Apple was recently notified that your bank account information has been manually corrected by the processing bank for iTunes payments to vendor [my personal vendor id number]. Unfortunately Apple cannot continue processing payments with the current banking details provided in iTunes Connect. To avoid unnecessary payment delays or returns, please log into iTunes Connect and provide the correct account information in Agreements, Tax, and Banking. For instructions on how to update banking, see ‘How do I add or edit a new bank account?’ in iTunes Connect Resources and Help. After the banking changes have been entered in our systems, payments will resume.
I pull out my latest statement and off I go to update my details. Here’s my problem. I don’t know which vendor account Apple is referring to. Like many developers, I use multiple iTC accounts. When I log into each one, I cannot find the vendor ID. Argh.
To save you lots of time, do this:
Log into any iTC account.
Manually navigate to https://reportingitc2.apple.com/reports.html
The vendor ID is listed next to your name. You should not have to re-authenticate when hopping from iTC to this page.
This helped me figure out which affected account was being referred to in the emailand was able to update my info.
To update a direct deposit routing number, you need to hop into Agreements, Tax, and Banking. Click on the Bank Info > View button. You cannot edit the routing number in your existing Current Bank Account. Instead you need to Add Bank Account with the same details and the new routing number and then select that as your new account. Once you do it will take 24-48 hours for the change to go through and you will not be able to make further edits during that time.
Today, I hooked a newly purchased display to my MBP. (Looks like they’re out of stock right now, but it was $80 for 24″ when I bought it last week.) This isn’t intended to be my display. It’s replacing an old 14″ monitor for a kid. I thought I’d just steal it now and then during the day. It’s extremely lightweight and easy to move between rooms.
What I didn’t expect was how awful the text looked on it. I hooked up the monitor to the MBP using my Apple TV HDMI cable. The text was unreadable. I use similar TV-style monitors for my main system and they display text just fine. However, I’m using normal display ports and cables for my mini. This is the first time I’ve gone HDMI direct.
So off to websearch I went. Sure enough this is a known longstanding problem that many people have dealt with before. The MBP sees the TV as a TV and not a monitor. It produces a YUV signal instead of the RGB signal that improves text crispness. Pictures look pretty, text looks bad.
All the searches lead to this ruby script. The script builds a display override file containing a vendor and product ID with 4:4:4 RGB color support. The trick lies in getting macOS to install, read, and use it properly. That’s because you can’t install the file directly to /System/Library/Displays/Contents/Resources/Overrides/ in modern macOS. Instead, you have to disable “rootless”.
I wasn’t really happy about going into recovery mode. Disabling system integrity protection feels like overkill for a simple display issue. But it worked. It really only took a few minutes to resolve once I convinced myself it was worth doing. If you have any warnings and cautions about installing custom display overrides, please let me know. It feels like I did something morally wrong even if it did fix my problem.
My external display went from being unusable to merely imperfect. The text is still a bit blurry but you can read it without inducing a migraine. Not nearly as crisp as normal display ports (which looks fine when used with this monitor) but I don’t have to buy a new cable and I don’t plan to use this much.
If I were going to use this monitor regularly with the MBP, I’d definitely purchase a proper cable. As it is, I’m happy enough to have found a workable-ish solution. The monitor is quite nice especially in “shop mode”, and has so far worked well with Chromecast, AppleTV, and Wii.
One of the great things about Xcode is that you can add custom keyboard shortcuts for just about any command. Two favorites enable me to toggle playground markup on and off and to run a playground on demand.
Adding shortcuts lets me run these common tasks without lifting my hands from the keyboard and selecting items from a menu. It’s a big time saver.
You establish shortcuts using Xcode > Preferences > Key Bindings. Search for the command-name using the field at the top-right, then double click in the key field and type the key (or key-chord) you want to use.
Click away from the field after entering your selection. Don’t press return or Xcode interprets that as your requested key entry.
A red exclamation point indicates binding conflicts:
Click the red icon to jump to the Conflicts tab, which lists all keybinding issues:
Red conflicts indicate unresolvable overlaps. Yellow conflicts mean that keyboard shortcuts established in System Preferences may override the built-in bindings.
