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Mac OS X 10.7 (Lion), you will need to use the flag -enable-darwin-64bit in building Erlang. Step 1) Build and optionally install the software in the usual way./configure && make && sudo make install: By default Wrangler is installed under the directory '/usr/local'; to install Wrangler in. Continue reading to see how to make Mac talk. Listen to Mac OSX read aloud an article, such as the piece of news by Space.com on the discovery of 18 Jupiter-sized planets (see illustration below, as it appeared on Yahoo news). In Safari, use your mouse or trackpad to select the text you want recited. Shrimps (irregular plural of shrimp) are a type of fish that can be obtained by cooking raw shrimp on a fire or cooking range, granting 30 experience when successful. Players may burn shrimps while cooking one, resulting in burnt shrimp; the burn rate while cooking these will decrease as players reach higher Cooking levels. They will stop burning entirely at Cooking level 34 on both ranges.
To use an eGPU, a Mac with an Intel processor is required.
An eGPU can give your Mac additional graphics performance for professional apps, 3D gaming, VR content creation, and more.
eGPUs are supported by any Mac with an Intel processor and Thunderbolt 3 ports1 running macOS High Sierra 10.13.4 or later. Learn how to update the software on your Mac.
An eGPU lets you do all this on your Mac:
- Accelerate apps that use Metal, OpenGL, and OpenCL
- Connect additional external monitors and displays
- Use virtual reality headsets plugged into the eGPU
- Charge your MacBook Pro while using the eGPU
- Use an eGPU with your MacBook Pro while its built-in display is closed
- Connect an eGPU while a user is logged in
- Connect more than one eGPU using the multiple Thunderbolt 3 (USB-C) ports on your Mac2
- Use the menu bar item to safely disconnect the eGPU
- View the activity levels of built-in and external GPUs (Open Activity Monitor, then choose Window > GPU History.)
eGPU support in apps
eGPU support in macOS High Sierra 10.13.4 and later is designed to accelerate Metal, OpenGL, and OpenCL apps that benefit from a powerful eGPU. Not all apps support eGPU acceleration; check with the app's developer to learn more.3
In general, an eGPU can accelerate performance in these types of apps:
- Pro apps designed to utilize multiple GPUs
- 3D games, when an external monitor is attached directly to the eGPU
- VR apps, when the VR headset is attached directly to the eGPU
- Pro apps and 3D games that accelerate the built-in display of iMac, iMac Pro, MacBook Air, and MacBook Pro (This capability must be enabled by the app's developer.)
You can configure applications to use an eGPU with one of the following methods.
Use the Prefer External GPU option
Starting with macOS Mojave 10.14, you can turn on Prefer External GPU in a specific app's Get Info panel in the Finder. This option lets the eGPU accelerate apps on any display connected to the Mac—including displays built in to iMac, iMac Pro, MacBook Air, and MacBook Pro:
- Quit the app if it's open.
- Select the app in the Finder. Most apps are in your Applications folder. If you open the app from an alias or launcher, Control-click the app's icon and choose Show Original from the pop-up menu. Then select the original app.
- Press Command-I to show the app's info window.
- Select the checkbox next to Prefer External GPU.
- Open the app to use it with the eGPU.
You won't see this option if an eGPU isn't connected, if your Mac isn't running macOS Mojave or later, or if the app self-manages its GPU selection. Some apps, such as Final Cut Pro, directly choose which graphics processors are used and will ignore the Prefer External GPU checkbox.
Set an external eGPU-connected display as the primary display
If you have an external display connected to your eGPU, you can choose it as the primary display for all apps. Since apps default to the GPU associated with the primary display, this option works with a variety of apps:
- Quit any open apps that you want the eGPU to accelerate on the primary display.
- Choose Apple menu > System Preferences. Select Displays, then select the Arrangement tab.
- Drag the white menu bar to the box that represents the display that's attached to the eGPU.
- Open the apps that you want to use with the eGPU.
If you disconnect the eGPU, your Mac defaults back to the internal graphics processors that drives the built-in display. When the eGPU is re-attached, it automatically sets the external display as the primary display.
