Posts Tagged ‘MacOSX’

Four FM : OSX 4OP editor

Posted: January 14, 2014 in Audio
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Four FM is a free editor for 4OP DX synths (may be compatible with YS200 and V50 as these can load TX81Z sysex). It will then allow access to whole parameters from YS200, whose MIDI implementation still manages theseĀ  (however it only provided quick edit mode). The latest version requires MacOSX 10.6 or later.


Performance of OpenGL under MacOSX 10.6.8 is better (11 percent faster than with previous versions), as well as Quartz (also 11 percent faster overall, and two times faster than 10.6.6 for text).
However User interface test is slower (15 percent slower than 10.6.6 and 25 percent slower than 10.6.5), as well as thread test.

MacOSX 10.7 : SceneKit 3D framework

Posted: March 31, 2011 in IT/Dev
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From rumors, MacOSX Lion may bring another new framework (beside AV Foundation), SceneKit, that will make adding 3D scenes in applications easier (no OpenGL skills required).

MacOSX JDK 7 Port Project

Posted: January 13, 2011 in IT/Dev
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MacOSX port of JDK 7 is now referenced as MacOSX Port Project at OpenJDK site. On the project’s status page (Oracle site), some completed or close to features are listed. They were probably implemented by Apple.

Apple and Oracle on OpenJDK

Posted: November 13, 2010 in IT/Dev
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Apple announced it will be working with Oracle on OpenJDK for MacOSX. Apple will continue to bring MacOSX specific implementation for network and client layer (since MacOSX 10.0 Apple provided access to native Aqua widgets, transparent multiprocessing, etc.).

Expected since the cancellation of Half Life 1 port on mac), Valve annonced that it will deliver its Steam game/purchase platform on mac (will use WebKit), as well as its Source 3D engine. Then games using it will run natively on MacOSX, and performances are stated as on par with those on Windows. Among planned games for mac are Left 4 Dead 2, Team Fortress 2, Counter-Strike, Portal, Half-Life 2, Portal 2 (will be released on mac and PC at the same time). Moreover we will be able to play/continue on mac and PC, by purchasing a single version for both platforms.

We also learn that Valve worked with Apple (and GPU providers) to ensure optimal performances on mac, and reported hints to Apple for its OpenGL implementation to benefit from Open GL 3.x enhancements (that should be included in MacOSX 10.6.3).

The Resolution Independance technology, introduced initially in MacOSX 10.4 and then slightly enhanced in Leopard, remained disabled by default since, due to controls overlapping concerns when upscaling (the UI scale factor can still be modified for a particular application using Quartz Debug tool). The fact is that, for the technology to be efficient, all image resources have to be replaced by vector ones. Such step has been worked on for Snow Leopard (that allows system size shrink and still 512 pixels icons display in the Finder). Global enabling in the system could then be added in a future update.

Apple provides a documentation on this technology, however it wasn’t updated yet since Snow Leopard release :

Mac OS X v10.4 introduced preliminary support for resolution independence, but the implementation was very limited and many visual errors occur. Mac OS X v10.5 adds further support and the implementation has been refined.

Most Cocoa applications, and Carbon applications that use compositing mode, should be capable of being resolution-independent when running on this release. However, resolution independence is still a developer-only feature in Mac OS X v10.5 and is not yet intended for end-user adoption.