I have four Dell monitors connected to Mac Pro. Rotation reverts to Standard for other displays if I change one to 90 degrees in System Preferences -> Displays. This used to work before the forced update. I'm on MacOs Catalina 10.15.7.
It's hard to work on this machine with monitors disoriented. What are my options to get back to the corrected orientations as before?
In frustration, I rebooted my Mac Pro another time. And voila, the screen orientation is using the original correct ones so that all the vertical monitors are in alignment now.
Related
Today I downloaded the release of Xcode 12.3, and I went running the iOS 14.3 simulators and it seems like there is a graphic glitch that all translucent views are yellow, dock included.
I redownloaded iOS 14.2 and those seem fine. It just seems really odd. I've submitted feedback, but I was curious if anyone else has seen this?
I'm on macOS v10.15.7 (Catalina) and am curious of if it's just Catalina or also macOS v11 (Big Sur).
Xcode 12.4 RC has announced fix.
iOS simulated devices no longer display an incorrect yellow tint in translucent UI elements. Certain GPUs may continue to display the tint with some tvOS simulators. (71203015)
I think it is a bug related to the discrete GPU.
In addition, this bug causes the background of the on-screen keyboard to be almost RGB(0,0,0). Experienced on MBP 2017 with Catalina.
Workaround I - Using integrated GPU
In the simulator, set menu File → GPU Selection → Prefer Integrated GPU to work around this bug.
Restart the simulator.
This was tested on a MacBook Pro with Catalina and Big Sur. As comments suggest that it won't work on iMac.
Workaround II - Reduce transparency
In the simulated device (e.g. iPhone), Settings → Accessibility → Display & Text Size → turn on Reduce Transparency.
Notice that it can only reduce the previous 'solid' yellow to 'fairly light'.
I find this workaround, as the discrete GPU can be used, is more suitable for testing the UI logic than the previous solution.
This was tested on a MacBook Pro with Catalina. Might work on iMac.
Are you using a MacBook Pro? I had the same bug.
I solved in the following ways.
Step 1: Unplug all cables, including the charging cable
Step 2: Restart the iOS simulator
Best way around it (what I've done), is to download the 14.2 Simulator pack from within Xcode.
Open Xcode->Preferences
Tap Components
Tap the 14.2 Simulator pack and Xcode is going to start installing it.
It's a workaround till they fix that miserable error.
It is Xcode 12.3 bug! you can see that sometimes in the code interface builder too:
It is not critical but If you really care about it, download and use the previous Xcode from here
Nothe that you can't build for iOS 14.3 if you choose to use Xcode 12.2.
More description
Xcode always have unknown issues at the release point. Some of them are critical like this with 54K views! and some are not like this issue with about 5K views in only 13 days.
My suggestion is to always have 2 Xcodes at the same time until you are sure about Xcode bugs!
Happened to me as well, while I was charging my MacBook Pro 2016. I closed my Xcode, disconnected my charger from the Macbook and run it again. The problem was fixed.
One thing to point out/confirm: Seems the issue is limited to the simulator. The issue does not persist when sideloading the project to iPhone.
I'm using the Xcode 11 with Mojave 10.14.6 and can't see the Graph Scene. I tried clicking on the "No selection" since it was suggested in other places but not is happening.
My laptop is MacBook Air 1.7GHz i7, 8GB ram - which was recently preinstalled and the hard drive was formatted
Edit: More specs
Metal: Supported, feature set macOS GPUFamily1 v4
here is a screenshot that shows the problem
According to the icon, it seems that you have Godot installed and it claimed ownership of documents with the scn file extension.
You can right-click on the file in Xcode's Project navigator and select Open As → SceneKit Document.
I am working on an app that has no problem running on previous versions of OS X. On 10.9, the app works fine except when I try moving the app window, at which point it freezes and I have to stop it.
Where could I find some information about why this is happening with OS X 10.9, and how I could fix it?
I'm using Xcode 4.6.3, in case that’s relevant.
Recently, other users have been complaining about experiencing freezing symptom on OS X 10.9 and so am I.
One possible solution:
Try restarting your OS X. If it freezes to death, you need to hold Power button until it completely turns off itself. Then you can press Power button again to turn on your machine.
Before the grey bootup screen appears, hold keys [Command]+[Option]+[P]+[R] immediately til your machine reboots again and release keys to go for normal booting process.
You'll notice both screen brightness and sound volume return to the default level. This resets the PRAM for Macbook in most case. You may need to repeat these steps if your OS X freeze again next time.
People are waiting for the next update and suggest leaving one of the culprits, the Wi-Fi feature, ON at all time to avoid possible freezing symptom.