Activate the edit field by double clicking. Either replace the key binding or click the small gray circle with a minus at the right to remove the assigned key. Once resolved, conflict items leave the list.
The Customized tab list all user-adjusted key bindings. This tab enables you to review your changes in one place.
This screenshot shows both the custom F8 binding for “Execute Playground” and the customization for “Step Out” on the debug menu, which normally uses F8. I removed that to resolve the overlap, preferring F8 for playgrounds.
To revert changes, select one or more items you’ve customized and click Delete. If you want to try this out, it’s safe. Deleting key binding customizations uses Xcode’s undo stack. You can undo your reversion to recover any customization you may have accidentally removed.
ProseLint is great. As I’m writing a book about style and linting, it’s natural to try to lint the book that lints your programming. In using this tool, I’ve encountered some amusing “lint fails” that I’d thought I’d share.
ProseLint vs Nil Coalescing: “hyperbolic.misc ‘`??`’ is hyperbolic.” Winner: Swift Style.
ProseLint vs discussion of Forced Unwwrapping: “leonard.exclamation.30ppm More than 30 ppm of exclamations. Keep them under control.” Winner: ProseLint. Any forced unwrapping, even in a discussion about forced unwrapping, is an obvious fail. Save the kittens, drop the !’s.
ProseLint vs Meaningful Variable Names: “typography.symbols.multiplication_symbol Use the multiplication symbol ×, not the letter x” Winner: Swift Style. As Freud said, sometimes an letter “x” is just a letter “x”. (Or was that Groucho Marx? I forget.)
ProseLint vs “Use American English Spelling” rule: “consistency.spelling Inconsistent spelling of ‘color’ (vs. ‘colour’)” Winner: Swift Style. When writing for a global audience, prefer “color” to “colour”. (See? I did it again. — B. Spears)
Winner? Forget the points. It’s ProseLint. This summary doesn’t include the great catches made and fixed, like excessive use of “very”, repeated word detection, etc. Great tool, check it out.
I rented Hunt for the Wilderpeople last week, while it was the $0.99 featured rental. I’ve heard good things about this Kiwi movie (I’m a bit of a kiwiholic) and couldn’t wait to watch it.
So today, with a draft of Swift Style pushed up to Pragmatic, I thought I’d set it up for a nice family watch tonight. I opened the Computers > Rentals section on Apple TV and saw this:
I wasted about 20 minutes googling things like “why doesn’t my rental show up on my Apple TV” and checking my iTunes accounts and home sharing setup, when I suddenly remembered this had happened to me before.
With that spark of inspiration lingering in my mind, I went to iTunes on my computer (where I had rented it) and sure enough, it was still up in the cloud. I clicked the download button and got it down to my computer:
About 1.41 Gigabytes later (and several pause/resumes when the download speed got slow — seriously, at one point the ETA jumped from over 40 minutes to under 3), I returned to Apple TV and hopped into my home-sharing library.
So if you’re looking for a lost movie, or you can’t find your rental on Apple TV, make sure that if you rented it on your home computer, that you’ve downloaded it from the cloud before attempting to play it from ATV.
Anki has been kind enough to let me play with their new Cozmo unit and explore their SDK. Cozmo is a wonderful device, developed by people who understand a lot of core principles about human interaction and engagement.
Cozmo is adorable. When it recognizes your face, it wriggles with happiness. It explores its environment. When it’s bored, it sets up a game to play with you. It can get “upset” and demand attention. It’s one of the most personable and delightful robots I’ve played with.
At its heart is a well-chosen collection of minimal elements. The unit can move around the room, with a 4-wheel/2-tread system. It includes an onboard forklift that can rise and fall, an OLED “face” that expresses emotion, and a camera system that ties into a computer vision system, which I believe is based on PIL, the Python Image Library. (Anki tells me that Cozmo’s vision system “does not use PIL or Python in any way, though the Python SDK interface uses PIL for decoding jpegs, drawing animations, etc.”)
Three lightweight blocks with easily-identified markings complete the Cozmo package, which Cozmo can tap, lift, stack, and roll.
