OpenGL fullscreen OS X 10.7 Returning Errors - osx-lion

I'm trying to implement a program that takes a snapshot of your screen & saves the snapshot on your desktop. This program worked fined on 10.6 but when I imported it on 10.7 I get "invalid fullscreen drawable" error on runtime.
I downloaded a sample program from Apple that does exactly the same, using same method etc. & same result...considering Apple's sample program hasn't been updated for a long while (Last revision was in 2008!) do you know if something regarding full screens & OpenGL changed from 10.6 to 10.7.
PS Taking into consideration the fullscreen apps feature in Lion there is a very high possibility something changed, but what exactly is what I'd like to find out.

Related

UI of the application I built Opens a window but doesn't display any UI elements(on other mac's not my own, it works on mine)

I created an application with a UI using swift for mac with xcode. I built the application to run on mac 10.10 and above but when I built it to run and ran it on another mac which had os 10.10.5 the application opened a window but, the window was much smaller than the window size I set and it doesn't display any of the UI elements either.
This application when run on my mac which runs on os 10.13 works perfectly but doesn't on others what am i doing wrong or how can I figure out what is going wrong.
someone on reddit suggested notarising the application may fix it but if that doesn't work is there anything else that I can do to fix this?

flutter minimum laptop requirement

Does macbook pro late2011(ram16GB) handle flutter without any problems?
I’m trying to buy a laptop and I would like to know whether this mac is ok for flutter, Xcode and android studio. I’m not familiar with mac. So can someone tell me whether good to go or not. Is there any minimum requirements? Any help is appreciated!
16GB of ram is more than enough - I do builds of a pretty complicated app with many dependencies on a 2015 macbook (not pro) with 8gb of ram. As noted in the comments, the processor on the one you're looking at will be a bit slower but probably fine (I imagine a macbook pro from 2011 has a similar processor to the macbook I use).
I also generally have 20-40 tabs open in chrome, XCode open, several intelliJ projects open, + slack, spotify, finder, some extra terminals. It in't always instant but not bad either. So I'd say that a mac like this one does pretty well (although I will admit the keyboard is absolute garbage, I use an external one whenever possible).
However, what you're going to want to look out for is OS X compatibility. The 2011 model does not support the most recent OS X. I don't know for sure, but I'd bet that the newest XCode update isn't supported on anything but the newest OS (or at least there's no guarantee it will continue to be supported), and if you don't have the newest XCode you can't build for the newest version of iOS, and if you don't build with support for the newest version of iOS you can't deploy to the app store....
If that's not important to you, you're probably fine... but otherwise I'd worry more about getting a macbook that will be supported in the future than ram, at least past 8gb.
If you don't need a laptop, you could also consider a Mac Mini - they tend to be a bit more bang for your buck. Check out this webpage for OS X version compatibility.

OpenglES 2.0 issue on iphone 5s with IOS 7

I'm writing a piece of software involving OpenGL ES 2.0. It's just about presenting photos with some addon special effects using GLSL.
Everything worked fine and the shaders performed well on iPhone 4, iPhone 4s and iPhone 5 with IOS7. But when I tested the software with an iPhone 5S with IOS7 installed, OpenGL only gives me the clear color (able to change with glClearColor) for all the GLSL shaders I wrote. Not able to work on the latest device is certainly not acceptable.
Another abnormal phenomenon on iPhone 5S is that every first call to glDrawElements (I'm using VBO if that matters) after the used opengl program is compiled (a new opengl shader program is compiled each time the user switches the special effect), will block the current thread for about 10 seconds.
I tried to compile with XCode 5 and 4.6, and both gave the same result (Fine on all devices other than iPhone 5s).
The project work on IOS7 installed on iPhone 5, so the problem shouldn't be the os version or SDK version. I suspect that the new GPU might be the cause, but I have no idea of how to fix it or even test out where in the code is failing. It took me a whole day to only finding out that glDrawElements issue.
The code of the software is huge and it's impossible for me to post all it in my question. I will be grateful if anyone can provide me with some help or just some idea.
To make the question more consice, my OpenGL shaders seems to fail on the latest iPhone GPU. So I'm wondering if:
The latest Apple A7 GPU cut off supports to some OpenGL ES 2.0 features
There are some limitations on creating vertex buffer objects (vbo) with iPhone 5s
The use of RenderBuffer, FrameBuffer and TextureBuffer (used to perform multipass shader) have any difference on iPhone 5s
These are all the suspicious part I can think of now, but I have no idea how to test them, because I'm not getting even one rendered frame by now.
The big difference between the iPhone 5 and the 5S is the 64-bit architecture. I am seeing problems in my app now that deal with passing floats to the shaders. In 64-bit mode, when I pass in 0.8 it gets to the shader as -1.58819e-23. I am about to open a new question regarding the issue, but you might want to check your values at runtime using the OpenGL ES Frame Capture.
https://developer.apple.com/library/mac/recipes/xcode_help-debugger/articles/debugging_opengl_es_frame.html

How to calibrate a Mac Monitor for iPhone development

How to calibrate a Mac monitor to match the iPhone's colours?
What is the iPhone's gamma?
Thank you.
According to this article, the gamma is 1.8, which is what Mac OSX Leopard was. Snow Leopard is now 2.2, similar to Windows gamma settings. I recently designed a iPhone app on Leopard and it's comparable to it running on the iPhone. What I recommend you do to be safe is export your design to a png and load it into an ImageView in interface builder. Then you can "quick compile" that and preview it on your phone or simulator. There's no better test for iPhone apps than being installed on the device.
Although, not specifically asked... Under the broader topic of: "how do more closely reperesent the look/feel of the iPhone on the desktop screen".
I recently stumbled onto a great addition when I changed machines to the newer high res 17" MacBookPro (on the desktop, basically as my second monitor). While code on the crazy tiny pixels is not so great, it does give me a much closer approximation to the way things will look on the iPhone simulator.
Just thought I'd pass it along (and I'm too new to comment). :-)

Is the iPhone NSOperationQueue implementation bugged?

In MacOS Leopard versions prior to 10.5.7, NSOperationQueue was famously buggy.
Does anyone know if this bug applies to the iPhone OS (which also features this API),
and if so to which versions?
It doesn't effect the iPhone as far as anyone can tell. No one ever got it to reproduce on an iPhone. Some people got it to run in a simulator, but the simulator uses the system frameworks so that is not surprising.
No one knows why did not repro on the phone, whether because it was fixed indepeendtly in iPhone OS, or if being single processor or ARM prevented it.
Also, iPhone is not Leopard based, it is an independent build train made from many of the same components as Mac OS X, but they don't have to wait until something is in the desktop release to pull it in. A number of the frameworks in the current iPhone OS 3.0 release are based on what will ship in Snow Leopard.