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structured logging is great, but logging fails with variables ?
I wanted to try structured logging with os_log in C++, but I found that it fails to print anything given a format string and a variable: eg. void example(std::string& str) { os_log_info(OS_LOG_DEFAULT, "%s", str.c_str()); os_log_debug(OS_LOG_DEFAULT, "%s", str.c_str()); os_log_error(OS_LOG_DEFAULT, "%s", str.c_str()); } This prints a blank row in the console, but with no text. How is this meant to work with variables? It only works with literals and constants now as far as I can tell. I'm looking forward to getting this working.
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Jun ’23
Paragraph formatting in feedback assistant?
Whenever I create a feedback assistant request, all my whitespace formatting disappears, making it unreadable for long posts. I’d like to make posts with sections such as “context,” “motivation,” etc. so the reader can better understand the request. Is it allowed just to put the body of the request in an attached text file, or will that risk making my request ignored or discarded? What is the proper etiquette for this?
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459
Jun ’23
Is Passthrough + Unbounded Volumes + My Own 3D Rendering in Metal Possible?
On VisionOS, is a combination of full passthrough, unbounded volumes, and my own custom 3D rendering in Metal Possible? According to the RealityKit and Unity VisionOS talk, towards the end, it’s shown that an unbounded volume mode allows you to create full passthrough experiences with graphics rendering in 3D — essentially full 3D AR in which you fan move around the space. It’s also shown that you can get occlusion for the graphics. This is all great, however, I don’t want to use RealityKit or Unity in my case. I would like to be able to render to an unbounded volume using my own custom Metal renderer, and still get AR passthrough and the ability to walk around and composit virtual graphical content with the background. To reiterate, this is exactly what is shown in the video using Unity, but I’d like to use my own renderer instead of Unity or RealityKit. This doesn’t require access to the video camera texture, which I know is unavailable. Having the flexibility to create passthrough mode content in a custom renderwr is super important for making an AR experience in which I have control over rendering. One use case I have in mind is: Wizard’s Chess. You see the real world and can walk around a room-size chessboard with virtual chess pieces mixed with the real world, and you can see the other player through passthrough as well. I’d like to render graphics on my living room couches using scene reconstruction mesg anchors, for example, to change the atmosphere. The video already shows several nice use cases like being able to interact with a tabletop fantasy world with characters. Is what I’m describing possible with Metal? Thanks! EDIT: Also, if not volumes, then full spaces? I don’t need access to the camera images that are off-limits. I would just like passthrough + composition with 3D Metal content + full ARKit tracking and occlusion features.
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1.2k
Jun ’23
SFSpeechRecognizer Broken in iPadOS 15.0?
I updated Xcode to Xcode 13 and iPadOS to 15.0. Now my previously working application using SFSpeechRecognizer fails to start, regardless of whether I'm using on device mode or not. I use the delegate approach, and it looks like although the plist is set-up correctly (the authorization is successful and I get the orange circle indicating the microphone is on), the delegate method speechRecognitionTask(_:didFinishSuccessfully:) always returns false, but there is no particular error message to go along with this. I also downloaded the official example from Apple's documentation pages: SpokenWord SFSpeechRecognition example project page Unfortunately, it also does not work anymore. I'm working on a time-sensitive project and don't know where to go from here. How can we troubleshoot this? If it's an issue with Apple's API update or something has changed in the initial setup, I really need to know as soon as possible. Thanks.
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Apr ’22
macbook pro 16" 2021 magsafe issues macOS 12.0.1
I am seeing that seemingly after the macOS 12.0.1 update, the macbook pro 16" 2021 is having widespread issues with the magsafe charger when shut-off, in which fast-charge causes the charger to loop the connection sound over and over without actually charging. discussion pages: https://forums.macrumors.com/threads/2021-macbook-pro-16-magsafe-light-flashing-amber-and-power-chime-repeating-during-charging-when-off.2319925/ https://www.reddit.com/r/macbookpro/comments/qi4i9w/macbook_pro_16_m1_pro_2021_magsafe_3_charge_issue/ https://www.reddit.com/r/macbookpro/comments/qic7t7/magsafe_charging_problem_2021_16_macbook_pro_read/ Most people suspect it's a firmware/OS issue. Is Apple aware of this / is it being worked-on? Has anyone tried this with the latest 12.1 beta as well?
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765
Nov ’21
Nearby Interaction data between iOS and watchOS
I’m very interested in trying to have an iOS and watchOS device pair communicate and want to know if it’s possible for the iOS device to get the direction to the watchOS device. (I cannot try this because I don’t have an Apple Watch yet.) I’m looking at the documentation here and am not sure how to interpret the wording: nearby interaction docs Nearby Interaction on iOS provides a peer device’s distance and direction, whereas Nearby Interaction on watchOS provides only a peer device's distance. I’m not sure what is considered the peer. Let’s assume I’m communicating over a custom server and not using an iOS companion app. Is the above saying that: A: iOS will send watchOS the distance from the iOS device to the watchOS device and watchOS will send out its distance and direction to the iOS device? (i.e. NearbyConnevtivity on iOS receives distance and direction of any other device, regardless of whether it’s a phone or watch, but watchOS only gets distance.) B: The watch receives distance and direction to the phone, and the phone receives only the distance to the watch. C: the iOS device only gets distance to the watchOS device, and the watchOS device only gets distance to iOS device, period. May I have clarification? A secondary question is how often and how accurate the distance and directions are calculated and sent, but first things first. I’m looking forward to a reply. That would help very much and inform my decision to develop for watchOS. I have some neat project ideas that require option A or B to be true. Thanks for your time!
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958
Jul ’21
ReplayKit Live Streaming Custom Video Feed?
Is it possible to feed ReplayKit with custom live stream data, e.g. a cvPixelBuffer created from a Metal Texture, and stream that to youtube? My use case is to give the broadcaster hidden UI manipulation controls that the stream audience cannot see. (Think of a DJ. No one gets to see all the DAW controls on the DJ's laptop and doesn't need to because that's not part of the experience.) If it's possible, might anyone be able to help figure out the correct way to implement this? From what I can tell, ReplayKit doesn't let you send custom data, in which case, what else can be done?
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950
Jun ’21
GroupActivities on iPadOS?
I forgot to ask this during my lab session, but I noticed iPadOS is not listed under supported OSes under the GroupActivities documentation page. iPadOS supports FaceTime, but is it that GroupActivies doesn't work on iPadOS? This would be a crying shame since one of the examples specifically involved drawing collaboratively. The iPad is the perfect device for that use case. EDIT: Quick edit. Coordinate media experiences with Group Activities mentions iPadOS support, in which case the first page I linked might have a missing OS entry.
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1.1k
Jun ’21