NSTableView vertical grid colors on Lion - osx-lion

My app includes an NSTableView setup from NIB. In the NIB file I've added Solid Vertical Grid then compiled it under OS X 10.8 but with deployment target OS X 10.7. Everything works fine on OS X 10.8, but on 10.7 the vertical lines only appear in rows that doesn't contain any data.
Do you have any clues why this happens?
Edit
As you can see, there is one line where no data appears and the vertical grid lines are there.

Related

Saving Xcode project means that adding new tile to SKTileSet makes all previous tiles blurry

I have several 8x8 tiles and an SKTileSet .sks file with the tiles in it. The tile size is correctly set to 8x8. The tiles are also in the .xcassets catalog. The tiles correctly display clearly and with sharp edges, just like when you use NearestNeighbor rescaling.
The issue comes after saving the project. The tiles still work fine, but if I try to add a new tile to the tile set, all of the tiles before the save become blurry. I was expecting them to not be affected and continue displaying just like they were before saving.
I have tried many things:
Updating mac version and Xcode version (macOS 13.2, Xcode v14.2)
Reinstall Xcode
Make different projects to see if issue persists(it does)
Tinkered with numerous settings in build target as well as in Xcode itself

macOS Window Overlay Effect Bug?

EDIT: I still have not gotten this to work. Would someone mind downloading my simple test project and trying it on their machine? There's just boilerplate code and a storyboard.
https://www.dropbox.com/sh/qtoqhi7pjq5w3hh/AADLCTY_7FPG18RWeSe57Jroa?dl=0
ORIGINAL QUESTION: I’m developing a macOS app for Big Sur. I want to take advantage of the blur effect of the window bar over my content. I have set the fullSizeContentView mask on the window. However, I can only get the effect to work when I have set a minimal amount of spacing between the scrollview’s leading edge and its superview’s leading edge. This seems to be a bug in AppKit. Can anyone confirm or tell me what I’m doing wrong?
See below clips:
First I have a simple Xcode project (no code, just using the Storyboard). Scroll view is setup in the content view of the view controller. The Scroll View has no spacing to its superview for its top, trailing and bottom edges. The leading edge has standard spacing (20pt) to its superview’s leading edge.
This works as expected, but I don’t want the the leading edge spacing. So I set the leading edge spacing to 0.
And the blur effect goes away.
Update: It seems that this 'issue' has been fixed in macOS 12 beta 5.
The code below may still be useful for macOS 11.
Nowadays macOS is overcrowded with small weird 'issues' and this seems to be one of them. In most cases these issues are only solvable by applying weird solutions, because we don't have access to the inner parts of AppKit.
if let constraint = view.constraints.first(where: { $0.firstAttribute == .leading }) {
constraint.constant = -0.3
}
Applying a small negative leading constraint seems to solve the problem for now. Can be done in code, and theoretically also in the Storyboard, although it's hard to enter and store decimal values in interface designer.

Unity and Swift Colliding when using ARKit

I am using Xcode 10. I am using Unity with my app, I render a view with Unity content and it worked fine until the aspect ratios of iPhone plus sizes and now iPhone XS Max, XR etc.. The problem is the unity view doesn't show in fullscreen, it repeats itself weirdly. As you can see in the picture below. I have constrained this view to the top and bottom. Also applied Equal-Width and Equal-Height constraints on this view with superview. Any guesses why this is happening?

Remove white square around a png image

I have a png image of a pin. I add it as a subview onto another imageview. But when I add it I see a white square around the pin itself. How can I remove that white background. I can see that white square when I view the file in Preview application.
P.S. The platform is Mac OS X Snow Leopard. I'm developing an app for iPhone.I downloaded a png image from internet.
open that image with photoshop then select layers and then u will see two layer one for your pin other for backgroundlayer.right click then delete backgroundlayer then save again.ur problem solved.
do with Layer window pan in photoshop

Is there a way to see which pixels are what coordinates with crosshairs on iPhone simulator?

Is there a tool that will do this? I want to be running the simulator and then be able to put the mouse over some point and have it tell me what the (x,y) coordinates are. Surely there's a simple tool that does this.
I just use the built-in screenshot snapper from OS X. Just Command+Shift+4 and when you drag it shows the dimensions of the snap you'd take. Press escape to drop it. Works great.
In the Developer Tools -> Applications -> Graphics Tools there is a program called Pixie. It will do what you want. In Preferences you can set it up so that an option-drag will count pixels. You can also set it to just show the pixel coordinates and do the math yourself.
I've used the Iconfactory's xScope for this before. If you create rulers that are the size of the display in the Simulator, you can get a readout of the X and Y coordinates of the mouse pointer as you move across the Simulator screen. Getting the rulers precisely aligned with the edge of the Simulator screen can be a little tricky for applications with dark backgrounds, though.