About macOS GPU drivers
Mac hardware and GPU software drivers have always been deeply integrated into the system. This design fuels the visually rich and graphical macOS experience as well as many deeper platform compute and graphics features. These include accelerating the user interface, providing support for advanced display features, rendering 3D graphics for pro software and games, processing photos and videos, driving powerful GPU compute features, and accelerating machine learning tasks. This deep integration also enables optimal battery life while providing for greater system performance and stability.
Apple develops, integrates, and supports macOS GPU drivers to ensure there are consistent GPU capabilities across all Mac products, including rich APIs like Metal, Core Animation, Core Image, and Core ML. In order to deliver the best possible customer experience, GPU drivers need to be engineered, integrated, tested, and delivered with each version of macOS. Aftermarket GPU drivers delivered by third parties are not compatible with macOS.
The GPU drivers delivered with macOS are also designed to enable a high quality, high performance experience when using an eGPU, as described in the list of recommended eGPU chassis and graphics card configurations below. Because of this deep system integration, only graphics cards that use the same GPU architecture as those built into Mac products are supported in macOS.
Supported eGPU configurations
It's important to use an eGPU with a recommended graphics card and Thunderbolt 3 chassis. If you use an eGPU to also charge your MacBook Pro, the eGPU's chassis needs to provide enough power to run the graphics card and charge the computer. Check with the manufacturer of the chassis to find out if it provides enough power for your MacBook Pro.
Recommended graphics cards, along with chassis that can power them sufficiently, are listed below.
Thunderbolt 3 all-in-one eGPU products
These products contain a powerful built-in GPU and supply sufficient power to charge your MacBook Pro.
Recommended Thunderbolt 3 all-in-one eGPUs:
- Blackmagic eGPU and Blackmagic eGPU Pro4
- Gigabyte RX 580 Gaming Box4
- Sonnet Radeon RX 570 eGFX Breakaway Puck
- Sonnet Radeon RX 560 eGFX Breakaway Puck5
AMD Radeon RX 470, RX 480, RX 570, RX 580, and Radeon Pro WX 7100
These graphics cards are based on the AMD Polaris architecture. Recommended graphics cards include the Sapphire Pulse series and the AMD WX series.
Recommended Thunderbolt 3 chassis for these graphics cards:
- OWC Mercury Helios FX4
- PowerColor Devil Box
- Sapphire Gear Box
- Sonnet eGFX Breakaway Box 350W
- Sonnet eGFX Breakaway Box 550W4
- Sonnet eGFX Breakaway Box 650W4
- Razer Core X4
- PowerColor Game Station4
- HP Omen4
- Akitio Node6
AMD Radeon RX Vega 56
These graphics cards are based on the AMD Vega 56 architecture. Recommended graphics cards include the Sapphire Vega 56.
Recommended Thunderbolt 3 chassis for these graphics cards:
- OWC Mercury Helios FX4
- PowerColor Devil Box
- Sonnet eGFX Breakaway Box 550W4
- Sonnet eGFX Breakaway Box 650W4
- Razer Core X4
- PowerColor Game Station4
AMD Radeon RX Vega 64, Vega Frontier Edition Air, and Radeon Pro WX 9100
These graphics cards are based on the AMD Vega 64 architecture. Recommended graphics cards include the Sapphire Vega 64, AMD Frontier Edition air-cooled, and AMD Radeon Pro WX 9100.
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Recommended Thunderbolt 3 chassis for these graphics cards:
- Sonnet eGFX Breakaway Box 650W4
- Razer Core X4
AMD Radeon RX 5700, 5700 XT, and 5700 XT 50th Anniversary
If you've installed macOS Catalina 10.15.1 or later, you can use these graphics cards that are based on the AMD Navi RDNA architecture. Recommended graphics cards include the AMD Radeon RX 5700, AMD Radeon RX 5700 XT, and AMD Radeon RX 5700 XT 50th Anniversary.
Recommended Thunderbolt 3 chassis for these graphics cards:
- Sonnet eGFX Breakaway Box 650W4
- Razer Core X4
Learn more
- Learn how to choose your GPU in Final Cut Pro 10.4.7 or later.
- To ensure the best eGPU performance, use the Thunderbolt 3 cable that came with your eGPU or an Apple Thunderbolt 3 (USB-C) cable. Also make sure that the cable is connected directly to a Thunderbolt 3 port on your Mac, not daisy-chained through another Thunderbolt device or hub.