Between its remarkable cuteness and its vision-based API, it’s a perfect system for introducing kids to programming. I was really excited to jump into the SDK and see how far I could push it.
Here is Anki’s “Hello World” code (more or less, I’ve tweaked it a little) from their first developer tutorial:
Make Cozmo say 'Hello Human' in this simple
Cozmo SDK example program.
robot = sdk_conn.wait_for_robot()
if __name__ == '__main__':
except cozmo.ConnectionError as err:
sys.exit("Connection error 😬: %s" % err)
Although simple, this “Hello World” includes quite a lot of implementation details that can scare off young learners. For comparison, here’s the start of Apple’s tutorial on Swift “Learn to Code”:
There’s such a huge difference here. In Apple’s case, everything that Byte (the main character) does is limited to easy-to-understand, simple calls. The entire implementation is abstracted away, and all that’s left are instructions and very directed calls, which the student can put together, re-order, and explore with immediate feedback.
In Anki’s code, you’re presented with material that’s dealing with set-up, exceptions, asynchronous calls, and more. That is a huge amount of information to put in front of a learner, and to then say “ignore all of this”. Cozmo is underserved by this approach. Real life robots are always going to be a lot more fun to work with than on-screen animations. Cozmo deserved as simple a vocabulary as Byte. That difference set me on the road to create a proof of concept.
In this effort, I’ve tried to develop a more engaging system of interaction that better mirrors the way kids learn. By creating high level abstractions, I wanted to support the same kind of learning as “Learn to Code”. Learn to Code begins with procedural calls, and then conditional ones, and moving on to iteration and functional abstraction, and so forth.
My yardstick of success has been, “can my son use these building blocks to express goals and master basic procedural and conditional code?” (I haven’t gotten him up to iteration yet.) So far, so good, actually. Here is what my updated “Hello World” looks like for Cozmo, after creating a more structured entry into robot control functionality:
from Cozmo import *
# run, cozmo, run
'''Specify actions for cozmo to run.'''
# Fetch robot
coz = Cozmo.robot(cozmoLink)
# Say something
Not quite as clean as “Learn to Code” but I think it’s a vast improvement on the original. Calls now go through a central Cozmo class. I’ve chunked together common behavior and I’ve abstracted away most implementation details, which are not of immediate interest to a student learner.
Although I haven’t had the time to really take this as far as I want, my Cozmo system can now talk, drive, turn, and engage (a little) with light cubes. What follows is a slightly more involved example. Cozmo runs several actions in sequence, and then conditionally responds to an interaction:
from Cozmo import *
from Colors import *
# Run, Cozmo, run
'''Specify actions for cozmo to run.'''
# Fetch robot
coz = Cozmo.robot(cozmoLink)
# Say something
# Drive a little
coz.drive(time = 3, direction = Direction.forward)
coz.turn(degrees = 180)
# Drive a little more
coz.drive(time = 3, direction = Direction.forward)
# Light up a cube
cube = coz.cube(0)
# Tap it!
coz.say("You tapped it")
coz.say("Why no tap?")
And here is a video showing Cozmo executing this code:
If you’d like to explore this a little further:
Here is a video showing the SDK feedback during that execution. You can see how the commands translate to base Cozmo directives.
I’ve left a bit of source code over at GitHub if you have a Cozmo or are just interested in my approach.
As you might expect, creating a usable student-focused learning system is time consuming and exhausting. On top of providing controlled functionality, what’s missing here is a lesson plan and a list of skills to master framed into “Let’s learn Python with Cozmo”. What’s here is just a sense of how that functionality might look when directed into more manageable chunks.
Given my time frame, I’ve focused more on “can this device be made student friendly” than producing an actual product. I believe my proof of concept shows that the right kind of engagement can support this kind of learning with this real-world robot.
The thing that appeals most to me about Cozmo from the start has been its rich computer vision capabilities. What I haven’t had a chance to really touch on yet is its high level features like “search for a cube”, “lift it and place it on another cube”, all of which are provided as building blocks in its existing API, and all of which are terrific touch points for a lesson plan.
