just to be clear, the DQ morph's to:
DispatchQueue.main.async{ self.loop_count += Int(pow(Double(loopSet.count), 6.0)) }
It is not continuous but it need not be.
Turns out, I was declaring new instances of a structure within each loop. Rookie mistake. Replaced most of my DQ's with Task(), sendable func().
Works great!
I see keys: current, downloaded, and notDownloaded, but no variables for progress. The spinning beachball will have to do.
Thanks for letting me know that URLSession was a dead end though.
thanks for the reply, however...
the deepClone() produces empty SCNGeometry's when acting on an instance of the class. the "try" never throws an error to catch.
DOH! it probably would have worked if my class SCNGeometry had the encoder and decoder with which to archive. this class was the very first object when i started programming several years ago. new to Swift then, the class now needs a lot of reworking. maybe that's why copy() and mutableCopy() failed in the first place.
Thanks Bill3D for causing me to have a look in another direction.
just to be clear, the DQ morph's to:
DispatchQueue.main.async{ self.loop_count += Int(pow(Double(loopSet.count), 6.0)) }
It is not continuous but it need not be.
Turns out, I was declaring new instances of a structure within each loop. Rookie mistake. Replaced most of my DQ's with Task(), sendable func().
Works great!
I see keys: current, downloaded, and notDownloaded, but no variables for progress. The spinning beachball will have to do.
Thanks for letting me know that URLSession was a dead end though.
thanks for the reply, however...
the deepClone() produces empty SCNGeometry's when acting on an instance of the class. the "try" never throws an error to catch.
DOH! it probably would have worked if my class SCNGeometry had the encoder and decoder with which to archive. this class was the very first object when i started programming several years ago. new to Swift then, the class now needs a lot of reworking. maybe that's why copy() and mutableCopy() failed in the first place.
Thanks Bill3D for causing me to have a look in another direction.