I've recently discovered that when upgrading from 10.7.3 to 10.7.4 that OpenGL Profiler no longer appears to be able to hook into a program. It can launch an app fine, but no break points, traces, resources etc work.
I found this question: https://discussions.apple.com/thread/3958500?start=0&tstart=0 but can't seem to figure out the soltuion the poster suggests, can someone shed some light on how to do this in xcode?
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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.
With reference to this question mentioned here SGNewChannel error -9405 on Mac 10.9.1, I am facing the same problem with my code but what's weird for me is that if fails for MAC OSX Version 10.8.4 (On MacBook Air). I have another MacBook with version 10.8.5 and the code works good.
The only difference I notice is with the camera. On 10.8.5 I have the camera named as "Build-in iSight" while on 10.8.4, I have the camera name as "FaceTime HD Camera".
Has anyone encountered this problem with this camera and the OS Version ?
Please guide as to what are the other alternatives possible, or what are the potential solutions to this problem.
I googled much but could not found any solutions / alternatives to get around this problem.
So I request someone with the knowledge to guide me past the problem.
Thanks & Regards
LazyCoder7.
This has to do with the particular version of MAC OS 10.8.4. There is a bug which prevents FaceTime HD camera on MacBook Air to be used by certain application.
Details of the update can be found at
http://support.apple.com/kb/HT5815.
Updating the OS version to 10.8.5 will do the trick for me, but I wonder what would happen if I upgrade it to 10.9 ??
Thus, so far so good. Will update to the latest version and test it.
Thanks & Regards,
LazyCoder7.
What could be the reason my Qt application has multiple entries in the Mac application menu? (I'm building against Qt 4.8 on Mountain Lion)
I've read and re-read the Mac specific Qt issues, along with QMenubar on Mac OS X, but can't guess what the cause could be.
Any thoughts on what could be causing this?
The issue turned out to be an unneeded call to NSApplicationLoad. This application was recently converted from Carbon to Cocoa, and this call was leftover. Removing it fixed the problem.
I have a menu-bar based application, which displays a window, when the icon is clicked.
It all works fine on Mac OS X Lion, but for some reason, an error occurs on Snow Leopard an sooner versions of Mac OS X. Anytime [TheWindowController window] is called the method stops, but the app keeps running. Because of this, I don't think that the window is just nil, it's corrupt, in some way.
I have no Idea why this happens, and like I said, it only happens in Mac OS X Snow Leopard.
Btw. I use ARC, if that matters at all.
You're loading a NIB that uses a 10.7-specific feature, Cocoa Autolayout, on 10.6, which doesn't understand it. If you wish to support running on 10.6, you need to avoid using such features. You should be able to set the deployment target on the NIB, which will then cause warnings to show up for features which aren't supported by that deployment target.
Also, if you haven't already done so, you need to do something similar for your target's build settings. Set the deployment target. Unfortunately, that won't necessarily cause warnings for code which uses features that were introduced in 10.7. You can set up an alternative build configuration which builds against the 10.6 SDK and compile against that to learn where you're using post-10.6 features. See Apple's SDK Compatibility Guide for more info.
I just recently started working with Qt 4.7.4 64-bit in order to make some cross-platform multi-touch applications. However, I can’t get Qt's touch events working in Mac OS X.
When I build and run my own application or any of the Qt touch demos, including fingerpaint and knobs, it doesn’t work. No touches I perform on the trackpad, be it a single or multiple touches, does anything in the application; no QTouchEvents are received. I’ve tried on both a Mac Pro with a magic trackpad and a Macbook Air with its build-in multi-touch trackpad, and in both Snow Leopard and Lion.
Qt's documentation doesn't make any mention of these demos, or QTouchEvents in general, not working in OS X, and implies that they do. And in my searches for a solution, I have seen videos of Qt's multi-touch working on Mac OS X, and found other people talking about using it, so there must be some way to get this to work.
Does anyone have any idea what’s going wrong? Thanks in advance!
Try link Cocoa framework to your application, it can fix some strange behaviour with events on MacOS X.
For posterity, I solved this by updating to Qt 4.8.0. After doing so multi-touch just started working.