Gitx on mac os Sierra: Objective-C garbage collection is no longer supported - macos-sierra

After upgrading to Sierra(10.12) I have an issue with garbage collection within GitX.
objc[2253]: Objective-C garbage collection is no longer supported.

I dug around and found this gix fork that appears to be working
https://rowanj.github.io/gitx/

Related

Is 'foreach' still bad in 'modern' unity ( >= 5.4.x)?

Historically, one of the taboo constructs in Unity3D was the use of c# foreach block because each iteration of the loop would consume a few bytes of data uncessarily.
Curious if that's still the case on modern releases?
My Googling and (very rudimentary) testing is coming up with non-conclusive results and I'd like to leach off of someone else's knowledge here rather than dive into low-level benchmarking myself. :-)
Has anyone poked at this recently to determine if it's still necessary to avoid foreach in Unity3D?
No, foreach is no longer bad in 'modern' unity but the fix is not yet fully released.
It was first fixed on a special build Unity Patch 5.3.5p8 on early July, which you can get from here. This is a special Edition you must get to receive that fix.
Now, Unity upgraded their compiler to Mono 4.4 on Unity 5.5 beta release which is not yet final release. It fixed the foreach problem. Once this version is released in the coming months, foreach memory allocation will be a thing of the past. You can still download for testing purposes but don't release a game with a beta build.
Scripting: Upgrade C# compiler to Mono 4.4. The new compiler still
targets C# 4 and .Net 3.5, but provides better performance and many
bug fixes.
It is now fixed but the fix is still in beta mode.

Do Unity functions that are obsolete still work.

So I am converting a project from Unity 4.x to 5.x and there are a number of functions that the Unity compiler is warning me that are no longer supported or are obsolete.
My question is do these functions still work? (even though they are marked as obsolete)
I know at some point they need to be updated to the newer API but for the moment I just need to fix the bugs so that the game works. Are these functions still usable? or are they potentially the source of runtime bugs?
Thanks
All obsolete functions has been replaced with new functions. So should take a backup and update your project. Go to Assets->Run API Updater, if your project in not getting updated automatically. Dont worry unity will take care of most of the things.
Yes, it's still work ! They just only warning it.
But i suggest you should change for better result, Unity 5 will update you code from old project, then you should change it following warning, just replace
using "xxxx" instead.
to the current context.

Does the latest version of SquishIt still have the issues with JavaScript closures

While doing some analysis on the usage details for the SquishIt framework, I came across a link as mentioned below:
https://danielsaidi.wordpress.com/tag/squishit/
which describes that SquishIt is having some problems with getting to work with JavaScript closures.
I am currently using the latest version :0.9.3.0 of SquishIt.Mvc. Can anyone help me to know whether this version has still the issues while working with JavaScript closures.
I am not aware of any issues at this time (was not aware of any in 2010 either however). It seems like any issues with closures are probably really issues with the minification library used, or files incorrectly terminated. At some point in the last couple years I think we did start adding semicolons between concatenated files if not present to deal with the latter. If you do find any I would love to hear about them.

Scala on iOS using Avian

There is a relatively-new lightweight JVM called Avian that can produce executables for iOS targets.
There isn't too much documentation on the website (and not much can be found searching with Google). I was wondering if anybody was aware of a step-by-step tutorial on how to get a basic Scala program running on iOS, using Avian.
Another alternative JVM to iOS compiler is RoboVM. Although it is at an early stage, it looks quite promising, with examples on how to compile Scala for iOS.
EDIT This was an old answer, valid at that time, but, as #JamesMoore points out, RoboVM is no more. What looks very promising now, and may well be the way to run Scala code in iOS in the near future is Scala Native
Compiled Scala sources are completely standard class files. You should be able to follow the instructions (look for “Embedding”) on the website without large changes, just treat scala-library.jar as a dependency of your code.
I managed to bootstrap the complete compiler and the standard library running on Avian a few days ago.
Some parts might still be a bit rough around the edges, e. g. there is one mandatory fix which will be part of the next release of Scala (2.10.1) but is not in 2.10.0. If you want to play with it right now, you need to use a nightly build until 2.10.1 is released.
If you encounter any additional issues, please report them!
I may not need it anymore, now that Oracle is making JavaFX open-source on iOS and Android!
EDIT: Oracle updated the article to announce that they will not release a JVM, so it looks like JavaFX+Avian may be the way to go.
Running Java byte code on iOS (not-rooted) is not only running that or those JVM. As far as I understand iOS memory management doesn't allow executable memory pages to be writable in user mode. That basically prohibits any JIT compilation.
So even if it's possible to run some compiled (either from Java or Scala) classes on specific Java VM I would carefully check how this VM supports Ahead-Of-Time compilation in order to be runnable on iOS.
As I have seen Avian AOT works well on a desktop. For iOS you will have to check it yourself, although the project looks promising in AOT area.

Need help getting Fuego to compile in Xcode - boost version compatibility?

Semantic issue: 'mutable' cannot be applied to references
The above is only the latest in a series of errors I've received attempting to get the fuego-iphone project to compile. I'm not certain, but it could be related to the way I compiled boost. The project's README recommends using these instructions for compiling boost into a framework, but I had already done so with the more recent instructions here. Could this CLANG error be related to a boost version somehow?
I admit relative ignorance when it comes to C++.
If anyone has any brilliant suggestions for using the fuego library in general with xcode, I have tried quite a few different things, and am pretty much at wit's end. Thanks!
EDIT: Apologies for any ambiguity here, but I'm not asking about mutable references, so much as showing the latest symptom of this issue. The fuego mailing list has a relevant question about using boost 1.48, and checking now, it's clear that I've compiled 1.49, so I'll recompile an earlier version of boost and see if that fixes it somehow.
The mutable modifier means that a field can be changed from within a const method. But for reference fields, that doesn't make any sense, because references can never be changed in C++.