- If you have questions about Thunderbolt 3 chassis or graphics cards, or about third-party app support and compatibility, contact the hardware or software provider.
- Software developers can learn more about programming their apps to take advantage of macOS eGPU support.
1. If you have a Mac mini (2018) with FileVault turned on, make sure to connect your primary display directly to Mac mini during startup. After you log in and see the macOS Desktop, you can unplug the display from Mac mini and connect it to your eGPU.
2. If you're using a 13-inch MacBook Pro from 2016 or 2017, always plug eGPUs and other high-performance devices into the left-hand ports for maximum data throughput.
3. macOS High Sierra 10.13.4 and later don't support eGPUs in Windows using Boot Camp or when your Mac is in macOS Recovery or installing system updates.
4. These chassis provide at least 85 watts of charging power, making them ideal for use with 15-inch MacBook Pro models.
5. Playback of HDCP-protected content from iTunes and some streaming services is not supported on displays attached to Radeon 560-based eGPUs. You can play this content on the built-in display on MacBook Pro, MacBook Air, and iMac.
6. If you use Akitio Node with a Mac notebook, you might need to connect your Mac to its power adapter to ensure proper charging.
Note: This post may be a little out of date as it was originally written in 2015. But I'm posting it here as the fundamentals have not really changed much.
Credits: Thanks to Gary Larizza for his post on AFP548.com where most of this documents content was sourced ( https://www.afp548.com/2010/06/03/the-commandments-of-packaging-in-os-x )
When managing Mac OS X devices, you will enviably have to deploy files or applications to many devices. There are many ways to achieve this, however the most effective and best practice method is to use Packages.
While packaging is quite simple, it can very quickly become quite complex. This document serves to provide some guidelines to help you avoid some simple mistakes and prevent confusion when creating packages.
There are many tools out there used to create Packages, Apple offer their own built in command line tools like pkgbuild. This guide will not go into detail about how to use any of these tools, it is up to the system admin's own personal preference on which tools they wish to use in order to create their packages.
However version control is very important, as is the ability to quickly and accurately create and recreate packages. The ability for packages to be peer reviewed and package versions to easily be diff'd is also important and the admin's choice of tools should take this into account. It is also highly recommend that a version control system such as git is used in combination with package creation.
Below is a list of tools that are recommended for creating packages:
Packages by Whitebox
A great GUI driven tool to create flat and distribution packages and provides an easy to learn GUI. It is still quite powerful and allows a great deal of control over how your packages are created. A build file is created which saves information on how the package should be created such as the payload, pre/post flight scripts, additional resources etc etc.
Cost: $0 – FREE
The Luggage
A completely text driven package building system perfect for use with version control systems such as Git. Files can easily be reviewed to see what will be in the package without any extra work.
The big benefit to using The Luggage is that because the packages are created with make files, these make files can easily be diff'd to see changes as well as talking other users through the creation process. No GUI panes to navigate.
Cost: $0 – FREE
Munki PKG
Munki PKG is a simple tool very similar to The Luggage which builds packages in a consistent, repeatable manner from source files and scripts in a project directory.
Files, scripts and metadata are stored in a way that is easy to track and manage using a version control system like git.
Cost: $0 – FREE
Installation method
Your installer should not require any input from the end user.
DO NOT:
- Assume that your package will be installed interactively via the GUI or to the currently booted volume. More often than not packages will be deployed to machines via management systems such as Munki or Casper. Because of this you should ensure that your package can be installed to machines that are unattended (at the login window without a console user logged in)
DO:
- Ensure that your package can be installed via the command line and by any management framework with and without a user logged in.
Installation target
DO NOT:
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- Assume that your package will be installed to the currently booted volume. Your package might not necessarily be installed to the currently booted volume, so ensure that any scripts in your package use the correct variables passed to it from the installer application. For example, reference the target volume in your scripts by using the variable $3 (in bash) rather than using absolute file references.
- Use tools such as sw_vers in order to get the Operating System version. These tools will only report the OS of the currently booted volume.
DO:
- Check the SystemVersion.plist on the target volume ($3)
- Check if the boot volume (/) is the same as the target volume ($3) if any of your scripts require it.
