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Comment on Attributing App Installs
Thanks Albert. I've yet to implement a solution since I was first finding out what approach(es) exist to achieve the stated goal. As such, there is no code, error messages, code snippets etc. to share. I am willing to consider adding any available SDK or API to achieve my goal. With Universal Links, can the link be attributed to an installed app somehow post purchase?
May ’25
Comment on MapKit super slow loading tiles stored on device
The issue seems to be from using: override public func loadTile(at path: MKTileOverlayPath, result: @escaping (Data?, Error?) -> Void) With the same code in: override func loadTile(at path: MKTileOverlayPath) async throws -> Data Then the issue does not occur. But this causes my renderer that supports drawing tiles at a resolution higher than the native tiles to crash in drawRect.
Dec ’24
Comment on Image Playground Supported Devices
Can you clarify if imagePlaygroundViewController.isAvailable is false also means that it cannot be enabled by going to the Settings? It would be nice if the documentation was more clear on this. Where are the device requirements that will support Image Playground documented? I always avoid relying on device models when possible. But unfortunately, sometimes that is the only way to provide the best user experience possible.
Dec ’24
Comment on Xcode producing corrupt build
I guess I will have to use a developer support issue to get to the bottom of this. It's pretty clear to me, that taking 30 seconds to compile a shader that normally compiles in 0.001 is the root of the runtime error. The compiler is obviously very confused and apparently not creating a sane binary.
Nov ’21
Comment on Xcode producing corrupt build
Thanks for the tips. The thing is, I've checked, double-checked, triple checked and I am not accessing anything out of bounds, which is why it has worked for years without any issue. The fact that it is taking 30 seconds to compile a shader indicates something is going on and not at even at run time - so it's not out of bounds there and obviously some issue there. What concerns me the most is that the issue is completely intermittent. For given the same source code, Xcode should always produce an identical binary, but clearly it is not.
Nov ’21
Comment on Attributing App Installs
Thanks Albert. I've yet to implement a solution since I was first finding out what approach(es) exist to achieve the stated goal. As such, there is no code, error messages, code snippets etc. to share. I am willing to consider adding any available SDK or API to achieve my goal. With Universal Links, can the link be attributed to an installed app somehow post purchase?
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May ’25
Comment on MapKit super slow loading tiles stored on device
I apologize, that is not it either. Something I disabled does it. If I am able to narrow it down I will follow up. Sorry for the false alarm.
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Dec ’24
Comment on MapKit super slow loading tiles stored on device
The issue seems to be from using: override public func loadTile(at path: MKTileOverlayPath, result: @escaping (Data?, Error?) -> Void) With the same code in: override func loadTile(at path: MKTileOverlayPath) async throws -> Data Then the issue does not occur. But this causes my renderer that supports drawing tiles at a resolution higher than the native tiles to crash in drawRect.
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Dec ’24
Comment on Requirements for Image Playground?
Thanks for the info. I had ended up doing as you suggest, I just wrote that the feature requires Apple Intelligence. I wish I could state something like "requires M1/A16 or better" because customers may not know if their device supports Apple Intelligence or not.
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Dec ’24
Comment on Image Playground Supported Devices
Can you clarify if imagePlaygroundViewController.isAvailable is false also means that it cannot be enabled by going to the Settings? It would be nice if the documentation was more clear on this. Where are the device requirements that will support Image Playground documented? I always avoid relying on device models when possible. But unfortunately, sometimes that is the only way to provide the best user experience possible.
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Dec ’24
Comment on MapKit with vision
Is 3D (stereoscopic) supported? Are there any MapKit visionOS specific features?
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Feb ’24
Comment on CoreML not using Neural Engine even though it should
They are, but not all layers/operators are supported.
Topic: Machine Learning & AI SubTopic: General Tags:
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Oct ’23
Comment on CoreML not using Neural Engine even though it should
Enumerated shapes allows you to specify a list of multiple input and output dimensions (eg: 64, 128, 256). Flexible shapes allows you to specify a range of shape dimensions (eg 64-256) The shape for each layer is based on the input shape. Documentation for enumerated and flexible shapes.
Topic: Machine Learning & AI SubTopic: General Tags:
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Jun ’23
Comment on Copying/moving multi-gigabyte images with NSFileCoordinator
Note that I cannot release my app until there is a way for the user to copy the full res image somewhere.
Topic: UI Frameworks SubTopic: UIKit Tags:
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Aug ’22
Comment on Xcode producing corrupt build
I guess I will have to use a developer support issue to get to the bottom of this. It's pretty clear to me, that taking 30 seconds to compile a shader that normally compiles in 0.001 is the root of the runtime error. The compiler is obviously very confused and apparently not creating a sane binary.
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Nov ’21
Comment on Xcode producing corrupt build
When the issue occurs, it takes 30 seconds per shader to compile - so for my main 3 shaders, it takes 1:30+ just to compile. Is there anyway to shed light on what is going on there?
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Nov ’21
Comment on Xcode producing corrupt build
Thanks for the tips. The thing is, I've checked, double-checked, triple checked and I am not accessing anything out of bounds, which is why it has worked for years without any issue. The fact that it is taking 30 seconds to compile a shader indicates something is going on and not at even at run time - so it's not out of bounds there and obviously some issue there. What concerns me the most is that the issue is completely intermittent. For given the same source code, Xcode should always produce an identical binary, but clearly it is not.
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Views
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Nov ’21