MeshLab version for Mac OS 10.11.6 - macos

Is there a version of MeshLab that supports MacOS 10.11.6? I have tried to use MeshLab2021.10 for the first time tonight, and when I try to launch the app it crashes immediately. I realize that 10.11.6 is an older system but I am on a fixed income and cannot afford to replace my computer at this time.
I tried finding a version of Meshlab that would run on my computer by starting with the newest version and, upon seeing it grayed out by my OS, finding the next-oldest version & repeat until one was not grayed out. Nonetheless it crashes immediately when trying to launch it.

Related

macOS Android Studio for M1 chip crashing immediately

All I've done is unpack the zip, and when I try to open Android Studio, it crashes immediately. I see the icon in the dock for two seconds tops, before it crashes.
I also tried using the latest Canary build and have the same results.
I checked and apparently JDK comes bundled with it, so I don't need that installed in advance.
Am definitely using the M1 / ARM build for macOS running macOS Monterey Beta.
The traceback error is incredibly long and I am unable to pin where the issue lies, and I'm not sure that I should really post the entire thing. Where I am confused is that this is a relatively new Macbook Air on the M1 chip with hardly anything installed on it, so I don't understand what the conflict is or where to begin here...
Fixed by upgrading to the latest beta.

Unity 4.6.x Editor Application crashes on load OS X Yosemite

Asking this on SO as well as the Unity network, hoping someone can give me a hand.. I'm running into an issue that seems to be specific to 4.6.x versions of Unity. First, the specs: I'm running a Mac Mini with an i7 Processor, 8GB of ram and OS X Yosemite.
Now, I've been able to run Unity 5.x without any issues (This is my last resort, If I have to I'll end up running Unity 5.x, but I'd rather run 4.6.x), but when I attempt to run any Unity 4.6.x version, the editor application itself attempts to start up, and immediately crashes. I've attempted uninstalling & removing preferences, rebooting, different versions, etc to no avail. Has anyone run into this issue before, if so what was the fix? I've heard that this was a known issue at one point, but was fixed in Unity 4.6.1 (which I've attempted to run unsuccessfully...)
Thanks!

Flash Player unable to proceed with the installation (versions 11 onwards)

I have difficulties installing the latest version of Adobe Flash Player (14.0.0.125) on my Mac OS X 10.9.3 (Mavericks). Every time I do so, it fails at 90% with the following error message.
Error: Unable to proceed with the installation
When I go to troubleshoot the problem, I find that I have version 13.0.0.214 of Flash Player installed on my system, and that the (alleged) latest version (for Mac OS X 10.6, 10.7 and 10.8) is 13.0.0.201 (see following URL).
http://helpx.adobe.com/flash-player/kb/installation-problems-flash-player-rvm.html
Further research has revealed that the latest version of Flash Player (for Mac OS X 10.6, 10.7, 10.8 and 10.9) is 14.0.0.125 (see following URL).
http://helpx.adobe.com/flash-player/kb/installation-problems-flash-player-mac.html#main-pars_heading_7
This is not the first time I have experienced problems upgrading Adobe Flash Player. I experienced a similar problem before upgrading to Mac OS X 10.9 except with different version numbers of the same software. That is, the version that was installed was greater than the version that was downloaded. Note that I did not experience this problem with prior versions of the OS (i.e. Mac OS X 10.6 and 10.7).
This time I went one step further and used a different default browser to locate, download and install (what I presumed was the latest version of) Flash Player. No difference....
My question is, why does my default browser point to an older version of the installation software, and how can I resolve this? Also, correct me if I am wrong but, the reason I have a 'later' version of the software (that is, version 13.0.0.214) is due to the OS upgrade? I do not recall ever upgrading Adobe Flash Player....
Not sure whether or not this is relevant, but I also have Adobe Creative Suite 5 installed on my system (which was also successfully upgraded during all OS upgrades).
UPDATE: Did a bit more searching on the Adobe forums and found a link to a previous version of Adobe Flash Player version 13.0.0.223. Although not the latest version, I have successfully installed it. That is, after I uninstalled the older version of Flash Player. The problem I experienced sounds almost identical to this installation problem.
I am still, however, experiencing the same problem when upgrading to version 14 of Flash Player (even through System Preferences). Seems to be a problem with the installer, and not my system configuration since, to resolve this problem, I uninstall Flash Player (like before) and successfully installed Flash Player version 14 OS X, which I found and downloaded from the same web site.

