this post was submitted on 24 Jun 2024
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There were a number of exciting announcements from Apple at WWDC 2024, from macOS Sequoia to Apple Intelligence. However, a subtle addition to Xcode 16 — the development environment for Apple platforms, like iOS and macOS — is a feature called Predictive Code Completion. Unfortunately, if you bought into Apple's claim that 8GB of unified memory was enough for base-model Apple silicon Macs, you won't be able to use it. There's a memory requirement for Predictive Code Completion in Xcode 16, and it's the closest thing we'll get from Apple to an admission that 8GB of memory isn't really enough for a new Mac in 2024.

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[–] [email protected] 7 points 5 months ago (2 children)

Yes. 2 kilobytes. Coincidentally, this is as big as the displays internal buffer, so I cannot even keep a shadow copy of it in my RAM for the GUI.

[–] [email protected] 2 points 5 months ago

Thanks for clarification.

[–] [email protected] 1 points 5 months ago (1 children)

I've never seen backbuffer called shadow copy.

[–] [email protected] 3 points 5 months ago (1 children)

And I have never heard it called "backbuffer", so we are even.

[–] [email protected] 2 points 5 months ago* (last edited 5 months ago) (1 children)

I guess so.

Example: https://www.khronos.org/opengl/wiki/Default_Framebuffer#Double_buffering

EDIT: Wait. Do you have framebuffer at all? Because from sounds of it, you might not even have it at all. If you don't store entire frame in RAM, then you don't have framebuffer, not just backbuffer.

[–] [email protected] 2 points 5 months ago (1 children)

I never said anything about framebuffers. The 256x64 pixel display in 16 brightness levels probably has something comparable inside. I just tell it that i want to update a rectangle, and send it some data for that.

[–] [email protected] 1 points 5 months ago

It should have.

Then, if you don't store contents of entire screen in memory, which simple math says you can't, I was partially wrong(depending on if you don't count buffer in display as framebuffer) when interpreted "shadow copy" as backbuffer.