking at the Screen Saver pane in System Settings (the What-If version of System Preferences in an alternate universe where all screens are in portrait mode). In macOS Sequoia, it seems like 3rd party screensavers are not welcome considering that they are relegated to the "Other" section at the bottom of the list and you have to click Show All to start seeing 3rd party screen savers. I also had a quick look at macOS Tahoe Beta 3 and it looks like that all the real screensavers are gone (3rd party and the ones from Apple: Hello, Message, Flurry, etc.) or at least it requires to be a Nobel Prize to find them (and the Search field is not useful). I tried to install a 3rd party screen saver on macOS Tahoe Beta 3, it doesn't show up in the list. To summarize: No public access to modern APIs AFAIK. UI that is hostile to 3rd party screen savers on macOS Sequoia. Apparently only screensavers that are slideshows or movies curated by Apple in macOS Tahoe b3. Hence the question: Is there any future for screen savers on macOS? Because if there's none, I won't waste my time trying to update some old screen savers.
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520
Aug ’25
Safe Places to Find Dependable App Developers
Hello! Brand new to the Apple developer community, so, hello everyone! I'm a game developer, we just launched our first game on PC and I'm looking to port it to ios. Time is something I'm kind of short on, and I hear it takes some jumping through hoops to get the know-how to port something to mobile. Any good sites you'd recommend for finding programmers to port your game? It's fairly simple - just a visual novel. Any and all suggestions welcome! All the best! Elijah
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605
Dec ’24
Updated Object Capure -- needs LiDAR?
I have two apps released -- ReefScan and ReefBuild -- that are based on the WWDC21 sample photogrammetry apps for iOS and MacOS. Those run fine without LiDAR and are used mostly for underwater models where LiDAR does not work at all. It now appears that the updated photogrammetry session requires LiDAR data, and building my app on current xcode results in a non-working app. Has the "old" version of photgrammetry session been broken by this update? It worked very well previously so I would hate to see this regression to needing LiDAR. Most of my users do not have that.
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542
Mar ’25
BlendShapes don’t animate while playing animation in RealityKit
Hi everyone, I’m running into an issue with RealityKit when trying to animate BlendShapes (ShapeKeys) while a skeletal animation is playing. The model is a rigged character in .usdz format with both predefined skeletal animations and BlendShapes (exported from Blender). The problem: when I play any animation using entity.playAnimation(...), the BlendShapes stop responding. Calling setBlendShapes(...) still logs that weights are being updated, but the visual changes are not visible. The exact same blend shape animation works perfectly when no animation is playing. In SceneKit the same model works as expected: shape keys get animated during animation playback. But not in realitykit Still, as soon as an animation starts, the shape keys don’t animate anymore. Here’s the test project on GitHub that demonstrates the issue clearly: https://github.com/IAMTHEBURT/RealityKitWitnBlendShapesSample The goal is to play facial expressions (like blinking or talking) while a body animation (like waving) is playing. Is this a known limitation in RealityKit? Or is there a recommended way to combine skeletal animations with real-time BlendShape updates? Thanks in advance for any insights.
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283
Jul ’25
GestureComponent does not support DragGesture
The following code using the new GestureComponent demonstrates inconsistency. The tap gesture prints output, but the drag gesture does not. I already checked this post, which points to this seemingly outdated sample code I assume that example is deprecated in favour of the now built in version of GestureComponent. Nonetheless, there are no compiler warnings or errors, it just fails silently. TapGesture, LongPressGesture, MagnifyGesture, RotateGesture all work, so this feels like an oversight. RealityView { content in let testEntity = ModelEntity(mesh: .generateBox(size: .init(x: 1, y: 1, z: 1))) testEntity.position = SIMD3<Float>(0,0,-1) testEntity.components.set(InputTargetComponent()) testEntity.components.set(CollisionComponent( shapes: [.generateBox(size: .init(x: 1, y: 1, z: 1))] )) let testGesture = TapGesture() .onEnded { value in print("Tapped") } testEntity.components.set(GestureComponent(testGesture)) let dragGesture = DragGesture() .onEnded { value in print("Dragged") } testEntity.components.set(GestureComponent(dragGesture)) content.add(testEntity) }
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384
Jul ’25
Bug Report - Incorrect trackingAreaIdentifier in visionOS 26 Hover Effect Sample Code
Description: In the official visionOS 26 Hover Effect sample code project , I encountered an issue where the event.trackingAreaIdentifier returned by onSpatialEvent does not reset as expected. Steps to Reproduce: Select an object with trackingAreaID = 6 in the sample app. Look at a blank space (outside any tracking area) and perform a pinch gesture . Expected Behavior: The event.trackingAreaIdentifier should return 0 when interacting with a non-tracking area. Actual Behavior: The event.trackingAreaIdentifier still returns 6, even after restarting the app or killing the process. This persists regardless of where the pinch gesture is performed
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266
Jul ’25
RealityView content scale factor
Hi, following the recent deprecation of SceneKit, I'm trying to move a couple of my SceneKit projects to RealityKit. One thing I can't seem to find is how to change the content scale factor when using a RealityView in SwiftUI. It was really easy to do in SceneKit with just a SCNView property, and it seems that it's also possible when using ARView, but I can't find a way to do it with a RealityView. Maybe it's a SwiftUI limitation?
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145
Jul ’25
What good is NSBitmapFormatAlphaNonpremultiplied?
