Generic Folder icons in Dock
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 ___ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: https://lists.apple.com/mailman/options/cocoa-dev/archive%40mail-archive.com This email sent to arch...@mail-archive.com
Re: iPad keyboards
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 ___ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: https://lists.apple.com/mailman/options/cocoa-dev/xcvista%40me.com This email sent to xcvi...@me.com ___ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: https://lists.apple.com/mailman/options/cocoa-dev/archive%40mail-archive.com This email sent to arch...@mail-archive.com
Re: iPad keyboards
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 signature.asc Description: Message signed with OpenPGP using GPGMail ___ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: https://lists.apple.com/mailman/options/cocoa-dev/archive%40mail-archive.com This email sent to arch...@mail-archive.com
Re: iPad keyboards
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 ___ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: https://lists.apple.com/mailman/options/cocoa-dev/archive%40mail-archive.com This email sent to arch...@mail-archive.com
Unit testing my Cocoa application
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 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. ___ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: https://lists.apple.com/mailman/options/cocoa-dev/archive%40mail-archive.com This email sent to arch...@mail-archive.com
NSDistributedNotificationCenter Strangeness
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. ___ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: https://lists.apple.com/mailman/options/cocoa-dev/archive%40mail-archive.com This email sent to arch...@mail-archive.com
Best solution for game loop on OSX?
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 ___ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: https://lists.apple.com/mailman/options/cocoa-dev/archive%40mail-archive.com This email sent to arch...@mail-archive.com
_NSWarnForDrawingImageWithNoCurrentContext
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 ___ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: https://lists.apple.com/mailman/options/cocoa-dev/archive%40mail-archive.com This email sent to arch...@mail-archive.com
NSDistributedNotificationCenter Strangeness
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. ___ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: https://lists.apple.com/mailman/options/cocoa-dev/archive%40mail-archive.com This email sent to arch...@mail-archive.com
Unit testing Cocoa application
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 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. ___ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: https://lists.apple.com/mailman/options/cocoa-dev/archive%40mail-archive.com This email sent to arch...@mail-archive.com
Unit testing Cocoa Application built with custom frameworks
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. ___ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: https://lists.apple.com/mailman/options/cocoa-dev/archive%40mail-archive.com This email sent to arch...@mail-archive.com
Unit testing Cocoa Application built with custom frameworks
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* ___ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: https://lists.apple.com/mailman/options/cocoa-dev/archive%40mail-archive.com This email sent to arch...@mail-archive.com
Scrollable NSStackView
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 ___ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: https://lists.apple.com/mailman/options/cocoa-dev/archive%40mail-archive.com This email sent to arch...@mail-archive.com
Re: Address Book question
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 ___ ___ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: https://lists.apple.com/mailman/options/cocoa-dev/archive%40mail-archive.com This email sent to arch...@mail-archive.com
Re: Generic Folder icons in Dock
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/ ___ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: https://lists.apple.com/mailman/options/cocoa-dev/archive%40mail-archive.com This email sent to arch...@mail-archive.com
Re: Generic Folder icons in Dock
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 ___ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: https://lists.apple.com/mailman/options/cocoa-dev/archive%40mail-archive.com This email sent to arch...@mail-archive.com
Re: Best solution for game loop on OSX?
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 ___ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: https://lists.apple.com/mailman/options/cocoa-dev/dtreiman%40mac.com This email sent to dtrei...@mac.com ___ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: https://lists.apple.com/mailman/options/cocoa-dev/archive%40mail-archive.com This email sent to arch...@mail-archive.com
Re: Best solution for game loop on OSX?
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 ___ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: https://lists.apple.com/mailman/options/cocoa-dev/dtreiman%40mac.com This email sent to dtrei...@mac.com Have a great day, Alex (msg sent from Mac Mini) mehg...@gmail.com ___ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: https://lists.apple.com/mailman/options/cocoa-dev/archive%40mail-archive.com This email sent to arch...@mail-archive.com
Re: Best solution for game loop on OSX?
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 ___ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: https://lists.apple.com/mailman/options/cocoa-dev/xcvista%40me.com This email sent to xcvi...@me.com ___ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: https://lists.apple.com/mailman/options/cocoa-dev/archive%40mail-archive.com This email sent to arch...@mail-archive.com
Re: _NSWarnForDrawingImageWithNoCurrentContext
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 ___ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: https://lists.apple.com/mailman/options/cocoa-dev/stephen.butler%40gmail.com This email sent to stephen.but...@gmail.com ___ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: https://lists.apple.com/mailman/options/cocoa-dev/archive%40mail-archive.com This email sent to arch...@mail-archive.com
Re: Generic Folder icons in Dock
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 ___ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: https://lists.apple.com/mailman/options/cocoa-dev/archive%40mail-archive.com This email sent to arch...@mail-archive.com
Re: Best solution for game loop on OSX?
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 ___ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: https://lists.apple.com/mailman/options/cocoa-dev/archive%40mail-archive.com This email sent to arch...@mail-archive.com
Re: Best solution for game loop on OSX?
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 ___ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: https://lists.apple.com/mailman/options/cocoa-dev/heardrwt%40gmail.com This email sent to heard...@gmail.com ___ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: https://lists.apple.com/mailman/options/cocoa-dev/archive%40mail-archive.com This email sent to arch...@mail-archive.com
Re: Best solution for game loop on OSX?
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 ___ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: https://lists.apple.com/mailman/options/cocoa-dev/slists%40araelium.com This email sent to sli...@araelium.com -- Seth Willits ___ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: https://lists.apple.com/mailman/options/cocoa-dev/archive%40mail-archive.com This email sent to arch...@mail-archive.com
Re: Best solution for game loop on OSX?
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 ___ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: https://lists.apple.com/mailman/options/cocoa-dev/archive%40mail-archive.com This email sent to arch...@mail-archive.com
Re: Best solution for game loop on OSX?
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 ___ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: https://lists.apple.com/mailman/options/cocoa-dev/mehgcap%40gmail.com This email sent to mehg...@gmail.com Have a great day, Alex (msg sent from Mac Mini) mehg...@gmail.com ___ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: https://lists.apple.com/mailman/options/cocoa-dev/archive%40mail-archive.com This email sent to arch...@mail-archive.com
Re: Generic Folder icons in Dock
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. ___ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: https://lists.apple.com/mailman/options/cocoa-dev/archive%40mail-archive.com This email sent to arch...@mail-archive.com