Xcode cannot run using the selected destination

I am building a Mac OS X application and from time to time, I get this error message from Xcode (Version 5.0.1 (5A2034a)):
However the architecture (i386 or x86_64, it seems to happen on both) is supported by my system (Mac OS X 10.9).
Clicking a second time on the Run button (or press Cmd+r) sometimes fix the problem.
Sometimes I have to delete the application in my build folder and then rebuild it.
Note: I am using cmake to generate the Xcode project.
The same thing just started happening to me.
As was suggested here, stopping and starting Xcode cleared the problem.

confusion of how to make osx app backward compatible & how to test them

after reading the apple SDK guide
https://developer.apple.com/library/mac/#documentation/developertools/conceptual/cross_development/Overview/overview.html
I'm still confused of how to make the mac app backward compatible & how to test them properly
I have an app, I run it and tested it on Mountain Lion 10.8 without any problem, however I want to make this app backward compatible so that other users can run it on a mac 10.6 - 10.7 machine.
I have an apple developer id and I can download the old versions of 10.7 and 10.6, but the problem is, I have a 2011 macbook air which is currently running 10.8, and that's the only apple machine that I have. Can I test the 10.7 and 10.6 by using vmware or parallels?
in my project settings, I set the target deployment to 10.6 (as I want 10.6 users to run my app), but should I set my SDK to 10.8 or 10.7? if I set the SDK to 10.8 but having the target deployment set to 10.6, if I fix all the xcode warnings will it run successfully on 10.6??
from the SDK drop down, I can only set to 10.8 or 10.7, but 10.6 is missing, how do I fix that?
thanks in advance
I develop on a 10.8 box and support back to 10.5. Just a couple of months ago we dropped 10.4 PPC support, and I'm still cleaning out some of the 10.2-specific code. This may get a little rant-y, but I've been doing old versions for a long time. I have some opinions on the matter.
No matter what Apple says in their docs, if you want to support 10.6, then build with the 10.6 SDK. Do not rely on distribution target.
I have had this discussion with the Xcode engineers, and while they hold to Apple's party line that you should always build with the latest SDK, they also acknowledge that it's generally insane to do so. If you build against the 10.8 SDK and mark your deployment target at 10.6, you will get no warnings for using methods that do not exist on 10.6. The only way you will discover that you've used a nonexistent method is that it might give you strange bugs when run on 10.6. That's insane.
Remember, OS X doesn't crash when you send an unknown selector. It just aborts the current runloop. So the bugs are even harder to track down then on iOS, where it crashes the app.
Sure, you can do weak linking. Talk about dangerous.... Yes, there are a few times this is useful, but the compiler gives you no warning if you don't do it correctly. If I'm going to do weak linking like this, I go the other way, linking against the old SDK and copying the new function's prototype into my implementation. That way I have documentation of every function I think I'm going to weak-link.
Download the old SDKs and symlink them into your Xcode distribution.
Guard them jealously. Apple will try to delete them every time you upgrade Xcode. Make your own copies and stick them in /SDKs or somewhere else away from Xcode. I provide a script called fix-xcode to manage the symlinks automatically. Am I bitter at Apple for their relentless insistance on deleting my old SDKs? Yes, I am.
You can run 10.6 Server in a VM legally. You can run 10.7+ Desktop in a VM legally. These are good ways to test your code.
Or you can do what I do and have a small pile of old MacBooks each with two or three partitions on them that you reboot all the time.
Now that 10.7 comes from App Store, it's a little harder to make VMs. My strong recommendation is to snapshot your image immediately after install, and make a clean backup copy of it. You'll want to be able to clone that image from time to time when you need to get back to a "raw" machine.
Get in the habit of squirreling away SDKs as they come out. 10.8 will be old some day. You might as well make a copy now while it's easy.
Whether you support individual dot-releases or not, it can be very helpful to keep around the upgrade packages for individual dot releases. When you encounter customers running non-current releases, it's nice to be able to check whether an "unreproducible" bug in fact is easily reproducible on their specific version. Whether this is worth it or not depends heavily on your product and customers. It was a life-saver for me when 10.4.11 made major changes to WebKit during a dot release...
Invest in a small NAS or a big external USB drive (though I've had trouble with those failing when used extensively, so I prefer a RAID). You'll need the space. You want to hold onto lots of VMs and lots of SDKs and sometimes even old versions of Xcode.
Adding to Rob Napier's great in-depth answer:
To use an old SDK, put the SDK (or a symlink) to it here:
/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs
With XCode 7.3 or later, you need you to open this file and change "MinimumSDKVersion" (otherwise XCode will refuse to use the old SDK):
/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Info.plist
You can install multiple versions of Mac OS on a single machine, booting between each.
The SDK should be the latest (10.8).
See 2.
One alternative to 1 that I've considered (I am in the same boat) is to create a Snow Leopard Hackintosh using an old PC and just installing Lion and Mountain Lion on my MBP.
You need to do these settings :
1.Set the Base SDK to Current version of Mac (ex. 10.7)
2.Set the Deployment SDK to older version (ex.1.4)

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