Generic Folder icons in Dock

2013-12-16 Thread Graham Cox
My app’s files are packages. They have the correct icon in the Finder and in 
the app’s own “Recent Items” menu, but in the Dock they have generic folder 
icons. Is there something I should be doing additionally to get the Dock to 
correctly recognise these, or is it a Dock bug?


—Graham



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Re: iPad keyboards

2013-12-16 Thread Maxthon Chan
If you run a stock iOS 6 app on iOS 7 you get most of the UI in iOS 6 style. As 
what I said, UIAlertView is not in your app but SpringBoard.app so that will 
still get the iOS 7 look, for SpringBoard.app is linked against iOS 7 SDK.

If you are styling iOS 6 app in the fashion of iOS 7 app you can, if you don’t 
mind all the code in doing this. You can use appearance proxy to change the 
look of almost all UI elements to make it look like iOS 7. I have an previous 
app doing this and it looked convincing.

Also, you can do the reverse and draw iOS 6 styled UI elements while linking 
against iOS 7 SDK, but that is yet another can of work.

On Dec 13, 2013, at 5:08, Rick Mann rm...@latencyzero.com wrote:

 
 On Dec 12, 2013, at 11:58 , Shawn Erickson shaw...@gmail.com wrote:
 
 We have been submitting and getting approved apps built with Xcode 4.x and
 iOS 6 SDK without issue still. Apple knows the iOS 7 jump is fairly large
 for some apps so hasn't yet been forceful but I expect to happen at some
 point.
 
 That's good to know; I thought they were requiring iOS 7.
 
 Even so, does an iOS 6 SDK-based app not get all iOS 7 styling? I'd try the 
 experiment myself, but it's a bit of work to install Xc 4.6.3.
 
 
 -- 
 Rick
 
 
 
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Re: iPad keyboards

2013-12-16 Thread Rick Mann

On Dec 12, 2013, at 21:11 , Maxthon Chan xcvi...@me.com wrote:

 If you run a stock iOS 6 app on iOS 7 you get most of the UI in iOS 6 style. 
 As what I said, UIAlertView is not in your app but SpringBoard.app so that 
 will still get the iOS 7 look, for SpringBoard.app is linked against iOS 7 
 SDK.
 
 If you are styling iOS 6 app in the fashion of iOS 7 app you can, if you 
 don’t mind all the code in doing this. You can use appearance proxy to change 
 the look of almost all UI elements to make it look like iOS 7. I have an 
 previous app doing this and it looked convincing.
 
 Also, you can do the reverse and draw iOS 6 styled UI elements while linking 
 against iOS 7 SDK, but that is yet another can of work.

I'm not interested in doing a lot of work, and in case it wasn't evident from 
my original post, I'd like to avoid the iOS 7 look wherever possible. Since I 
was assuming Hangouts was surely submitted linked against the iOS 7 SDK, I 
wanted to know if they just did the work or there was a nice easy way to get 
the better-looking iOS 6 keyboard.

I'm surprised Google is still building against iOS 6, but that seems to be 
what's going on.

BTW, the cut/copy/paste menu that appears in Hangouts is iOS 7-styled.


-- 
Rick





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Re: iPad keyboards

2013-12-16 Thread Maxthon Chan
Hangout is code-styled to iOS 7 fashion (pretty much in order to keep in align 
with their Google+ app which is already using iOS 7 SDK).

Those non-iOS 6-look controls are not presented by the app per se. UIAlertView 
is in SpringBoard.app (it blocks power button and home button) and the 
cut/copy/paste bubble is probably in backboardd.

On Dec 13, 2013, at 13:14, Rick Mann rm...@latencyzero.com wrote:

 
 On Dec 12, 2013, at 21:11 , Maxthon Chan xcvi...@me.com wrote:
 
 If you run a stock iOS 6 app on iOS 7 you get most of the UI in iOS 6 style. 
 As what I said, UIAlertView is not in your app but SpringBoard.app so that 
 will still get the iOS 7 look, for SpringBoard.app is linked against iOS 7 
 SDK.
 
 If you are styling iOS 6 app in the fashion of iOS 7 app you can, if you 
 don’t mind all the code in doing this. You can use appearance proxy to 
 change the look of almost all UI elements to make it look like iOS 7. I have 
 an previous app doing this and it looked convincing.
 
 Also, you can do the reverse and draw iOS 6 styled UI elements while linking 
 against iOS 7 SDK, but that is yet another can of work.
 
 I'm not interested in doing a lot of work, and in case it wasn't evident from 
 my original post, I'd like to avoid the iOS 7 look wherever possible. Since I 
 was assuming Hangouts was surely submitted linked against the iOS 7 SDK, I 
 wanted to know if they just did the work or there was a nice easy way to get 
 the better-looking iOS 6 keyboard.
 
 I'm surprised Google is still building against iOS 6, but that seems to be 
 what's going on.
 
 BTW, the cut/copy/paste menu that appears in Hangouts is iOS 7-styled.
 
 
 -- 
 Rick
 
 
 


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Unit testing my Cocoa application

2013-12-16 Thread Appa Rao Mulpuri
Hi List,

I have an application developed with few custom frameworks and plugins. Started 
writing Unit tests for the Frameworks first. Unfortunatly, 
Otect(/Developer/Tools/otest) is giving the crash with the following error:


setenv _REAL_SDKROOT macosx10.5

/bin/sh -c /Users/PATH TO CODE/../../Build/FRAMEWORK 
NAME.build/Debug/UnitTests.build/Script-B90A51CA1313E21000FE7AC9.sh


/Developer/Tools/RunPlatformUnitTests.include:412: note: Started tests for 
architectures 'x86_64'

/Developer/Tools/RunPlatformUnitTests.include:419: note: Running tests for 
architecture 'x86_64' (GC OFF)

objc[77507]: GC: forcing GC OFF because OBJC_DISABLE_GC is set

2013-12-12 18:03:36.280 otest-x86_64[77507:707] The test bundle at /Users/PATH 
TO CODE/Unittest.octest could not be loaded because its Objective-C runtime 
information does not match the runtime information required by the test rig.  
This is likely because the test rig is being run with Objective-C garbage 
collection disabled, but the test bundle requires Objective-C garbage 
collection.  To enable Objective-C garbage collection for the test rig, run it 
in an environment without the OBJC_DISABLE_GC environment variable.

