I've been calling Core Bluetooth's writeValue with data with length >20 bytes successfully for a few years now. That is, through OSes ~10.7 (Mountain Lion) to El Capitan (10.11). Core Bluetooth would silently switch from write to long write (prepare writes and execute write) when I went over 20 bytes. With Sierra, it instead silently fails when I give it >20 bytes. The documentation says nothing about this behavior, so I suppose it's expectable that it's gone now. However, long writes are pretty fundamental and it seems crazy to me that this functionality has been dropped with no mention.
Has anyone else had this experience? Does anyone know what's happened? Do long writes work for anyone on Sierra?
Related
I recently got an update (macOS High Sierra 10.13.5 Update), and it seems to have messed with the display a bit.
I use Octave (v4.2.2) to run experiments off of my laptop (MacBook Pro 13-inch, 2.3 GHz Intel Core i5), which requires me to put images on the screen (Psychtoolbox v3.0.14). Since I updated my computer the script errors out at the point where I attempt to put anything on the screen. Unfortunately, because of a bug with Octave, I can't see an error message, so I don't know the exact nature of the problem.
Apart for this problem with Octave, the screen randomly switches to "static" (like the old school TVs!). This only lasts for half a second before it switches back. But I can't help but wonder if both problems have a common root.
Any help is greatly appreciated!
Mrinmayi
I'm writing a camera control program in Xcode 7.2 on OS X 10.11.2 and every once and a while my program will crash at EdsInitializeSDK(). Most of the solutions online suggest downloading other EDSDK.framework file, but this hasn't worked for me. Also, most of the solutions were written almost 3 years ago.
The thing that doesn't make sense to me is that the program runs most of the time and only occasionally crashes. Has anyone found a work around to prevent the bad access?
This seems to be related to an incompatibility between OSX 10.11+ El Capitan and the "older" EDSDKs, for us when using it in combination with swift. It seems not to be a problem in OSX 10.10 Yosemite. Canon EOS Utility, and other pure objective-c / C++ are mostly unaffected by this. I can confirm that EDSDK 3.4, released Apr 8 2016, includes fixes in this area.
right now i am running the OS X Yosemite beta 10.10, after upgrading my OS X i lost my camera, i tried everything in the forums, but nothing helped.
i can't FaceTime, or Skype or anything. normally i would take it in to an apple store, but the closest apple store to me is about 200 miles away.
since i am beta testing OS X Yosemite, i knew i was going to have some problems, but i need this to work
also; i also installed the update 2 days ago as it was recommended in the app store.
(not a hardware problem, was working perfectly before the upgrade and it is not found in the "system info> USB"); also not user specific.
Open your terminal and type this command:
$ sudo Killall VDCAssistant
Now, go to your Skype->Preferences->Audio/Video and you can see the webcam working.
Have a good one!
Apparently, this problem persists even in the recent versions of OS X Yosemite. I also had this problem. So, the answer to solve it is basically resetting the SMC, which Apple provides instructions in https://support.apple.com/en-us/HT201295
Now, I was not able to sort it even by resetting the SMC in a Macbook Pro 15 mid 2012. At least, not immediately. As I keep a few things connected in the USB ports, I believe it might have been the reason, so I closed all my applications (just in case), turned off the computer, unplugged all the USB and thunderbolt connectors (yes, including the LAN adaptor), as well as the earphone connector to speakers. THEN, reset the SMC (for non-removable battery computers, by pressing and releasing control-shift-alt-power [left shift] simultaneously while connected to power). For me, it worked.
It might be useful to remember that the SMC is the System Management Controller, that takes care of the hardware in a low-level, including i/o, keyboard backlight, speakers, camera... so, if you are going to reset it, it might make sense to release all the possible burden it might feel.
Resetting SMC is the only thing that solved the problem on my MBP Mid-2012.
The issue came about around the time I upgraded to High Sierra.
This issue is solved with the newest update of OSX Yosemite. Just update through the Appstore app and everything will be normal.
So after deciding to install Xcode 4 on my '09 mac mini because of how useful its instruments feature is (opengl stuff), it turns out that my mac mini only barely manages to run it.
In other words, it's crippled. I'm still here waiting for my program to run on the iPhone, and it's stuck with some "NSAutoreleaseNoPool" message.
The thing is, normally I would ask on how to fix that message, but currently XCode itself is frozen and not responding to anything.
Will upgrading from this old mac mini (it only has 1GB ram) alleviate this issue? Would the new mac mini with a 4GB ram upgrade suffice? IIRC it's core 2 duo 2.25ghz as opposed to my current 1.83ghz, would that make enough difference?
edit: not to mention, indexing cripples the performance to an extreme level
Especially when dealing with running VMs (i.e. an iPhone/iOS emulator), RAM is usually the choke point in my past experience.
I would think 4 Gigs of RAM should do it just fine. My Mac Book Pro has 4 Gigs of RAM and runs android emulators all the time and I'm still able to multitask.
Go into an Apple store and tell the guy you wanna demo the latest gen Mac Mini running XCode and its emulators and see if the performance if worth the investment. Its all Apple hardware/software so I don't see why they can't help you out.
8GB Ram
Since you can get already even 16GB Ram in Mac Mini (at least the newest), I cannot see why not take it? More here. Related threads mention very painful experiences with 1/2/4Gt particularly with Xcode 4. As far as I see it, 8Gt is becoming really a must-have, particularly when Xcode turns to 5.
Xcode 4 experiences
Minimum spec for Xcode 4?
http://www.cocoabuilder.com/archive/xcode/303406-xcode-4-system-requirement.html
https://apple.stackexchange.com/questions/14923/what-is-the-minimum-hardware-needed-to-run-xcode-4
Similar gettings slow threads
Xcode 4 configure to use less RAM?
Xcode suddenly very slow
On Snow Leopard with a macbook pro that has two graphics devices the following error is printed to stderr multiple times a second:
Wed Oct 6 02:35:27 nausicaa.local TestApp[92464] <Warning>:
CGDisplayIsCaptured: Fixing up display ID 0x4272ec2 for offline
mux head to 0x4272ec0
When I force the graphics device to be either Nvidia or Intel it works as expected.
Does anyone know how I can deal with that problem? I suppose I could probably just force the graphics device to switch before OpenGL initializes, but neither do I know a reliable way that does that, nor does it sound like a particular good solution.
Any better ideas?
This looks like something that needs to be fixed in SDL itself. As far as I can tell, CGDisplayIsCaptured is complaining that the display ID SDL most likely got before the graphics switch is no longer technically valid, even though CGDisplayIsCaptured understands what SDL wants. Unfortunately, that information doesn't actually solve your problem.