How can you simulate a retina display (HiDPI mode) in Mac OS X 10.8 Mountain Lion on a non-retina display?
Search for, download, and install Apple's free Additional Tools for Xcode 8 (for previous Xcode releases search for Graphics Tools for Xcode according to your version).
Note: free Apple Developer account required.
Launch Quartz Debug application.
Go to menu: Window ---> UI Resolution.
Check Enable HiDPI display modes.
Quit Quartz Debug.
Open System Preferences.
Select Displays icon.
If using multiple display, select the configuration window on the display you wish to simulate HiDPI mode on.
Under Resolution:, select Scaled radio button.
Find a desired resolution postfixed with (HiDPI) and select it.
Your display is now running in HiDPI mode, simulating a retina display.
Source: High Resolution Guidelines for OS X
I found the following instructions. It seems to work, and it is much easier than the Quartz Debug approach.
"Enable HiDPI mode in Mountain Lion w/o Quartz Debug"
https://gist.github.com/3191869
In brief, run the following commands, log out, log on, and the HiDPI resolutions are available in the display preferences:
sudo defaults write /Library/Preferences/com.apple.windowserver DisplayResolutionEnabled -bool YES
sudo defaults delete /Library/Preferences/com.apple.windowserver DisplayResolutionDisabled
(In my case the first command was enough; the second command just prints an error message.)
Edit: (5/31/2016)
For users trying to do this on El Capitan, please read the FAQ on SwitchRes's website. Also, if something's still not working after you did all the steps in the FAQ, consider uninstalling and reinstalling SwitchResX. That solved the issue I was having on one of my laptops.
Original:
After reading through several forums, websites, blogs.
I am here to present a solution for users with 15" MacBook Pro with Retina display connected to a Thunderbolt Display.
First of all,
Terminal command of modifying plist
Quartz Debug
Holding option and select "Scaled" in System Preferences
ResolutionTab (Mac App Store)
These methods DO NOT work for MBPr with Thunderbolt Display, for whatever reasons.
You will not see the HiDPI options to be selected.
The only tool I found that actually gives us the options is SwitchResX.
However another problem exists here.
Most users with this setup, I believe, are trying to use 1280x720 HiDPI because it's half the native resolution of the TBD.
According SwitchResX's FAQ, in some cases it is not possible to set to this resolution because of a bug within OS X itself.
Here's a screenshot for your reference:
After contacting the developer, he presented a workaround - adding one more pixel - which worked for me.
Install SwitchResX and open it from System Preferences.
Go to Thunderbolt Display tab, and add a Custom Resolutions with Scaled Resolution at 2562 x 1440
Here's a screenshot
Save using command + s. (or simply close the window and use the prompt up)
Restart the laptop.
Go to SwitchResX and select the new custom resolution in the Current Resolution tab. (Sometimes it doesn't show up right away, play around with it and it should.)
Here you go.
I hope this answer gets to users with this setup because it is really frustrating to use 16:10 resolution on a 16:9 display.
For those unable to enable HIDPI on rMBP or new MBA, I experienced the same on my rMBP 15" with Air Display. I solved the problem by installing SwitchResX. With the boolean setting enabled as shown in the referenced gist, the HIDPI setting shows up.
Dragging seems a little laggy in Air Display, but otherwise works great.
Try this
sudo defaults write /Library/Preferences/com.apple.windowserver DisplayResolutionEnabled -bool YES
[from here]
If your monitor supports it, it may also be worth setting the DisplayPort version to 1.1 instead of 1.2.
I have a late 2010 Mac Air with a Samsung S27D850 display and had all sorts of intermittent resolution switching issues until I made that change.
As for me its pretty good app that give you opportunity for changing resolution any that you want.
SwitchResX for Mac and MacBook.
This app resolved all my problems with resolution.
Perhaps I'm going crazy here, but I have a desktop mac application which, in one of its windows, has an NSImageView placed in a specific spot (using Interface Builder).
When I run the app on a Mac Mini it appears in the right spot. But when I run it on a Macbook Pro the image view is offset quite noticeably.
I've tried on both Lion and Snow Leopard on two different macbook pros and two different mac minis. The OS version doesn't seem to be a factor. It seems the only difference is that one machine is a laptop and the other is a desktop, but I have no idea why this would affect the positioning of elements.
Is there any reason an app's UI elements would not appear in the right spot when running on a laptop vs desktop?
Or perhaps there's another reason this is happening?
If your display is smaller on the Mac Mini and the window is larger than the display then it could be automatically resized. If that is the case then you should look at the view's autoresize mask to make sure they are correct.