I can easily see where I’d want to develop some new games with the robot, like lowering reaction time (it gets really hard under about three quarters of a second to tap that darn cube) and creating cube-to-cube sequences of light. I’d also love to discover whether I can extend detection to some leftovers my son brought home from our library’s 3D printer reject bin.
Cozmo does not offer a voice input SDK. It’s only real way to interact is through its cameras (and vision system) and through taps on its cubes. Even so, there’s a pretty rich basis to craft new ways to interact.
As for Anki’s built-ins, they’re quite rich. Cozmo can flip cubes, pull wheelies, and interact in a respectably rich range of physical and (via its face screen) emotional ways.
Even if you’re not programming the system, it’s a delightful toy. Add in the SDK though, and there’s a fantastic basis for learning.
How do you get your kid to try on all his shirts and pants before school starts? So you can sort them into trash, donate, wear, and “for playtime use only”? Answer: Playgrounds. Thank you playground team!
We used the “deal or no deal” rule. Two spins. You can “stick” or you can re-try, but no peeking at the next roll. Payment for each garment after trying it on, taking it off and folding it. Coins placed into a cauldron (thank you Harry Potter camp) to be counted after we’re done. Any stained items treated with Oxyclean and thrown into the hamper.
For less than a couple of dollars, we got through his entire wardrobe with no complaints except “Don’t I have anything else that needs trying on?”
I wasted a lot of time yesterday and today until Mark Knopper pointed me to a solution for updating my beta by hand. Like others, my download had stalled at 151MB (of a 1+GB update) and I needed to just get the update done.
That solution thread linked to another developer forums post here. This thread contains links to manual downloads. Once you download the component pieces directly, you can move them into the stalled download in /Library/Updates, and then reboot and click Update in App Store.
I decided to complete all downloads, although some report you only have to install three of the four links. App Store sees the completed downloads, and installs and updates. I am now running Beta 2.
Some in that discussion thread have reported unstable systems after performing a manual upgrade. “I may have jinxed myself by asking, but after attempting to apply the packages willy nilly, it seems that my environment (16A201w on pro 3,1) is very unstable. Safari is now crashing all the time.”
My A/C is broken and the repair person is about to arrive so I won’t have time to test my upgrade until later today or maybe early next week. If you do go this route, do so with extreme caution.
I never use my Downloads folder. It’s a fusion drive, so it’s precious, fast, and expensive. I don’t need a thousand downloaded copies of Xcode and firmware updates littering its limited space. Instead, I point all my browsers and other apps to download to my secondary data disk.
And before you ask, I use numerical and alphabetic prefixes so everything shows up in the right place and the right order for quick reference and single-letter typing access. Whatever data I can offload from my main drive, I do offload:
However, when it comes to airdropping, it’s generally true that whatever I’m sending back and forth is of immediate interest. In such case, I don’t want it heading into my Downloads folder. I want it on my desktop as soon as it lands. As I’m updating my Playgrounds Book right now, I’m doing a lot more airdropping than I normally would.
I’m not a big user of smart folders and Automator actions. I have a smallish bunch that I occasionally use. Still, they have their place and today was a perfect occasion to bring a new one into the mix.
I just had had it with the Downloads folder and decided to build a bouncer that would automatically throw any item added to ~/Downloads up to the desktop. I thought I’d share how to do this.
Step 1. Create a new Folder Action
Step 2. Choose the Downloads folder.
Step 3. Drag “Move Finder Items” onto “Drag actions or files here to build your workflow”
This creates the following action, with Desktop selected by default. (If it’s not, choose Desktop for the destination.)
Step 4. Then save:
Your new automator action is stored in ~/Library/Workflows/Applications/Folder\ Actions:
Step 5. Test. Drop a file into Downloads and confirm that it moves to the desktop. You should now be ready to airdrop to your desktop.
Note: I’m sure there’s a better way to do this, but I actually wrote an app that quickly opens AirDrop windows on the Mac side of things. I found an appropriate AppleScript online, compiled it to an app, and use Spotlight to launch it. Very handy when I’m more focused on iOS than OS X at the moment.