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That's the result I get trying click on any forum message from Google Chrome. Safari doesn't exhibit this issue, so please fix the html that drives for forums so that more browsers are supported.
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This must be a bug in NSTableView, but when I hide the view, the NSScroller shows its scrollbar moving through an empty list and still responds to vertical gestures.
Since this is over a view that already handles panning, this causes a giant deadzone where the table was displayed and vertical panning stops on that section of the view because the table view is intercepting it.
All I do is supply an NSTableViewDelegate. The autohide property is set on the scrollers. This should not be responding to gestures either.
There was a good 2021 WWDC presentation on using ProMotion on iOS, and using Adaptive Sync (ProMotion) on macOS. But while the macOS presentation showed how to detect ProMotion (fullscreen + min/maxInterval mismatch). The iOS side doesn't have this same mechanism. The talk mentions Metal sample code for the talk, but I don't see ProMotion mentioned anywhere in the Metal samples when I do search.
https://developer.apple.com/videos/play/wwdc2021/10147/
Visual Studio, Stadia, and JetBrains are supporting natvis files, where Xcode is still stuck on lldb python files that even Xcode no longer uses to debug data structures. Apple has converted all of their scripts to native code, so there are no samples of how to write complex lldb visualizer rules.
There is already an lldb-eval that can bring in natvis files, so something like this should be brought to Xcode. C++ packages like EASTL only ship with a natvis file, and it's far simpler to edit and write than the lldb rules and python scripting.
I have this game controller connected to my M1, and the Simulator won't announced it via .GCControllerDidConnect. This works fine on iOS and macOS.
I have the simulator set to "Send Game Controller to Device" which the Simulator does. If I disable that, then I can control the simulator view. But once enabled, the Simulator doesn't tell the app about the controller.
This has been broken for over 5 years now. I see 2 different behaviors in 2 different SwiftUI apps. This makes SwiftUI not ready for prime time apps, but I just have tools right now.
The VStack { List } doesn't scroll to the item in a long list. The selection moves to the next item in the list, but can't see it. This is just basic UI functionality of a list. UIListView doesn't have this issue.
The NavigationView { List { NavigationLink }} wraps around back to the top of the list when pressing down arrow past the last visible item, but there are plenty more list items to visit.
The problem with ClampToEdge is that it stretches the outer strip of pixels even when uv goes outside [0,1]. So the typcial change is to use ClampToZero.
The problem with ClampToZero/Border of 0 is that it pulls in black transparent color into images. What would be better is for this to double up the edge pixels of the texture (ClampToEdge), and only once uv exceeds 0,1 then bilerp the transparent color. Currently ClampToZero pulls in black and drops alpha at the edges of small images leading to poor edges of small textures.
How do I suppress these strings? These are flooding my logs when I hit pause/resume. These seem to have been left in the debug/release builds. I'm on Xcode 13.1, and building for macOS 10.15. But I'm running on an M1 mac.
2022-02-26 12:56:43.169437-0800 app[96801:1760817] [] [0x1238a0000] CVDisplayLinkStart
2022-02-26 12:56:43.169584-0800 app[96801:1760817] [] [0x1238a0020] CVDisplayLink::start
2022-02-26 12:56:43.169772-0800 app[96801:1761488] [] [0x6000029f6bc0] CVXTime::reset
2022-02-26 12:56:43.926183-0800 app[96801:1760817] [] [0x1238a0000] CVDisplayLinkStop
I need to be able to drop these onto my app kram. But using the UTType library reports the following:
metallib - "application/octet-stream"
gltf - "model/gltf+json",
glb - "model/gltf+binary"
[UTType typeWithFilenameExtension: @"metallib"].identifier,
[UTType typeWithFilenameExtension: @"gltf"].identifier,
[UTType typeWithFilenameExtension: @"glb"].identifier
dyn.ah62d4rv4ge8043pyqf0g24pc, // ick - metallib
dyn.ah62d4rv4ge80s5dyq2, // ick - gltf
dyn.ah62d4rv4ge80s5dc // ick - glb
```
The memory layout doesn't change in this sort of cast, and this is a common construct when transforming normal and tangents.
float3 normal = input.normal * (float3x3)skinTfm;
no matching conversion for functional-style cast from 'metal::float4x4' (aka 'matrix<float, 4, 4>') to 'metal::float3x3' (aka 'matrix<float, 3, 3>')
My build generates 10 errors, and sometimes it halts the "build and run" as expected.
