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Knotris mac os. Valve releases Steam Link macOS app on the Mac App Store Valve has quietly released a macOS version of its Steam Link client, making the platform available for Mac users from the Mac App Store. Dear Twitpic Community - thank you for all the wonderful photos you have taken over the years. We have now placed Twitpic in an archived state.

As I sit here working on my late 2013 13' Retina MacBook Pro (rMPB from here on), I wonder if it will be the last Mac laptop I ever own.

That's a strong statement, I know, but Apple's pursuit of an insanely stupid 'as thin as a knife edge at all costs' design goal has led to a new generation of machines that make them much less portable than they were before…despite being thinner and lighter.

Here't the thing, Apple: Beyond a certain point, thinness is irrelevant. And honesty, you've more than reached that point with every laptop you make. You reached that point, in fact, a few years ago.

There are many things I love about my 2013 13' rMBP, including the variety of ports it includes:

MagSafe Power • 2x Thunderbolt 2 • 2x USB3 • HDMI • SDXC card slot

All of those ports (plus headphone jack and dual microphones) are packed into a very small and light chassis: It's .71' (1.8cm) thick, and weighs 3.46lbs (1.57kg). The new (non Touch Bar) 13' MacBook Pro is .59' (1.49cm) thick and weighs 3.02lbs (1.37kg).

Substantial reductions, to be sure. But to what end? The new machine comes with two USB-C (Thunderbolt 3) ports. That's it. Two. Much of the time, one will be taken up by the power adapter, leaving just one.

Yes, my laptop weighs .44lbs (.20kg) more than the new one. Winter2020gamejam mac os. But consider the actual use case of a trip with the laptop: I'd have to pack my bag with any number of adapters and add-ons, which will not only make up the weight difference, but add substantial bulk to my luggage. (Note that I'm not considering the newly-required USB-C cables for connecting my iPhone, for instance; I need to bring a similar cable already, so it's just a change in cable type.)

If I want power and more than one other thing connected, I'll need some sort of multi-outlet USB-C adapter. And that adapter needs to include an HDMI or VGA connector, too, if I want to use an external display. If I want to read my camera's memory card, that's another adapter and cable.

Or I could go for the full-on dock solution, like the OWC Thunderbolt 3 dock. But that's a sizable chunk of hardware to drag around, and at nearly $300, it's not cheap. If I did have such a Mac, though, this does look like the best solution. Just look at all those ports!

If I went for the 13' MacBook Pro with Touch Bar, I'd get four USB-C ports, but that doesn't solve the camera card issue. And it means I'd have to buy a Mac with a Touch Bar, which I have zero interest in doing. (I'll cover my disdain for the Touch Bar in a future article.)

The out-of-control comet mac os. What about other Mac laptops? There are only two: The MacBook and the 13' MacBook Air.

  • MacBook: One USB-C. One? Seriously? That's zero after connecting power.
  • MacBook Air: With the removal of the 11' machine, the remaining 13' offers a decent selection of ports (MagSafe, 2x USB 3, Thunderbolt 2, SDXC card slot), but it's a non-retina screen, and much slower than my current 13' rMBP. I'll be surprised if they sell this model for much longer.

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Unfortunately, I don't see Apple changing their feelings towards ports in the future, which means I may be using this 13' Retina MacBook Pro for many years to come. At some point, they'll probably introduce a compelling-enough machine to make lugging the OWC dock around a viable tradeoff. Until then, though, I'm sticking with my port-loaded 13' rMBP.

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The Best Native Application Development Tools for Android

Setting up an Android development environment can be a complex and frustrating experience. NVIDIA CodeWorks for Android simplifies this for all Android developers with a single installer that manages this complexity for you.

NVIDIA CodeWorks for Android is a professional grade solution providing a comprehensive set of GPU and CPU tools with debugging, profiling and system trace capabilities and accompanying SDKs and libraries for Android development - not only on Tegra powered devices. Pelican pete slot machine. NVIDIA CodeWorks for Android installs all software tools required to develop for the latest SHIELD Android OS and reduces the complex process of configuring an Android development system down to a single click

CodeWorks for Android is offered free of charge, but requires NVIDIA Registered Developer Program membership.


This suite of developer tools will configure a development environment that will work with most Android devices (Compatible devices). CodeWorks for Android is available for Windows, OSX, Ubuntu, Linux 64-bit platforms.


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'With functionality that extends beyond Tegra, NVIDIA CodeWorks for Android is a valuable part of EA's mobile game development tools. CodeWorks for Android helps us bring players incredible mobile experiences on a variety of Android devices and chipsets,'

Lewis Strudwick, Studio Technology Director at EA Melbourne

'Epic's use of Nsight Tegra has been crucial for the efficient development of Unreal Engine 4's Android features. We're delighted to see CodeWorks for Android extend support beyond Tegra so Unreal Engine developers can remain in their favorite authoring tools during all development scenarios. NVIDIA's tool advancements are refining Android to a level matching game console development.'

Niklas Smedberg, Senior Graphics Programmer at Epic Games

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Release (1R8)

New to this release are updated developer tools, the latest Android NDK, SDK, and Build/Platform Tools for Android development.


Highlights:

  • Nsight Tegra 3.6, Visual Studio Edition
    • Support for Android NDK64 r18b
    • Support for API 28
    • Various performance improvements and bug fixes
  • Nsight Graphics 2019.3
    • Tegra Graphics Debugger is now Nsight Graphics
    • Visit the product page for more info
  • Nsight Systems 2019.4
    • NVIDIA System Profiler is now Nsight System
    • Visit the product page for more info

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Support

To provide feedback, request additional features or report support issues, please use the NVIDIA Developer Forums.

Features

Android Development:

  • Android SDK r26.1.1
  • Android API 28
  • Android NDK64 r18b
  • Android Build Tools r28.03
  • Android Platform Tools r28.0.3
  • Android Support Library r23.2.1
  • Android Support Repository Library r47
  • Google USB Driver r11
  • JDK 1.8.0_77 or OpenJDK 8
  • Gradle 4.4.1

GameWorks Libraries and Tools:

Compatible Devices

Android ABI (ARM v7, ARM v8, x86, x64) support, including but not limited to:

  • NVIDIA® SHIELD™ Android TV Support

System Requirements

Supported Operating Systems:

  • Windows 7/10 (64-bit)
  • Mac OS X 10.14
  • Ubuntu Linux x64 (v16.04 and v18.04)

Developer Webinars

Instructional Videos and Webinars can be found here.


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To access older versions of CodeWorks for Android (formerly AndroidWorks/Tegra Android Development Pack), please visit CodeWorks for Android Archive.





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