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Apple introduces macOS Mojave

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Re: Apple introduces macOS Mojave

#301
post #213

Earlier quoted context omitted.

How is an emoji a whole new way to communicate? EDIT: I meant this as a genuine question, not as a "how could you possibly think this" response.

"Whole new way" is a bit hyperbolic, but an emoji definitely brings layers of meaning that are normally only feasible in in-person conversation into the written realm. It would be pretty hard to express the sentiment the ¯\_(ツ)_/¯ emoji can, and even if you put the effort into writing it, you'd lose the immediacy. It's also interesting how they work as reactions. If you hit "like" on something, for instance, you don'…

> It would be pretty hard to express the sentiment the ¯\_(ツ)_/¯

That's what acronyms were used for. Back in the day of AIM/ICQ I never felt I had issues expressing myself with just text. It was text supplemented with a healthy dose of emoticons and acronyms, which leads me to believe that emoji are redundant

Re: Apple introduces macOS Mojave

#302

Earlier quoted context omitted.

What's the consensus on Metal? How does it compare to OpenGL?

You can’t compare them directly, they’re very different categories of graphics APIs. Metal belongs to the category of “modern low-level graphics API” (which also includes Vulkan and Direct3D 12), while OpenGL is an older higher-level graphics API (which also includes Direct3D 11 and previous). The low-level graphics APIs like Metal and Vulkan allow for much better performance, but they are much harder to use and requ…

Thank you for explanation. I don't do any graphics programming, besides few toy projects with OpenGL, but my understanding was that one of it's benefits was portability (for a varying definition of "portability").

That's why I wasn't sure what Metal is offering instead.

Re: Apple introduces macOS Mojave

#303
post #52

I feel the system wide dark mode is the next step from Night Shift mode to acknowledge or encourage people to work more toward late night/evenings. Eye fatigue has been one of the reason my body reminds me to go to sleep, now I can maybe deal with some more emails before I head to bed.

I feel like the digital clock will let people know what time it is so they can decide if they want to work still or not.

Re: Apple introduces macOS Mojave

#304

Ah, they added Favicons back on Safari. Maybe 10.15 will give us again the full address bar, because I still don't understand how this could have been changed in the first place: https://i.imgur.com/OzNj1T7.png

What’s wrong with the address bar?

Check linked the screenshot out - there's a LOT of empty space that could easily (and previously did) display the additional path/query string information in a URL. The screenshot does look a wee bit silly

Re: Apple introduces macOS Mojave

#305
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…

What's the consensus on Metal? How does it compare to OpenGL?

Much better.

A 3D modern API that acknowledges the time of pure C APIs is long gone, with C++14 as shading/compute language, providing math, 3D models, materials, fonts, textures support.

Whereas in OpenGL you are stuck with fishing for libraries, multiple execution paths depending on the extensions and bugs, compiling and linking shaders at runtime without library support, C style APIs and a plethora of deprecated APIs.

Re: Apple introduces macOS Mojave

#306
post #300

Earlier quoted context omitted.

> DEPRECATING OpenGL Wow, does this mean Maya, Houdini, and basically every 3D package out there will no longer run on macOS? If so that seriously sucks for 3D pros.

When Metal was introduced for the Mac they had the Modo devs at WWDC and they ported their code to Metal in like a week or two. Not really the apocalypse.

Wat.

Metal and OpenGL two completely different APIs, shading languages and probably a whole host of other things.

I've ported my fair share of things from fixed-function to programmable shader pipelines and you'd be effing naive if you think you can do that in a couple weeks on anything more than a toy demo.

Re: Apple introduces macOS Mojave

#307
post #78

Earlier quoted context omitted.

Great! Go and found a company that makes 10 bn USD a quarter in profit.

Well that's a pretty inane reaction. Next time I see a bad movie should I just keep my mouth shut and make my own movie?

You certainly shouldn't get indignant about it. It's one thing to express an dissenting opinion, but throwing a mini-temper tantrum on the Internet is a bit much. Not saying that's what you're up to, but I'm not as sure about OP.

Re: Apple introduces macOS Mojave

#308

Earlier quoted context omitted.

What's the consensus on Metal? How does it compare to OpenGL?

You can’t compare them directly, they’re very different categories of graphics APIs. Metal belongs to the category of “modern low-level graphics API” (which also includes Vulkan and Direct3D 12), while OpenGL is an older higher-level graphics API (which also includes Direct3D 11 and previous). The low-level graphics APIs like Metal and Vulkan allow for much better performance, but they are much harder to use and requ…

Except they aren't portable at all for game consoles.

Re: Apple introduces macOS Mojave

#309

I would love it if the dark mode setting were passed in browser headers to sites I visit so they could send a dark style sheet for their sites.

Dark mode can be implement on client side.

Firefox extension: https://addons.mozilla.org/en-US/firefox/addon/dark-backgrou...

Chrome extension: https://chrome.google.com/webstore/detail/dark-mode/dmghijel...

Re: Apple introduces macOS Mojave

#310
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 guess we will be saying our last goodbye to “write once, run on all major platforms” graphics code. Does this mean that the only choices now are 1. Fork your graphics code into two separate implementations or 2. Go up the stack and use a cross-platform “game” engine like Unity? I suppose 3. Stop supporting macOS is another (sad) option.

> “write once, run on all major platforms” graphics code.

This was never true for game consoles, regardless of urban myths regarding OpenGL support.

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