I’ve been having a heckuva time getting macOS (Catalina) to let my app open the associated -wal and -shm files. Googling for answers, it seems macOS should already know about these, but if not, I can create NSIsRelatedItemType additions. But that didn't seem to work for me:
Is there something more I need to do?
If I put the main SQLite file to open inside the app's container, then SQLite can open the associated files just fine.
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleDevelopmentRegion</key>
<string>$(DEVELOPMENT_LANGUAGE)</string>
<key>CFBundleDocumentTypes</key>
<array>
<dict>
<key>CFBundleTypeName</key>
<string>SQLiteDocument</string>
<key>CFBundleTypeRole</key>
<string>Editor</string>
<key>LSHandlerRank</key>
<string>Default</string>
<key>LSItemContentTypes</key>
<array>
<string>org.sqlite.sqlite3</string>
</array>
<key>NSDocumentClass</key>
<string>$(PRODUCT_MODULE_NAME).Document</string>
</dict>
		<dict>
				<key>CFBundleTypeExtensions</key>
				<array>
						<string>sqlite-shm</string>
						<string>sqlite-wal</string>
						<string>sqlite-journal</string>
				</array>
				<key>CFBundleTypeName</key>
				<string>Support Type</string>
				<key>CFBundleTypeRole</key>
				<string>Editor</string>
				<key>NSIsRelatedItemType</key>
				<true/>
		</dict>
</array>
<key>CFBundleExecutable</key>
<string>$(EXECUTABLE_NAME)</string>
<key>CFBundleIconFile</key>
<string></string>
<key>CFBundleIdentifier</key>
<string>$(PRODUCT_BUNDLE_IDENTIFIER)</string>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundleName</key>
<string>$(PRODUCT_NAME)</string>
<key>CFBundlePackageType</key>
<string>$(PRODUCT_BUNDLE_PACKAGE_TYPE)</string>
<key>CFBundleShortVersionString</key>
<string>1.0</string>
<key>CFBundleVersion</key>
<string>1</string>
<key>LSMinimumSystemVersion</key>
<string>$(MACOSX_DEPLOYMENT_TARGET)</string>
<key>NSMainStoryboardFile</key>
<string>Main</string>
<key>NSPrincipalClass</key>
<string>NSApplication</string>
<key>UTExportedTypeDeclarations</key>
<array>
<dict>
<key>UTTypeConformsTo</key>
<array>
<string>public.database</string>
<string>public.data</string>
</array>
<key>UTTypeDescription</key>
<string>SQLite3</string>
<key>UTTypeIcons</key>
<dict/>
<key>UTTypeIdentifier</key>
<string>org.sqlite.sqlite3</string>
<key>UTTypeTagSpecification</key>
<dict>
<key>public.filename-extension</key>
<array>
<string>sqlite</string>
</array>
</dict>
</dict>
</array>
<key>UTImportedTypeDeclarations</key>
<array>
<dict>
<key>UTTypeConformsTo</key>
<array>
<string>public.database</string>
<string>public.data</string>
</array>
<key>UTTypeDescription</key>
<string>SQLite3</string>
<key>UTTypeIcons</key>
<dict/>
<key>UTTypeIdentifier</key>
<string>org.sqlite.sqlite3</string>
<key>UTTypeTagSpecification</key>
<dict>
<key>public.filename-extension</key>
<array>
<string>sqlite</string>
</array>
</dict>
</dict>
</array>
</dict>
</plist>
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I'm developing a little USB device for use with macOS, and the name includes the non-ASCII character ū:
LATIN SMALL LETTER U WITH MACRON
Unicode: U+016B, UTF-8: C5 AB
My source file is UTF-8 encoded, but as I understand it, USB uses UTF-16LE encoding for all its strings.
GCC (which I'm using to compile the code for the device) doesn't implement the \u unicode point escape. So I tried "productname\xc5\xab", which causes USB Prober to report the Product String as "productname\u016b".
Is that just USB Prober not properly rendering the string? Or am I still not encoding it correctly?
For years I've poked at a little personal project, an electronic schematic capture app. It's basically a specialized version of something like Illustrator or Omnigraffle, in that you create graphical objects from primitives, instantiate them onto the canvas, and connect them with polylines.
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There are a number of requirements that complicate things:
This view lives inside a scroll view (or at least, it has bounds that usually extend beyond the window).
The view contains custom graphics and text.
Some graphical elements span large portions of the canvas (e.g. the poly lines connecting components).
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It zooms
Marquee-selection
Mouse down, drag, and up changes the model in significant and varied ways.
Hovering can change appearance of some items.
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I’m hoping to find out the best approach before I spend a lot of time going down the wrong path.
Is there documentation describing the semantics of a Metal CIKernel function?
I have image data where each pixel is a signed 16-bit integer. I need to convert that into any number of color values, starting with a simple shift from signed to unsigned (e.g. the data in one image ranges from about -8,000 to +20,000, and I want to simply add 8,000 to each pixel's value).
I've got a basic filter working, but it treats the pixel values as floating point, I think. I've tried using both sample_t and sample_h types in my kernel, and simple arithmetic:
extern "C"
coreimage::sample_h
heightShader(coreimage::sample_h inS, coreimage::destination inDest)
{
coreimage::sample_h r = inS + 0.1;
return r;
}
This has an effect, but I don't really know what's in inS. Is it a vector of four float16? What are the minimum and maximum values? They seem to be clamped to 1.0 (and perhaps -1.0). Well, I’ve told CI that my input image is CIFormat.L16, which is 16-bit luminance, so I imagine it's interpreting the bits as unsigned? Anyway, where is this documented, if anywhere (the correspondence between input image pixel format and the actual values that get passed to a filter kernel)?
Is there a type that lets me work on the integer values? This document - https://developer.apple.com/metal/MetalCIKLReference6.pdf implies that I can only work with floating-point values. But it doesn't tell me how they're mapped.
Any help would be appreciated. Thanks.
In my macOS SwiftUI app I have a list of "layers" on the left. Clicking on a layer focuses it on the right for acting upon. Each link has a little eye icon that's used to toggle visibility of that layer in the view to the right.
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Compiling failed: 'main' attribute cannot be used in a module that contains top-level code
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I can sometimes clear the condition by cleaning build and test results, and relaunching Xcode. But not always.
I filed FB9104575 and included the diagnostics.
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I just noticed that it does not add the traditional "Products/MyApp.app" group and file, and I can't figure out how to add those via the UI.
At least one solution online edits the pbxproj file directly; I'd rather not do that.
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I recently created a new app record in AppStoreConnect. The app is still in development and testing, so we use this for TestFlight builds. The app has a complete app icon internally, and shows up in the Simulator and devices correctly.
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I contacted Apple support about this, and they told me I needed to include the app icon in the app. I told them I already do, and showed them the screenshots. They basically said sorry, not my problem, try the dev forums.
So here I am.
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