2013-12-12 18:03:36.285 otest-x86_64[77508:203] *** NSTask: Task create for 
path '/Users/PATH TO CODE/Unittest.octest/Contents/MacOS/Unittest' failed: 
22, Invalid argument.  Terminating temporary process.

/Developer/Tools/RunPlatformUnitTests.include:451: error: Test rig 
'/Developer/Tools/otest' exited abnormally with code 5 (it may have crashed).

Command /bin/sh failed with exit code 1


Tried different combinations by changing Compiler to GCC 4.2 and GC flags. 
Initially I am using LLVM Compiler 1.6 and GC Unsuported in Build settings. 
Gone through http://chanson.livejournal.com/119303.html, but no luck.

One way, it is working is with the Static library. I am preparing the 
equivalent static Library with the same classes available in Framework. But 
this leads to unnecessary overhead of generating the static library only for 
Unit tests purpose. I have nearly 15 frameworks in my application, which are 
built in layered architecture.

I am not getting,  how it is working with the static library and not with my 
framework, though both are static types only.

Regards,
Apparao Mulpuri


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NSDistributedNotificationCenter Strangeness

2013-12-16 Thread Pax
Here's a little oddity that might either be me being foolish (again) or relate 
to an open Radar.  I'm inclined to the former because (according to my search 
of this list, to see if anyone else was having the same problem) the Radar was 
opened in 2011 - which should be enough time to squish the bug!

I'm trying to use NSDistributedNotificationCenter to communicate between two 
apps.  The app posting the notification does it as follows:

NSDistributedNotificationCenter *centre = [NSDistributedNotificationCenter 
defaultCenter];
NSDictionary *dict = [NSDictionary dictionaryWithObject:[NSNumber 
numberWithBool:openDialogue] forKey:@ShowMenuBar];
[centre postNotificationName:@SetMenubar object:nil userInfo:dict];
NSLog(@Posted Toggle Menu bar item);

And the app observing the notification has the observer set up in 
applicationDidFinishLaunching, thus:

- (void)applicationDidFinishLaunching:(NSNotification *)aNotification
{
NSDistributedNotificationCenter *centre = [NSDistributedNotificationCenter 
defaultCenter];
[centre addObserver:self selector:@selector(setMenubar:)
   name:@SetMenubar
 object:nil];

setMenubar is as follows (just for completeness)

-(void)setMenubar:(NSNotification *) aNote
{
NSLog(@Received Notification, setting menubar);
[self displayMenu:[[aNote.userInfo objectForKey:@ShowMenuBar]boolValue]];
}

When I flip the toggle, I see 'Posted Toggle Menu bar item' in Console, but 
'Received Notification, setting menubar' doesn't reliably show.  In fact, there 
is a way of getting it to notice the notification.  I can click somewhere in 
the UI of the receiving app - but that rather defeats the purpose of using 
NSDistributedNotificationCenter.

So, my questions are these:
Is this an existing problem and, if it is, does anyone know of a good 
workaround?
Am I doing this right?  Should I be building some kind of event loop and 
polling to see if a Notification has been posted?  I guess not - it'd be rather 
wasteful!
Is applicationDidFinishLaunching the right place for this?  

Any help that you can offer will be very gratefully received.
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Best solution for game loop on OSX?

2013-12-16 Thread Alex Hall
Hello list,
I am attempting to use OpenAL to move a sound source around. To do so smoothly, 
though, will require a loop, so I can update the position in small increments 
many times per second. This is essentially a game loop, so I've done much 
searching on implementing game loops in Objective-C. There seem to be a few 
schools of thought on the topic:

NSTimer: it works initially, but you can't rely on it to provide smoothness or 
constant rates. A timer could take up to 0.1 seconds to execute, so don't rely 
on it. However, other sources suggest that a timer will work just fine, 
particularly on the more powerful OSX compared to iOS devices, and doing 
anything else is a waste of effort for lower FPS projects.

Main loop: every NSApplication has an instance of NSRunLoop attached to it when 
it starts. Hook into that (the mechanics of doing this are still not clear to 
me) and you are good to go. However, this is more work for no additional 
benefit, and you need to worry more about memory usage (I have no idea if the 
samples I've read were using ARC or not).

Separate thread: uses standard-issue while(keep_running) loop in a new thread 
to process the game logic and refresh the world, and you're set to go as fast 
as you need to. However, this introduces the usual multi-threading concerns and 
is far more advanced than many projects actually need.

Additionally, there is concern about how fast to set the refresh rate, which is 
not a problem in a regular while loop but becomes a bit complex otherwise. Most 
people seem to agree that you should see how long the last cycle took, and 
update your interval accordingly.

Again, this is not (yet) for iOS, so I cannot rely on iOS-specific solutions. I 
am also not currently doing visuals, and I am not sure which framework I will 
use when and if I need to begin doing so, so I'd rather have my loop not rely 
on any visual framework. The bottom line seems to be that timers are easiest 
but not reliable, yet some people insist they will work well enough. So, what 
are your thoughts on the best way to make a game loop for OSX? While I would 
like to port this project to iOS in the future, I'd like a solution that will 
work on both platforms, and the Mac first. Given that my program is mostly 
based in sound, would timers be okay? Should I look into hooking into the 
NSRunLoop somehow instead? I'd really rather not go multi-threaded yet, but if 
I have to, I have to. Thanks for your opinions.