Unnecessary actions.
DO NOT:
- Perform ‘helpful' things like using osascript to open a Finder window showing your newly installed application. Similarly do not do things like opening a browser window to the installed software's homepage.
- The problem with these things is if you are installing the software in an unattended mode where the computer is at the LoginWindow, these types of things will simply cause errors in your installation process.
- Require unnecessary reboots if you can accomplish the same thing by loading/unloading LaunchDaemons/LaunchAgents – If you go down this path, remember that it is even more important to check if you are installing to the boot volume or not.
- Automatically add files to the Dock, Desktop or anywhere outside of /Applications or other required directories. If you wish to add Dock items, use another package/script/profile/tool to achieve that.
- Ask for admin/elevated privileges if they are not needed for installation, i.e. installing into
/Users/Shared - Create separate installers for different architectures/OS versions. If you have separate payloads for separate architectures/OS versions, perform your architecture/OS check on the target volume, not the currently booted operating system see rule 2.
DO:
- Use a distribution meta-package to provide a single package that will correctly determine OS/Architecture of the destination volume and install the appropriate payload.
Licensing
Licensing should be managed by Systems Administrators. Wherever possible licensing files should be packaged separately to the application being deployed. This allows for a single application package to be deployed to multiple sites with different licensing files applied later depending upon the licence that is appropriate for that site.
Licensing information might be supplied via a global plist/config profile/KMS or other.
This also prevents unauthorised installation of software should your application package be obtained by a unauthorised third party.
DO NOT:
- Place licensing and registration files in the user's home directory wherever possible. Use a global location such as /Library
- Building licensing/registration mechanisms into the installer GUI.
DO:
- Allow a scriptable licensing interface to your software
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Pre/Post install scripts
Use pre and post install scripts only when necessary, and follow all other rules with your scripts.
For example, it would be silly to use a package to install some files on disk and then use a post install script to set the permissions of those files. Instead correctly set the permissions of the files in the payload.
This also allows for reviewing of package contents via lsbom
DO NOT:
- Use postinstall scripts to create or modify files – do this in the package payload.
- If you must use post-install scripts, do not use osascript to move and copy files. Use CLI tools such as cp and mv in bash
- Use any kind of GUI scripting, see Rule 1.
- Use sudo in your scripts, your script is already running as root.
DO:
- Exit your script with 0 on success, or non-zero on failure.
- Trap error codes in your scripts
- Use globbing in your scripts, because no one likes repetition and computers are built to do the work for us so let them.
- Ensure your scripts handle paths with spaces in them.
Naming Conventions and Version Numbers
Naming conventions are necessary and helpful. For example VPN.pkg is NOT helpful.
Give your packages meaningful names and version numbers. Providing vendor and product name, along with important version numbers and vendor identification codes.
DO:
- List your vendor and product name in your package name
- Give packages meaningful names with version numbers. Remember 1.15 is greater than 1.2 in most situations.
Supporting Operating System Versions
If you are going to supporting running your application or payload on operating systems back to say version 10.8, then it should go without saying that you need to TEST your package on every version from 10.8 to the most current.
DO NOT:
- Change the ownership and permissions of core Operating System folders and files
DO:
- Keep your config data and cache data separate
- Follow the directory structure mandated by the target platforms software deployment guidelines
- Provide an uninstaller or uninstall script
- Use the documented OS X .pkg format and not just a .pkg wrapper for a 3rd party solution that installs the software for you – obvious exception for Adobe software.
Be Descriptive
Even if you are not planning on having your package installed via the GUI you should still make it GUI-friendly.
DO:
- Provide a welcome message, read-me, description of whats happening and whats being installed.
- Comment your pre/post install scripts thoroughly.
Snapshotting and Re-Packaging
Try to avoid using Snapshot methods to create packages – a common tool used to create snapshot packages is JAMF's composer.
Snapshotting is generally considered bad juju and the result of a lazy (not in a good way) sysadmin
Packages created from snapshots lack the nuances and intent of the original package. They can often miss critical files or modifications to the file system.
If you are unable to use a vendor package, consider the following:
DO:
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- Attempt to unpack and reverse engineer the package – