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Apple introduces macOS Mojave

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Re: Apple introduces macOS Mojave

#121

Earlier quoted context omitted.

I deeply suspect that the lack of features is because the releases this year internally centered around responding to the negative buzz associated with iOS 11 problems. I remember when emojis were showcased at WWDC 2016, a fairly low-feature release. Whenever that happens the true feature is unannounced: it's simply stability.

"Whenever that happens the true feature is unannounced: it's simply stability." Can't remember which version it was now, but I remember when Apple heavily marketed a Mac OS X version dedicated almost exclusively to bug fixes and performance enhancements. It was very well received. I'm sure the same would happen if they announced they were dedicating an iOS version to bug fixes and performance enhancements. EDIT: I th…

That would be Snow Leopard (10.6).

Re: Apple introduces macOS Mojave

#122

WWDC 2018, from underwhelming to boring. I will lose my mind if i hear *oji one more time. Will they ever stop with this nonsense? Favicons in Safari? It took them 6 years for the browser to remember the zoom setting per site, now we have the luxury of having favicons.

I wonder if they'll ever fix `localStorage` in private Safari windows. It breaks countless sites and Safari is the only browser to block it.

Chrome with certain privacy-conscious settings disallows access to localStorage as well. It broke something we built too.

Re: Apple introduces macOS Mojave

#123
post #6

I'm continually amazed at how much Apple hypes up the most pointless, useless, basic things. This is a new version of a major operating system, and we get... the desktop organized by filetype. A built-in stock application. How is an App Store update considered part of an OS update?

I actually agree with you broadly, but the funny part is that stacks (or, basically, some form of 'smart folders') actually hit me as a genuinely interesting addition to the very old and tired UI paradigms for desktop software.

Re: Apple introduces macOS Mojave

#124

Earlier quoted context omitted.

I wonder if they'll ever fix `localStorage` in private Safari windows. It breaks countless sites and Safari is the only browser to block it.

Any site that is broken by Private Browsing causing storage quota exceptions in localStorage is going to be broken by quota exceptions under "normal" operation. It's in the spec, maybe developers should make their websites a bit more resilient to the very real errors that can happen? Did they just forget about error handling?

spec? localstorage errors are not standardized, every browser gives quota exceeded error different name and number, you have to use something like

'' e.name.toLowerCase().includes("quota")

Re: Apple introduces macOS Mojave

#125
post #33

Wow, they are DEPRECATING OpenGL from both macOS and iOS: https://developer.apple.com/macos/whats-new/ This is in addition to last year's announcement that "macOS High Sierra is the last version of macOS to run 32bit apps without compromise " I wonder if we will soon see a new lineage of Macbooks fitted with Apple-specific arm64 chips. The most scary thought is if UIKit-on-macOS starts requiring Developer ID entitlem…

I would be a lot more okay with this if Apple supported Vulkan, the more portable comparable API, rather than just the macOS/iOS-only Metal.

I also wonder what means for WebGL and its future. Right now, WebGL works in browsers on macOS, Linux, Windows, iOS, Android, which is incredible. There is no equivalent.

Sure, Apple has started working on WebGPU, but that’s not yet ready nor is it guaranteed to gain Linux, Windows, Android support.

Re: Apple introduces macOS Mojave

#126

Earlier quoted context omitted.

I deeply suspect that the lack of features is because the releases this year internally centered around responding to the negative buzz associated with iOS 11 problems. I remember when emojis were showcased at WWDC 2016, a fairly low-feature release. Whenever that happens the true feature is unannounced: it's simply stability.

"Whenever that happens the true feature is unannounced: it's simply stability." Can't remember which version it was now, but I remember when Apple heavily marketed a Mac OS X version dedicated almost exclusively to bug fixes and performance enhancements. It was very well received. I'm sure the same would happen if they announced they were dedicating an iOS version to bug fixes and performance enhancements. EDIT: I th…

Snow Leopard

Re: Apple introduces macOS Mojave

#127
post #33

Wow, they are DEPRECATING OpenGL from both macOS and iOS: https://developer.apple.com/macos/whats-new/ This is in addition to last year's announcement that "macOS High Sierra is the last version of macOS to run 32bit apps without compromise " I wonder if we will soon see a new lineage of Macbooks fitted with Apple-specific arm64 chips. The most scary thought is if UIKit-on-macOS starts requiring Developer ID entitlem…

And OpenCL too. This is terrible. I was thinking about adding GPU support to a numerical simulator I am working on, and I was planning to have nice cross-platform support with OpenCL. Whelp, that's no longer the case. My code is in C++, and I refuse to use proprietary, vendor-locked, Objective-C-only Metal. If people want GPU support, they'll just have to use Linux, which doesn't artificially constrain you with corpo…

Aren't most people running those kinds of workloads doing so on Linux already?

Doesn't seem cost-effective at scale to run on beefy Apple machines.

Re: Apple introduces macOS Mojave

#128
post #118
post #104

Earlier quoted context omitted.

I'm curious about this – does it really matter? How important is it that the Operating System has OpenGL? Can't individual apps just static link to (and ship) their own versions of OpenGL?

OpenGL is just an API, the underlying features are provided by the graphic driver. You can't ship with your own OpenGL, that would mean shipping with your own amd/nvidia/intel driver (and the associated kernel module, etc). A reasonable alternative would be to implement OpenGL on top of Metal for compatibility but this is a lot of work.

There's at least one implementation that I'm aware of in MoltenGL (https://moltengl.com/moltengl/), though that's only ES.

Re: Apple introduces macOS Mojave

#129
post #33

Wow, they are DEPRECATING OpenGL from both macOS and iOS: https://developer.apple.com/macos/whats-new/ This is in addition to last year's announcement that "macOS High Sierra is the last version of macOS to run 32bit apps without compromise " I wonder if we will soon see a new lineage of Macbooks fitted with Apple-specific arm64 chips. The most scary thought is if UIKit-on-macOS starts requiring Developer ID entitlem…

Pretty ballsy, it didn't work well for Microsoft when they said "Use DirectX or die" I doubt it will work well for Apple. This is especially true for OpenCL (also deprecated) which nobody on big Linux server farms with GPUs is going to be using "Metal on Linux" for their code.

Re: Apple introduces macOS Mojave

#130
post #67
post #7

So, did they at last add support for Vulkan and OpenGL 4.6 in the system and Ogg/Opus in Safari?

OpenGL is deprecated in 10.14 > Apps built using OpenGL and OpenCL will continue to run in macOS 10.14, but these legacy technologies are deprecated in macOS 10.14. Games and graphics-intensive apps that use OpenGL should now adopt Metal. Similarly, apps that use OpenCL for computational tasks should now adopt Metal and Metal Performance Shaders.

I guess it's time for some developers to deprecate macOS as legacy now too :)
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