On 25.07.2012, at 19:08, Jens Alfke wrote:
> NSInputStream has a -getBuffer:length: method that lets you get the available
> data from the stream without copying. This is great for performance, and I've
> written my client code to take advantage of it if it's supported, but every
> time I've t
On 7/27/12 5:10 AM, Nick Zitzmann wrote:
I've got a view that, according to Quartz Debug, is invalidating a large and
unnecessary portion of the view when certain user events happen.
The problem is, I have no idea what is causing this to happen. What
strategies are best for debugging the -setNee
The IDs relate to the drive, not the system. If you switch to a back up drive
of your data, or re-partition your drive, the last event ID will not match the
one you stored in user defaults from another drive.
It's also possible to corrupt the FSEvent database that's stored on each drive
in the
Hi all,
I'm trying to capture raw touch events on the trackpad to define my own
gesture events. I've gone through the documentation here:
http://developer.apple.com/library/mac/#documentation/cocoa/conceptual/EventOverview/HandlingTouchEvents/HandlingTouchEvents.html
I've set [mView setAcceptsTou
Hi,
I need to create and manipulate an image, which I could access directly
from memory and at the same time be able to use system drawing functions
for optimization. On Windows I can create a memory bitmap, but it seems it
is on possible on Mac, or is it? Note that I don't want to do any
conversi
On 27/07/2012, at 10:36 PM, Vojtěch Meluzín wrote:
> I need to create and manipulate an image, which I could access directly
> from memory and at the same time be able to use system drawing functions
> for optimization. On Windows I can create a memory bitmap, but it seems it
> is on possible on
On Jul 27, 2012, at 2:35 AM, Markus Spoettl wrote:
> On 7/27/12 5:10 AM, Nick Zitzmann wrote:
>> I've got a view that, according to Quartz Debug, is invalidating a large and
>> unnecessary portion of the view when certain user events happen.
>>
>> The problem is, I have no idea what is causing
On Jul 27, 2012, at 8:55 AM, Nick Zitzmann wrote:
> But I need to be able to see **all** invocations of the method from **all**
> NSViews to catch the culprit, because I have a rather complicated view
> hierarchy, including some views for which I don't have the source, and I
> don't know exact
Hi all,
Apologies for asking a question which has been asked many times before, but I
can't seem to find an answer to this particular one.
I'm trying to list a directory recursively to build up a snapshot of the
contents and store them in a core data DB, but keep running into issues with
the d
You should probably try -[NSFileManager
enumeratorAtURL:includingPropertiesForKeys:options:errorHandler:]. The
errorHandler block will give you more detail about any errors that occur in the
middle of the enumeration (and give you the ability to ignore them).
-KP
On Jul 27, 2012, at 9:44 AM, M
On Fri, Jul 27, 2012, at 08:55 AM, Nick Zitzmann wrote:
> But I need to be able to see **all** invocations of the method from
> **all** NSViews to catch the culprit, because I have a rather complicated
> view hierarchy, including some views for which I don't have the source,
> and I don't know exac
On Jul 27, 2012, at 7:45 AM, Graham Cox wrote:
> On 27/07/2012, at 10:36 PM, Vojtěch Meluzín wrote:
>
>> I need to create and manipulate an image, which I could access directly
>> from memory and at the same time be able to use system drawing functions
>> for optimization. On Windows I can create
Keep in mind that accessing the image pixels directly can hurt drawing
performance. Your code can only access the pixmap if it's in system RAM, while
GPU acceleration requires that the pixmap be in VRAM. So messing with the
pixels may either cause the pixmap to be copied back and forth, or force
On 7/27/12, Jens Alfke wrote:
> Keep in mind that accessing the image pixels directly can hurt drawing
> performance. Your code can only access the pixmap if it's in system RAM,
> while GPU acceleration requires that the pixmap be in VRAM. So messing with
> the pixels may either cause the pixmap t
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