Have a great day,
Alex (msg sent from Mac Mini)
mehg...@gmail.com




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_NSWarnForDrawingImageWithNoCurrentContext

2013-12-16 Thread Leonardo
Hi, when I rotate my NSView, my image disappears for a second from the
screen and I get this error message

It does not make sense to draw an image when [NSGraphicsContext
currentContext] is nil.  This is a programming error. Break on void
_NSWarnForDrawingImageWithNoCurrentContext() to debug.  This will be logged
only once.  This may break in the future.

So I have put a symbolic breakpoint there and I have found the line causing
the error, which is in NSView's drawRect method:

[mImage drawInRect:inRect fromRect:fillRect operation:NSCompositeSourceOver
fraction:mOpacity];

When the image disappears, I can quite see a white rectangle coming from my
line

NSRectFillUsingOperation(myBounds, NSCompositeSourceOver);

So I'm sure myBounds rect is ok. To tune up my test I made sure that mImage
is never nil and has positive size, iRect and fillRect have always positive
size too and they never change, mOpacity is always 1.0 and the current
context is always not nil. As my log says:

imageSize 1251 x 705, inRect {{0, 0}, {300, 200}}, fillRect {{97, 0}, {1057,
705}}, mOpacity 1.0, frameCenterRotation 2.647995, current context is not
nil

The error occurs when I rotate the view with frameCenterRotation, but not at
any degree.

- (void)setMAngle:(CGFloat)value
{
mAngle = value;
[self setFrameCenterRotation:mAngle];
[self setNeedsDisplay:YES];
}

For example, if I still rotate the NSView to frameCenterRotation 4.689613 I
can quite see the image and I don't get the error.
Furthermore, if I replace mOpacity with a fixed value 1.0 in the code

[mImage drawInRect:inRect fromRect:fillRect operation:NSCompositeSourceOver
fraction:1.0];

the error NEVER occurs. However even using the CGFload variable mOpacity
always = 1.0, the problem sometimes occurs when I rotate the view.
Just to be sure I have even overrided the isOpaque method returning NO. Same
trouble.
I'm really puzzled. Any idea?


Regards
-- Leonardo


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NSDistributedNotificationCenter Strangeness

2013-12-16 Thread Pax
Here's a little oddity that might either be me being foolish (again) or relate 
to an open Radar.  I'm inclined to the former because (according to my search 
of this list, to see if anyone else was having the same problem) the Radar was 
opened in 2011 - which should be enough time to squish the bug!

I'm trying to use NSDistributedNotificationCenter to communicate between two 
apps.  The app posting the notification does it as follows:

NSDistributedNotificationCenter *centre = [NSDistributedNotificationCenter 
defaultCenter];
NSDictionary *dict = [NSDictionary dictionaryWithObject:[NSNumber 
numberWithBool:openDialogue] forKey:@ShowMenuBar];
[centre postNotificationName:@SetMenubar object:nil userInfo:dict];
NSLog(@Posted Toggle Menu bar item);

And the app observing the notification has the observer set up in 
applicationDidFinishLaunching, thus:

- (void)applicationDidFinishLaunching:(NSNotification *)aNotification
{
NSDistributedNotificationCenter *centre = [NSDistributedNotificationCenter 
defaultCenter];
[centre addObserver:self selector:@selector(setMenubar:)
   name:@SetMenubar
 object:nil];

setMenubar is as follows (just for completeness)

-(void)setMenubar:(NSNotification *) aNote
{
NSLog(@Received Notification, setting menubar);
[self displayMenu:[[aNote.userInfo objectForKey:@ShowMenuBar]boolValue]];
}

When I flip the toggle, I see 'Posted Toggle Menu bar item' in Console, but 
'Received Notification, setting menubar' doesn't reliably show.  In fact, there 
is a way of getting it to notice the notification.  I can click somewhere in 
the UI of the receiving app - but that rather defeats the purpose of using 
NSDistributedNotificationCenter.

So, my questions are these:
Is this an existing problem and, if it is, does anyone know of a good 
workaround?
Am I doing this right?  Should I be building some kind of event loop and 
polling to see if a Notification has been posted?  I guess not - it'd be rather 
wasteful!
Is applicationDidFinishLaunching the right place for this?  

Any help that you can offer will be very gratefully received.
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Unit testing Cocoa application

2013-12-16 Thread Appa Rao Mulpuri
Hi List,

I have an application developed with few custom frameworks and plugins. Started 
writing Unit tests for the Frameworks first. Unfortunatly, 
Otect(/Developer/Tools/otest) is giving the crash with the following error:


setenv _REAL_SDKROOT macosx10.5

/bin/sh -c /Users/PATH TO CODE/../../Build/FRAMEWORK 
NAME.build/Debug/UnitTests.build/Script-B90A51CA1313E21000FE7AC9.sh


/Developer/Tools/RunPlatformUnitTests.include:412: note: Started tests for 
architectures 'x86_64'

/Developer/Tools/RunPlatformUnitTests.include:419: note: Running tests for 
architecture 'x86_64' (GC OFF)

objc[77507]: GC: forcing GC OFF because OBJC_DISABLE_GC is set

2013-12-12 18:03:36.280 otest-x86_64[77507:707] The test bundle at /Users/PATH 
TO CODE/Unittest.octest could not be loaded because its Objective-C runtime 
information does not match the runtime information required by the test rig.  
This is likely because the test rig is being run with Objective-C garbage 
collection disabled, but the test bundle requires Objective-C garbage 
collection.  To enable Objective-C garbage collection for the test rig, run it 
in an environment without the OBJC_DISABLE_GC environment variable.

2013-12-12 18:03:36.285 otest-x86_64[77508:203] *** NSTask: Task create for 
path '/Users/PATH TO CODE/Unittest.octest/Contents/MacOS/Unittest' failed: 
22, Invalid argument.  Terminating temporary process.

