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Reply to My app was only live for 7 days before I received as been used for dishonest or fraudulent activity.
I continue to find the many posts like this absolutely terrifying. The message from Apple is don't become dependant on your income from the App Store, as we could turn it off at an moment without properly explaining why, or giving enough detail for you to investigate the accusation. For how long could you live off your savings, wife's earnings, etc. if this happened to you? If the answer is "not long enough", then stop working on your Apple apps until you've built up a portfolio of income from other sources.
Mar ’23
Reply to How distribute Open Source software for macOS?
To give the software a life-expectancy beyond my own, I have now updated the program as a Gradle build and placed it on Github Hmm, what is github's policy when the account holder dies? as soon as it moves to another Mac, I get the ugly message: "GS_MV" is damaged I think the first thing you need to do is to check if the "damaged" copy actually does differ from your working original. How did you copy it? Try scp or rsync. Maybe copy it back again and then compare with cmp, or compute checksums, or something. Does it mean that I have to pay a ransom to Apple No.
Topic: Safari & Web SubTopic: General Tags:
Mar ’23
Reply to Tile Rendering in Metal
The problem is I can't redraw the whole offscreen texture every frame while panning because for performance reasons Redrawing everything every frame is how most 3D apps work. If you can do that, then you don’t need your offscreen texture. How many triangles do you need to draw? Have you characterised where the performance bottleneck is?
Topic: Programming Languages SubTopic: Swift Tags:
Mar ’23
Reply to Tile Rendering in Metal
There are about 16651560 Vertices on the screen. In that case, I suggest that you do some pre-processing on the CPU: When you're zoomed out and the entire image is visible, use Douglas-Peucker line simplification, or similar, to reduce the number of vertices. When you're zoomed in, use some sort of spatial index to send only the vertices that are on the screen. (I.e. "tile" your input vertices, not your output.) You'll end up with some sort of multi-resolution data structure. Note it's easy to over-engineer this (I've done that). The GPU is fast. You only need to do some crude CPU pre-processing to get the number of vertices down to something tractable. Also: is the very large number of vertices because you want smooth curves made from very short straight segments? If so, consider storing fewer vertices and using the GPU to draw the curves; search for "GPU quadratic bezier".
Topic: Programming Languages SubTopic: Swift Tags:
Mar ’23