If I create a bitmap image and then try to get ready to draw into it, like so: NSBitmapImageRep* newRep = [[NSBitmapImageRep alloc] initWithBitmapDataPlanes: nullptr pixelsWide: 128 pixelsHigh: 128 bitsPerSample: 8 samplesPerPixel: 4 hasAlpha: YES isPlanar: NO colorSpaceName: NSDeviceRGBColorSpace bitmapFormat: NSBitmapFormatAlphaNonpremultiplied | NSBitmapFormatThirtyTwoBitBigEndian bytesPerRow: 4 * 128 bitsPerPixel: 32]; [NSGraphicsContext setCurrentContext: [NSGraphicsContext graphicsContextWithBitmapImageRep: newRep]]; then the log shows this error: CGBitmapContextCreate: unsupported parameter combination: RGB 8 bits/component, integer 512 bytes/row kCGImageAlphaLast kCGImageByteOrderDefault kCGImagePixelFormatPacked Valid parameters for RGB color space model are: 16 bits per pixel, 5 bits per component, kCGImageAlphaNoneSkipFirst 32 bits per pixel, 8 bits per component, kCGImageAlphaNoneSkipFirst 32 bits per pixel, 8 bits per component, kCGImageAlphaNoneSkipLast 32 bits per pixel, 8 bits per component, kCGImageAlphaPremultipliedFirst 32 bits per pixel, 8 bits per component, kCGImageAlphaPremultipliedLast 32 bits per pixel, 10 bits per component, kCGImageAlphaNone|kCGImagePixelFormatRGBCIF10|kCGImageByteOrder16Little 64 bits per pixel, 16 bits per component, kCGImageAlphaPremultipliedLast 64 bits per pixel, 16 bits per component, kCGImageAlphaNoneSkipLast 64 bits per pixel, 16 bits per component, kCGImageAlphaPremultipliedLast|kCGBitmapFloatComponents|kCGImageByteOrder16Little 64 bits per pixel, 16 bits per component, kCGImageAlphaNoneSkipLast|kCGBitmapFloatComponents|kCGImageByteOrder16Little 128 bits per pixel, 32 bits per component, kCGImageAlphaPremultipliedLast|kCGBitmapFloatComponents 128 bits per pixel, 32 bits per component, kCGImageAlphaNoneSkipLast|kCGBitmapFloatComponents See Quartz 2D Programming Guide (available online) for more information. If I don't use NSBitmapFormatAlphaNonpremultiplied as part of the format, I don't get the error message. My question is, why does the constant NSBitmapFormatAlphaNonpremultiplied exist if you can't use it like this? If you're wondering why I wanted to do this: I want to extract the RGBA pixel data from an image, which might have non-premultiplied alpha. And elsewhere online, I saw advice that if you want to look at the pixels of an image, draw it into a bitmap whose format you know and look at those pixels. And I don't want the process of drawing to premultiply my alpha.
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128
Jun ’25
Trying to better understand CGAffineTransform.... and need a bit of guidance.
I have a CoreImage pipeline and one of my steps is to rotate my image about the origin (bottom left corner) and then translate it. I'm not seeing the behaviour I'm expecting, and I think my problem is in how I'm combining these two steps. As an example, I start with an identity transform (lldb) po transform333 ▿ CGAffineTransform - a : 1.0 - b : 0.0 - c : 0.0 - d : 1.0 - tx : 0.0 - ty : 0.0 I then rotate 1.57 radians (approx. 90 degrees, CCW) transform333 = transform333.rotated(by: 1.57) - a : 0.0007963267107332633 - b : 0.9999996829318346 - c : -0.9999996829318346 - d : 0.0007963267107332633 - tx : 0.0 - ty : 0.0 I understand the current contents of the transform. But then I translate by 10, 10: (lldb) po transform333.translatedBy(x: 10, y: 10) - a : 0.0007963267107332633 - b : 0.9999996829318346 - c : -0.9999996829318346 - d : 0.0007963267107332633 - tx : -9.992033562211013 - ty : 10.007960096425679 I was expecting tx and ty to be 10 and 10. I have noticed that when I reverse the order of these operations, the transform contents look correct. So I'll most likely just perform the steps in what feels to me like the incorrect order. Is anyone willing/able to point me to an explanation of why the steps I'm performing are giving me these results? thanks, mike
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566
Jan ’25
PDFKit Page Rerender
I'm experiencing an issue with PDFKit where page.removeAnnotation(annotation) successfully removes the annotation from the page's data structure, but the PDFView no longer updates automatically to reflect the change visually. Issue Details: The annotation is removed (verified by checking page.annotations.count) The PDFView display doesn't refresh to show the removal This code was working correctly before and suddenly stopped working No code changes were made on my end
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352
1w
GPTK did not build error
Hey there, I tried to install GPTK again, since I had to reinstall the OS for irrelevant reasons. But every time I try to install the tool kit, it gives me theError: apple/apple/game-porting-toolkit 1.1 did not build error. Before that error occired, I had the Openssl error, which I fixed with the rbenv version of openssl. Is there any way to fix this error? Down bellow you'll find the full error message it gave me. The specs for my Mac are (if they are helpful in any way): M1 Pro MBP 14" with 16GB Ram and 512GB SSD. Thanks! ``Error: apple/apple/game-porting-toolkit 1.1 did not build Logs: /Users/myuser/Library/Logs/Homebrew/game-porting-toolkit/00.options.out /Users/myuser/Library/Logs/Homebrew/game-porting-toolkit/01.configure /Users/myuser/Library/Logs/Homebrew/game-porting-toolkit/01.configure.cc /Users/myuser/Library/Logs/Homebrew/game-porting-toolkit/wine64-build If reporting this issue please do so at (not Homebrew/brew or Homebrew/homebrew-core): https://github.com/apple/homebrew-apple/issues```
2
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638
Mar ’25