/Developer/Tools/RunPlatformUnitTests.include:451: error: Test rig 
'/Developer/Tools/otest' exited abnormally with code 5 (it may have crashed).

Command /bin/sh failed with exit code 1


Tried different combinations by changing Compiler to GCC 4.2 and GC flags. 
Initially I am using LLVM Compiler 1.6 and GC Unsuported in Build settings. 
Gone through http://chanson.livejournal.com/119303.html, but no luck.

One way, it is working is with the Static library. I am preparing the 
equivalent static Library with the same classes available in Framework. But 
this leads to unnecessary overhead of generating the static library only for 
Unit tests purpose. I have nearly 15 frameworks in my application, which are 
built in layered architecture.

I am not getting,  how it is working with the static library and not with my 
framework, though both are static types only.

Regards,
Apparao Mulpuri

This email and any attachments are confidential, and may be legally privileged 
and protected by copyright. If you are not the intended recipient dissemination 
or copying of this email is prohibited. If you have received this in error, 
please notify the sender by replying by email and then delete the email 
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sender. This communication is not intended to form a binding contract unless 
expressly indicated to the contrary and properly authorised. Any actions taken 
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Unit testing Cocoa Application built with custom frameworks

2013-12-16 Thread Appa Rao Mulpuri
Hi List,

I have an application developed with few custom frameworks and plugins. Started 
writing Unit tests for the Frameworks first. Unfortunatly, 
Otect(/Developer/Tools/otest) is giving the crash with the following error:



2013-12-12 18:03:36.280 otest-x86_64[77507:707] The test bundle at /Users/PATH 
TO CODE/Unittest.octest could not be loaded because its Objective-C runtime 
information does not match the runtime information required by the test rig.  
This is likely because the test rig is being run with Objective-C garbage 
collection disabled, but the test bundle requires Objective-C garbage 
collection.  To enable Objective-C garbage collection for the test rig, run it 
in an environment without the OBJC_DISABLE_GC environment variable.

Tried different combinations by changing Compiler to GCC 4.2 and GC flags. 
Initially I am using LLVM Compiler 1.6 and GC Unsuported in Build settings. 
Gone through http://chanson.livejournal.com/119303.html, but no luck.

One way, it is working is with the Static library. I am preparing the 
equivalent static Library with the same classes available in Framework. But 
this leads to unnecessary overhead of generating the static library only for 
Unit tests purpose. I have nearly 15 frameworks in my application, which are 
built in layered architecture.

I am not getting,  how it is working with the static library and not with my 
framework, though both are static types only.

Regards,
Apparao Mulpuri

This email and any attachments are confidential, and may be legally privileged 
and protected by copyright. If you are not the intended recipient dissemination 
or copying of this email is prohibited. If you have received this in error, 
please notify the sender by replying by email and then delete the email 
completely from your system. Any views or opinions are solely those of the 
sender. This communication is not intended to form a binding contract unless 
expressly indicated to the contrary and properly authorised. Any actions taken 
on the basis of this email are at the recipient's own risk.
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Unit testing Cocoa Application built with custom frameworks

2013-12-16 Thread Apparao Mulpuri
Hi List,

I have an application developed with few custom frameworks and plugins.
Started writing Unit tests for the Frameworks first. Unfortunatly,
Otect(/Developer/Tools/otest) is giving the crash with the following error:

setenv _REAL_SDKROOT macosx10.5

/bin/sh -c /Users/PATH TO CODE/../../Build/FRAMEWORK
NAME.build/Debug/UnitTests.build/Script-B90A51CA1313E21000FE7AC9.sh


/Developer/Tools/RunPlatformUnitTests.include:412: note: Started tests for
architectures 'x86_64'

/Developer/Tools/RunPlatformUnitTests.include:419: note: Running tests for
architecture 'x86_64' (GC OFF)

objc[77507]: GC: forcing GC OFF because OBJC_DISABLE_GC is set

2013-12-12 18:03:36.280 otest-x86_64[77507:707] The test bundle at
/Users/PATH TO CODE/Unittest.octest could not be loaded because its
Objective-C runtime information does not match the runtime information
required by the test rig.  This is likely because the test rig is being run
with Objective-C garbage collection disabled, but the test bundle requires
Objective-C garbage collection.  To enable Objective-C garbage collection
for the test rig, run it in an environment without the OBJC_DISABLE_GC
environment variable.

2013-12-12 18:03:36.285 otest-x86_64[77508:203] *** NSTask: Task create for
path '/Users/PATH TO CODE/Unittest.octest/Contents/MacOS/Unittest'
failed: 22, Invalid argument.  Terminating temporary process.

/Developer/Tools/RunPlatformUnitTests.include:451: error: Test rig
'/Developer/Tools/otest' exited abnormally with code 5 (it may have
crashed).

Command /bin/sh failed with exit code 1


Tried different combinations by changing Compiler to GCC 4.2 and GC flags.
Initially I am using LLVM Compiler 1.6 and GC Unsuported in Build
settings. Gone through http://chanson.livejournal.com/119303.html, but no
luck.

One way, it is working is with the Static library. I am preparing the
equivalent static Library with the same classes available in Framework. But
this leads to unnecessary overhead of generating the static library only
for Unit tests purpose. I have nearly 15 frameworks in my application,
which are built in layered architecture.

I am not getting,  how it is working with the static library and not with
my framework, though both are static types only.

*Regards,*

*Apparao Mulpuri*
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Scrollable NSStackView

2013-12-16 Thread jonat...@mugginsoft.com
WWDC 2013 Session Video 213: Best Practices for Cocoa animation briefly 
describes embedding an NSStackView in an NSScrollView.
The commentary mentions in passing that the NSClipView instance must use 
flipped co-ordinates.
Why?
Is this a general requirement for using auto layout subviews in an NSScrollView?

A working example using a flipped NSClipView:
https://github.com/mugginsoft/TSInfoBarStackView

Jonathan












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Re: Address Book question

2013-12-16 Thread C.W. Betts
My best guess: the entitlements for your app doesn't include Address Book 
access. If you are getting this error and your app is not signed, file a bug 
report at Apple.

