Object Capture Command Line not working for me - ios

I am trying to make this to work but after building the command line app, I kept getting error when running https://developer.apple.com/documentation/realitykit/creating_a_photogrammetry_command-line_app
I am using MacBook-Air 2017 and Xcode 13.0 beta 4,
Example error:
2021-08-09 15:23:20.035254+0530 HelloPhotogrammetry[6390:70439] Metal API Validation Enabled
2021-08-09 15:23:23.280756+0530 HelloPhotogrammetry[6390:70439] [HelloPhotogrammetry] Error creating session: cantCreateSession("A GPU that is not in low power mode is required. https://developer.apple.com/documentation/metal/mtldevice/1433409-lowpower")
Program ended with exit code: 1
I am new to reality kit

Unfortunately only the newer Macs are compatible with the photogrammetry SDK.
It sounds like your Mac won't be as it's an Air from 2017. All M1 Macs are compatible and some of the more recent Intel Macs with boosted graphics.

You can see the minimal requierments at:
https://developer.apple.com/videos/play/wwdc2021/10076/ - 2:35
To sum it up, you need one of the following:
M1 Apple silicon computer
Intel x86_64 with 4GB AMD Graphics and 16GB Ram.
Either on of the two will work.

According to Apple documentation, Photogrammetry API supported only mac with following features.
All Apple Silicon Macs
Intel Mac's with 4GB AMD and 16GB RAM
So please make sure your mac is supported above conditions to run Photogrammetry API.

Related

How to build iOS app using Flutter with Windows 10

How can I build iOS app using Flutter with Windows 10?
I clicked in (build - Flutter - iOS app) from the tab bar, but it responds:
Building for iOS is only supported on the Mac.
It is not possible... You have to have a Mac to build an app for iOS.. That is Apple rules!!
It is not possible on a Windows 10. This way Apple can force developers to buy Apple hardware to develop for both platforms. You can try Hackintosh on a PC which will let you create IOS apps on non apple hardware.
It's not possible directly with Windows. You can achieve it though by using external services that provide Mac build machines. One of these services is Appollo.
Once you have Appollo installed and set up you can run the following command in your console to build your app
appollo build start --build-type publication
this will pre-publish your app on Apple Connect. You then have to add your screenshots etc...
You need to have xcode to create IOS app which is available only on OSX. Not on Windows. Not on Linux or anything. But using Hackintosh (Mac OS on normal desktop or laptop hardware) you can build IOS app on that PC or laptop though.
Apple only allows iOS emulator which is running on macOS, so we need to run macOS on your non-mac computer
Two ways:
Hackintosh (macOS running on non-mac device)
Virtual Machine (VM)
The first way can give you a high-performance environment (compare to VM) to run iOS simulator. But it's strict to your hardware. The best way is to use hardware as close to the original mac as possible.
The second way has better compatibility. You just need to download macOS's image and install system in VMware or other VM software.
But VM will degrade performance, and in my case neither of my graphics cards seem to work, so I'm guessing my CPU was rendering the GUI. Also, modern macOS (meaning better visuals but more rendering pressure) is slower than old macOS.

Intel Edison no longer supported?

Last year I got pretty excited with Android things and bought an Intel Edison to try it on. I recently found some time to work on it and realized it is no longer a supported hardware and I am not able to do any thing with it. :(
Any help would be appreciated!
Intel has stopped support, but there is still community activity: there is a Yocto image builder that currently builds Yocto Warrior and Debian Buster with kernel v5.4 here: https://edison-fw.github.io/meta-intel-edison/

Debug IOS Application on the AMD notebook

I have notebook with the AMD FX 7500 processor and Windows 10 pro.
I also have installed VS 2015 Community and Xamarin. Is it possible to debug developed iOS application without iPhone? If yes, then how ?
You cannot build, run or test an iOS app without a Mac.
You may install Mac OS on VM on a PC but it's illegal (Apple does not allow this in the Mac OS TOS) and it often does not really work.
As Xamarin doc says:
There are a few requirements that must be adhered to when developing
for iOS in Visual Studio. As briefly mentioned in the overview, a Mac
is required to compile IPA files, and applications cannot be deployed
to a device without Appleā€™s certificates and code-signing tools. Also,
the iOS simulator can be used only on a Mac.
No. You have to have an OSX machine to act as a build host.

Is there anyway i can check the version of intel chipset installation utility?

I installed Intel Chipset Installation Utility 10.0.22 Rev.A(3 Dec 2014) on my HP 430G2. But i suspect it didn't installed properly. How can i check what version my laptop currently have?
you could download and run the driver update utility from Intel [http://www.intel.com/p/en_US/support/detect], although that might not show chipset - depending on the system.
So look in Device Manager under System Devices and then right click on your chipset and on the driver tab, check the version number.

MonoDevelop fails when trying to debug on device

I'm trying to install the iOS app I'm developing on my device, but each time I try MonoDevelop crashes. First the CPU usage spikes and then it stops responding. It seems to be failing when the debugger tries to connect to the device. The application is installed on the device and I can use the app, but I need to see the application output.
I'm using the newest version of MonoDevelop and version 6.0.0 of MonoTouch. Are there any other users with the same experience who have solved this problem?
edit
this is the version information from monodevelop. I've had to treat it like code because else the stackoverflow editor would have made it unreadable.
MonoDevelop 3.1.1
Installation UUID: cf274ee7-dfe8-4ba8-b44c-2c7a0d9a45ab
Runtime:
Mono 2.10.9 (tarball)
GTK 2.24.10
GTK# (2.12.0.0)
Package version: 210090011
Apple Developer Tools:
Xcode 4.5.2 (1847)
Build 4G2008a
Monotouch: 6.0.6
Mono for Android: 4.4.55
Android SDK: /Users/.../Library/Developer/Xamarin/android-sdk-mac_x86
Supported Android versions:
2.1 (API level 7)
2.2 (API level 8)
2.3 (API level 10)
3.1 (API level 12)
4.0 (API level 14)
4.1 (API level 16)
4.2 (API level 17)
Java SDK: /usr
Xamarin.Mac: Not Installed
Build information:
Release ID: 30101000
Git revision: 5d928ec4f9d5864b4db04a1301b8a8649b43fb9d
Build date: 2012-12-14 19:11:30+0000
Xamarin addins: 80f2dcc8fe4ed316b3e77dde496fc33d90305047
Operating System:
Mac OS X 10.8.2
Darwin ---.local 12.2.0 Darwin Kernel Version 12.2.0
Sat Aug 25 00:48:52 PDT 2012
root:xnu-2050.18.24~1/RELEASE_X86_64 x86_64
I got that a lot in the past, while working with a library that wasn't available for the simulator. For me, it was (probably) related to usb link. What you should try:
Turn off itunes (that one is hard to do, you hear a lot of weird sounds around you when music is down)
Enable debugging over wifi (instead of USB) in monodevelop (Preferences>Debugger>iPhone Debugger)
It helped me, hope it'll help you
Not sure what the problem was in the end. OS X seemed to have gone corrupt and wouldn't even start properly any more. Besides the problems I had with MonoDevelop I also started having problems in different software. The solution was to do a full clean install of OS X. I have now been able to update MonoDevelop and MonoTouch and can once again debug apps on devices.
I'm sorry if my solution can't help any other people directly, but perhaps the answer Stephane Delcroix gave may help you!

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