Most of the time, it just runs the previously successful build anyways. Seems like a basic tenent of an IDE to not do this unless I've explicitly enabled the run.
So I found out clang can do multiarch compiles (-arch arm64 -arch x86_64). But Apple seems to have left precompiled header support out. So I built the pch separately for each arch. That all works.
The next problem is that one needs to specify -include-pch foo.x64.pch and -include-pch foo.arm64.pch on the command line. This doesn't work on the compile line, since it tries to prepend arm64 AST to a x64 .o file, and vice versa.
So there is -Xarch_arm64 and -Xarch_x86_64 . But that option is limited to one argument. But "-include-pch foo.x64.pch" is two arguments.
More details of failed attempts here:
https://github.com/llvm/llvm-project/issues/114626
And no splitting out the builds isn't the same, because then -valid_arch I don't think skips the other build. This are all libraries being built by Make, and then the universal app built using an Xcode project from the libraries.
Topic:
Programming Languages
SubTopic:
General
The Adobe C++ plugin SDK are still using Rez to compile resources on macOS and winOS. But Rez build settings are missing from my newly created project. They exist in a legacy project. How does one re-enable this functionality. I don't know that Apple has offered an alternative to file-based resource generation, so removing this functionality seems premature.
The help and man pages on Rez are missing a lot. What to supply for arch (x86_64)? Why do I have to supply the framework path to Xcode to find Carbon.r and CoreServices.r? Rez itself provides only the barest of command line usage details.
For example, I couldn't get .r includes to work with -i or -s, but it works with -I. But the resulting .rsrc file that is generated by my command line efforts is 0 sized. The one built from Xcode is 1.5KB (correct).
Also SIP was blocking all attempts to debug these plugins, but a workaround was found for that.
CMake calls through to xcodebuild clean, but this fails since custom build directories are set. The current workaround is to have to trash the entire CMake build folder. With many subprojects this then takes a long time to rebuild. Can Apple please fix this?
Here I have a project with multiple targets (a fake workspace). CMake can only generate xcprojects and not xcworkspace files. Visual Studio and Android Studio both integrate CMake into the IDE. But building iOS and macOS universal apps is still not simple with CMake. Can Xcode team support CMake better in general?
cmake --build . --target clean
xcodebuild -project foo.xcodeproj clean -target ALL_BUILD -parallelizeTargets -configuration Debug -hideShellScriptEnvironment
Command line invocation:
xcodebuild -project foo.xcodeproj clean -target ALL_BUILD -parallelizeTargets -configuration Debug -hideShellScriptEnvironment
User defaults from command line:
HideShellScriptEnvironment = YES
note: Using new build system
note: Building targets in parallel
error: Could not delete `build/lib` because it was not created by the build system.
error: Could not delete `build/app1` because it was not created by the build system.
error: Could not delete `build/app2` because it was not created by the build system.
warning: Refusing to delete `build` because it contains one of the projects in this workspace: `build/foo.xcodeproj`.
CLEAN FAILED
I have a single-windowed app that loads textures. I want to be able to switch textures to anything in the Open Recent menu item list that I add URLs into.
When I launch the app, each recent menu item calls readFromURL once. But subsequent selection of the menu item does not. I can see the documents in the document controller increasing, so I know that is likely why this callback isn't called.
If I return NO from readFromURL then it is called every time, but posts a dialog about the file failing to load. I want that behavior, but not the dialog.
I'm not really using the NSDocuments created, but I needed this mechanism to get at the URL to load the data. I can't really remove documents from list, so I just let them accumulate but they basically just store the URL.
What am I supposed to hook as a callback? Is there a switchToDocument callback hook/delegate?