There might also be an Address Book mailing list. If there is, try asking your 
question there as well.
On Dec 9, 2013, at 9:56 PM, John MacMullin john.macmul...@cox.net wrote:

 I occasionally am getting the following message when I use the address book 
 api to add a record to my sharedAddressBook, which then causes the add to 
 fail:
 
 is being ignored because main executable 
 (/System/Library/Frameworks/AddressBook.framework/Resources/AddressBookSync.app/Contents/MacOS/AddressBookSync)
  is code signed with entitlements
 
 What's causing this and how do I resolve the issue?
 
 Best regards,
 
 John
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Re: Generic Folder icons in Dock

2013-12-16 Thread Shane Stanley
On 13 Dec 2013, at 8:51 PM, Graham Cox graham@bigpond.com wrote:

 My app’s files are packages. They have the correct icon in the Finder and in 
 the app’s own “Recent Items” menu, but in the Dock they have generic folder 
 icons. Is there something I should be doing additionally to get the Dock to 
 correctly recognise these, or is it a Dock bug?


My app's files are also packages, and I just dragged one into the Dock -- it 
shows the icon fine.

Are you exporting the UTI?

-- 
Shane Stanley sstan...@myriad-com.com.au
www.macosxautomation.com/applescript/apps/

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Re: Generic Folder icons in Dock

2013-12-16 Thread Sean McBride
On Fri, 13 Dec 2013 10:51:02 +0100, Graham Cox said:

My app’s files are packages. They have the correct icon in the Finder
and in the app’s own “Recent Items” menu, but in the Dock they have
generic folder icons. Is there something I should be doing additionally
to get the Dock to correctly recognise these, or is it a Dock bug?

You could try purging your Launch Services database:

/System/Library/Frameworks/CoreServices.framework/Frameworks/LaunchServices.framework/Support/lsregister
 -kill -r -domain local -domain system -domain user

Cheers,

-- 

Sean McBride, B. Eng s...@rogue-research.com
Rogue Researchwww.rogue-research.com 
Mac Software Developer  Montréal, Québec, Canada

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Re: Best solution for game loop on OSX?

2013-12-16 Thread Dan Treiman
Alex,

Ah, this has been a continuous discussion ever since OSX launched… :-). 
 Heres my 2¢:

The two best solutions (and by best I mean least time-wasting) are 
CVDisplayLink and NSTimer.

CVDisplayLink synchronizes with the display refresh rate and gives you 
callbacks in a background thread.  This somewhat like CADisplayLink on iOS.  
Its pretty easy to do but your code must be thread-aware.

NSTimer has more than enough resolution for games, and if you are using OpenGL 
for graphics you should do:
GLint swapInt = 1;
[[self openGLContext] setValues:swapInt 
forParameter:NSOpenGLCPSwapInterval];
to ensure your updates are synced with screen refresh.

Since your game does not sound especially graphically intensive, I would 
recommend the solution that requires the least code written (NSTimer), and 
avoid multithreading.  If you run into performance problems you can always 
implement a more advanced solution later.

cheers,
- Dan


On Dec 13, 2013, at 3:57 PM, Alex Hall mehg...@gmail.com wrote:

 Hello list,
 I am attempting to use OpenAL to move a sound source around. To do so 
 smoothly, though, will require a loop, so I can update the position in small 
 increments many times per second. This is essentially a game loop, so I've 
 done much searching on implementing game loops in Objective-C. There seem to 
 be a few schools of thought on the topic:
 
 NSTimer: it works initially, but you can't rely on it to provide smoothness 
 or constant rates. A timer could take up to 0.1 seconds to execute, so don't 
 rely on it. However, other sources suggest that a timer will work just fine, 
 particularly on the more powerful OSX compared to iOS devices, and doing 
 anything else is a waste of effort for lower FPS projects.
 
 Main loop: every NSApplication has an instance of NSRunLoop attached to it 
 when it starts. Hook into that (the mechanics of doing this are still not 
 clear to me) and you are good to go. However, this is more work for no 
 additional benefit, and you need to worry more about memory usage (I have no 
 idea if the samples I've read were using ARC or not).
 
 Separate thread: uses standard-issue while(keep_running) loop in a new thread 
 to process the game logic and refresh the world, and you're set to go as fast 
 as you need to. However, this introduces the usual multi-threading concerns 
 and is far more advanced than many projects actually need.
 
 Additionally, there is concern about how fast to set the refresh rate, which 
 is not a problem in a regular while loop but becomes a bit complex otherwise. 
 Most people seem to agree that you should see how long the last cycle took, 
 and update your interval accordingly.
 
 Again, this is not (yet) for iOS, so I cannot rely on iOS-specific solutions. 
 I am also not currently doing visuals, and I am not sure which framework I 
 will use when and if I need to begin doing so, so I'd rather have my loop not 
 rely on any visual framework. The bottom line seems to be that timers are 
 easiest but not reliable, yet some people insist they will work well enough. 
 So, what are your thoughts on the best way to make a game loop for OSX? While 
 I would like to port this project to iOS in the future, I'd like a solution 
 that will work on both platforms, and the Mac first. Given that my program is 
 mostly based in sound, would timers be okay? Should I look into hooking into 
 the NSRunLoop somehow instead? I'd really rather not go multi-threaded yet, 
 but if I have to, I have to. Thanks for your opinions.
 
 
 Have a great day,
 Alex (msg sent from Mac Mini)
 mehg...@gmail.com
 
 
 
 
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Re: Best solution for game loop on OSX?

2013-12-16 Thread Alex Hall
I went ahead and used timers, just to get things off the ground. Many people 
seem to dislike them, but they work for me, for now anyway. It's really helpful 
to know about CVDisplayLink, though, if I ever implement graphics or need a 
more strict timing solution. Thanks for the response.
On Dec 16, 2013, at 6:15 PM, Dan Treiman dtrei...@mac.com wrote:

 Alex,
 
   Ah, this has been a continuous discussion ever since OSX launched… :-). 
  Heres my 2¢:
 
 The two best solutions (and by best I mean least time-wasting) are 
 CVDisplayLink and NSTimer.
 
 CVDisplayLink synchronizes with the display refresh rate and gives you 
 callbacks in a background thread.  This somewhat like CADisplayLink on iOS.  
 Its pretty easy to do but your code must be thread-aware.
 
 NSTimer has more than enough resolution for games, and if you are using 
 OpenGL for graphics you should do:
 GLint swapInt = 1;
 [[self openGLContext] setValues:swapInt 
 forParameter:NSOpenGLCPSwapInterval];
 to ensure your updates are synced with screen refresh.
 
 Since your game does not sound especially graphically intensive, I would 
 recommend the solution that requires the least code written (NSTimer), and 
 avoid multithreading.  If you run into performance problems you can always 
 implement a more advanced solution later.
 
   cheers,
   - Dan
 
 
 On Dec 13, 2013, at 3:57 PM, Alex Hall mehg...@gmail.com wrote:
 
 Hello list,
 I am attempting to use OpenAL to move a sound source around. To do so 
 smoothly, though, will require a loop, so I can update the position in small 
 increments many times per second. This is essentially a game loop, so I've 
 done much searching on implementing game loops in Objective-C. There seem to 
 be a few schools of thought on the topic:
 
 NSTimer: it works initially, but you can't rely on it to provide smoothness 
 or constant rates. A timer could take up to 0.1 seconds to execute, so don't 
 rely on it. However, other sources suggest that a timer will work just fine, 
 particularly on the more powerful OSX compared to iOS devices, and doing 
 anything else is a waste of effort for lower FPS projects.
 
 Main loop: every NSApplication has an instance of NSRunLoop attached to it 
 when it starts. Hook into that (the mechanics of doing this are still not 
 clear to me) and you are good to go. However, this is more work for no 
 additional benefit, and you need to worry more about memory usage (I have no 
 idea if the samples I've read were using ARC or not).
 
 Separate thread: uses standard-issue while(keep_running) loop in a new 
 thread to process the game logic and refresh the world, and you're set to go 
 as fast as you need to. However, this introduces the usual multi-threading 
 concerns and is far more advanced than many projects actually need.
 
 Additionally, there is concern about how fast to set the refresh rate, which 
 is not a problem in a regular while loop but becomes a bit complex 
 otherwise. Most people seem to agree that you should see how long the last 
 cycle took, and update your interval accordingly.
 
 Again, this is not (yet) for iOS, so I cannot rely on iOS-specific 
 solutions. I am also not currently doing visuals, and I am not sure which 
 framework I will use when and if I need to begin doing so, so I'd rather 
 have my loop not rely on any visual framework. The bottom line seems to be 
 that timers are easiest but not reliable, yet some people insist they will 
 work well enough. So, what are your thoughts on the best way to make a game 
 loop for OSX? While I would like to port this project to iOS in the future, 
 I'd like a solution that will work on both platforms, and the Mac first. 
 Given that my program is mostly based in sound, would timers be okay? Should 
 I look into hooking into the NSRunLoop somehow instead? I'd really rather 
 not go multi-threaded yet, but if I have to, I have to. Thanks for your 
 opinions.
 
 
 Have a great day,
 Alex (msg sent from Mac Mini)
 mehg...@gmail.com
 
 
 
 
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Have a great day,
Alex (msg sent from Mac Mini)
mehg...@gmail.com



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Re: Best solution for game loop on OSX?

2013-12-16 Thread ChanMaxthon
My personal preference is GCD dispatching from your graphics rendering loop. 

Sent from my iPhone

 On 2013年12月14日, at 5:57, Alex Hall mehg...@gmail.com wrote:
 
 Hello list,
 I am attempting to use OpenAL to move a sound source around. To do so 
 smoothly, though, will require a loop, so I can update the position in small 
 increments many times per second. This is essentially a game loop, so I've 
 done much searching on implementing game loops in Objective-C. There seem to 
 be a few schools of thought on the topic:
 
 NSTimer: it works initially, but you can't rely on it to provide smoothness 
 or constant rates. A timer could take up to 0.1 seconds to execute, so don't 
 rely on it. However, other sources suggest that a timer will work just fine, 
 particularly on the more powerful OSX compared to iOS devices, and doing 
 anything else is a waste of effort for lower FPS projects.
 
 Main loop: every NSApplication has an instance of NSRunLoop attached to it 
 when it starts. Hook into that (the mechanics of doing this are still not 
 clear to me) and you are good to go. However, this is more work for no 
 additional benefit, and you need to worry more about memory usage (I have no 
 idea if the samples I've read were using ARC or not).
 
 Separate thread: uses standard-issue while(keep_running) loop in a new thread 
 to process the game logic and refresh the world, and you're set to go as fast 
 as you need to. However, this introduces the usual multi-threading concerns 
 and is far more advanced than many projects actually need.
 
 Additionally, there is concern about how fast to set the refresh rate, which 
 is not a problem in a regular while loop but becomes a bit complex otherwise. 
 Most people seem to agree that you should see how long the last cycle took, 
 and update your interval accordingly.
 
 Again, this is not (yet) for iOS, so I cannot rely on iOS-specific solutions. 
 I am also not currently doing visuals, and I am not sure which framework I 
 will use when and if I need to begin doing so, so I'd rather have my loop not 
 rely on any visual framework. The bottom line seems to be that timers are 
 easiest but not reliable, yet some people insist they will work well enough. 
 So, what are your thoughts on the best way to make a game loop for OSX? While 
 I would like to port this project to iOS in the future, I'd like a solution 
 that will work on both platforms, and the Mac first. Given that my program is 
 mostly based in sound, would timers be okay? Should I look into hooking into 
 the NSRunLoop somehow instead? I'd really rather not go multi-threaded yet, 
 but if I have to, I have to. Thanks for your opinions.
 
 
 Have a great day,
 Alex (msg sent from Mac Mini)
 mehg...@gmail.com
 
 
 
 
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Re: _NSWarnForDrawingImageWithNoCurrentContext

2013-12-16 Thread Stephen J. Butler
Did you try the suggestion the warning listed? Breaking on void
_NSWarnForDrawingImageWithNoCurrentContext()? Because a stack trace for
when the error occurs would be helpful.


On Sat, Dec 14, 2013 at 6:32 AM, Leonardo mac.iphone@gmail.com wrote:

 Hi, when I rotate my NSView, my image disappears for a second from the
 screen and I get this error message

 It does not make sense to draw an image when [NSGraphicsContext
 currentContext] is nil.  This is a programming error. Break on void
 _NSWarnForDrawingImageWithNoCurrentContext() to debug.  This will be logged
 only once.  This may break in the future.

 So I have put a symbolic breakpoint there and I have found the line causing
 the error, which is in NSView's drawRect method:

 [mImage drawInRect:inRect fromRect:fillRect operation:NSCompositeSourceOver
 fraction:mOpacity];

 When the image disappears, I can quite see a white rectangle coming from my
 line

 NSRectFillUsingOperation(myBounds, NSCompositeSourceOver);

 So I'm sure myBounds rect is ok. To tune up my test I made sure that mImage
 is never nil and has positive size, iRect and fillRect have always positive
 size too and they never change, mOpacity is always 1.0 and the current
 context is always not nil. As my log says:

 imageSize 1251 x 705, inRect {{0, 0}, {300, 200}}, fillRect {{97, 0},
 {1057,
 705}}, mOpacity 1.0, frameCenterRotation 2.647995, current context is not
 nil

 The error occurs when I rotate the view with frameCenterRotation, but not
 at
 any degree.

 - (void)setMAngle:(CGFloat)value
 {
 mAngle = value;
 [self setFrameCenterRotation:mAngle];
 [self setNeedsDisplay:YES];
 }

 For example, if I still rotate the NSView to frameCenterRotation 4.689613 I
 can quite see the image and I don't get the error.
 Furthermore, if I replace mOpacity with a fixed value 1.0 in the code

 [mImage drawInRect:inRect fromRect:fillRect operation:NSCompositeSourceOver
 fraction:1.0];

 the error NEVER occurs. However even using the CGFload variable mOpacity
 always = 1.0, the problem sometimes occurs when I rotate the view.
 Just to be sure I have even overrided the isOpaque method returning NO.
 Same
 trouble.
 I'm really puzzled. Any idea?


 Regards
 -- Leonardo


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Re: Generic Folder icons in Dock

2013-12-16 Thread Kyle Sluder
 On Dec 13, 2013, at 1:51 AM, Graham Cox graham@bigpond.com wrote:
 
 My app’s files are packages. They have the correct icon in the Finder and in 
 the app’s own “Recent Items” menu, but in the Dock they have generic folder 
 icons. Is there something I should be doing additionally to get the Dock to 
 correctly recognise these, or is it a Dock bug?

Does your document UTI conform to com.apple.package?

If so, try killing Launch Services with lsregister.

--Kyle Sluder

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Re: Best solution for game loop on OSX?

2013-12-16 Thread Marcelo Alves

You can use CVDisplayLink (Foundation, OS X) / CADisplayLink (iOS) with pretty 
good accuracy or a time dispatch timer. The dispatch timer approach is more 
portable (no changes in your code), a bit cleaner (block based, instead of 
function pointers in the case of CVDisplayLink), but it is up to you. 


 Hello list,
 I am attempting to use OpenAL to move a sound source around. To do so 
 smoothly, though, will require a loop, so I can update the position in small 
 increments many times per second. This is essentially a game loop, so I've 
 done much searching on implementing game loops in Objective-C. There seem to 
 be a few schools of thought on the topic:
 

:: marcelo.alves


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Re: Best solution for game loop on OSX?

2013-12-16 Thread Richard Heard
Perhaps CVDisplayLink is what you are looking for.
-R

On 13 Dec 2013, at 1:57:15 PM, Alex Hall mehg...@gmail.com wrote:

 Hello list,
 I am attempting to use OpenAL to move a sound source around. To do so 
 smoothly, though, will require a loop, so I can update the position in small 
 increments many times per second. This is essentially a game loop, so I've 
 done much searching on implementing game loops in Objective-C. There seem to 
 be a few schools of thought on the topic:
 
 NSTimer: it works initially, but you can't rely on it to provide smoothness 
 or constant rates. A timer could take up to 0.1 seconds to execute, so don't 
 rely on it. However, other sources suggest that a timer will work just fine, 
 particularly on the more powerful OSX compared to iOS devices, and doing 
 anything else is a waste of effort for lower FPS projects.
 
 Main loop: every NSApplication has an instance of NSRunLoop attached to it 
 when it starts. Hook into that (the mechanics of doing this are still not 
 clear to me) and you are good to go. However, this is more work for no 
 additional benefit, and you need to worry more about memory usage (I have no 
 idea if the samples I've read were using ARC or not).
 
 Separate thread: uses standard-issue while(keep_running) loop in a new thread 
 to process the game logic and refresh the world, and you're set to go as fast 
 as you need to. However, this introduces the usual multi-threading concerns 
 and is far more advanced than many projects actually need.
 
 Additionally, there is concern about how fast to set the refresh rate, which 
 is not a problem in a regular while loop but becomes a bit complex otherwise. 
 Most people seem to agree that you should see how long the last cycle took, 
 and update your interval accordingly.
 
 Again, this is not (yet) for iOS, so I cannot rely on iOS-specific solutions. 
 I am also not currently doing visuals, and I am not sure which framework I 
 will use when and if I need to begin doing so, so I'd rather have my loop not 
 rely on any visual framework. The bottom line seems to be that timers are 
 easiest but not reliable, yet some people insist they will work well enough. 
 So, what are your thoughts on the best way to make a game loop for OSX? While 
 I would like to port this project to iOS in the future, I'd like a solution 
 that will work on both platforms, and the Mac first. Given that my program is 
 mostly based in sound, would timers be okay? Should I look into hooking into 
 the NSRunLoop somehow instead? I'd really rather not go multi-threaded yet, 
 but if I have to, I have to. Thanks for your opinions.
 
 
 Have a great day,
 Alex (msg sent from Mac Mini)
 mehg...@gmail.com
 
 
 
 
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Re: Best solution for game loop on OSX?

2013-12-16 Thread Seth Willits
Are you *only* trying to do audio, or are you trying to render GL as well?  


--
Seth Willits



On Dec 13, 2013, at 1:57 PM, Alex Hall mehg...@gmail.com wrote:

 Hello list,
 I am attempting to use OpenAL to move a sound source around. To do so 
 smoothly, though, will require a loop, so I can update the position in small 
 increments many times per second. This is essentially a game loop, so I've 
 done much searching on implementing game loops in Objective-C. There seem to 
 be a few schools of thought on the topic:
 
 NSTimer: it works initially, but you can't rely on it to provide smoothness 
 or constant rates. A timer could take up to 0.1 seconds to execute, so don't 
 rely on it. However, other sources suggest that a timer will work just fine, 
 particularly on the more powerful OSX compared to iOS devices, and doing 
 anything else is a waste of effort for lower FPS projects.
 
 Main loop: every NSApplication has an instance of NSRunLoop attached to it 
 when it starts. Hook into that (the mechanics of doing this are still not 
 clear to me) and you are good to go. However, this is more work for no 
 additional benefit, and you need to worry more about memory usage (I have no 
 idea if the samples I've read were using ARC or not).
 
 Separate thread: uses standard-issue while(keep_running) loop in a new thread 
 to process the game logic and refresh the world, and you're set to go as fast 
 as you need to. However, this introduces the usual multi-threading concerns 
 and is far more advanced than many projects actually need.
 
 Additionally, there is concern about how fast to set the refresh rate, which 
 is not a problem in a regular while loop but becomes a bit complex otherwise. 
 Most people seem to agree that you should see how long the last cycle took, 
 and update your interval accordingly.
 
 Again, this is not (yet) for iOS, so I cannot rely on iOS-specific solutions. 
 I am also not currently doing visuals, and I am not sure which framework I 
 will use when and if I need to begin doing so, so I'd rather have my loop not 
 rely on any visual framework. The bottom line seems to be that timers are 
 easiest but not reliable, yet some people insist they will work well enough. 
 So, what are your thoughts on the best way to make a game loop for OSX? While 
 I would like to port this project to iOS in the future, I'd like a solution 
 that will work on both platforms, and the Mac first. Given that my program is 
 mostly based in sound, would timers be okay? Should I look into hooking into 
 the NSRunLoop somehow instead? I'd really rather not go multi-threaded yet, 
 but if I have to, I have to. Thanks for your opinions.
 
 
 Have a great day,
 Alex (msg sent from Mac Mini)
 mehg...@gmail.com
 
 
 
 
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--
Seth Willits




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Re: Best solution for game loop on OSX?

2013-12-16 Thread Seth Willits
On Dec 16, 2013, at 3:21 PM, Alex Hall mehg...@gmail.com wrote:

 I went ahead and used timers, just to get things off the ground. Many people 
 seem to dislike them, but they work for me, for now anyway. It's really 
 helpful to know about CVDisplayLink, though, if I ever implement graphics or 
 need a more strict timing solution. 


This subject line is really misleading.

Having no graphics at all makes a big difference. You would not implement a 
solution to your problem as you would the best way for a game, and the 
solution you need depends on your actual requirements. 

update the position in small increments many times per second — 
What does many mean to you? What level of accuracy do you need? How should 
this interact with the main thread, etc? 


--
Seth Willits



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Re: Best solution for game loop on OSX?

2013-12-16 Thread Alex Hall

On Dec 16, 2013, at 8:06 PM, Seth Willits sli...@araelium.com wrote:

 On Dec 16, 2013, at 3:21 PM, Alex Hall mehg...@gmail.com wrote:
 
 I went ahead and used timers, just to get things off the ground. Many people 
 seem to dislike them, but they work for me, for now anyway. It's really 
 helpful to know about CVDisplayLink, though, if I ever implement graphics or 
 need a more strict timing solution. 
 
 
 This subject line is really misleading.
 
 Having no graphics at all makes a big difference. You would not implement a 
 solution to your problem as you would the best way for a game, and the 
 solution you need depends on your actual requirements. 

For now it is only sound, but I plan on adding graphics (albeit basic ones) 
before the project is done.
 
 update the position in small increments many times per second — 
 What does many mean to you? What level of accuracy do you need? How should 
 this interact with the main thread, etc? 

I'm not sure what sort of resolution sounds need compared to graphics to not be 
choppy or jumpy during panning or other adjustments. Since the plan is to 
incorporate graphics in the future, I figured I may as well do something that 
would work for both. For now, my main thread handles everything, though I may 
need to split things up at some point depending on how the project turns out. 
It is modular, though, so I can hook my loop to any mechanism pretty easily.
 
 
 --
 Seth Willits
 
 
 
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Have a great day,
Alex (msg sent from Mac Mini)
mehg...@gmail.com




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Re: Generic Folder icons in Dock

2013-12-16 Thread Jerry Krinock
Also, make sure you don’t have any old versions of your app with different icon 
values in Info.plist still hanging around on your hard drive, particularly 
anything in /Applications.
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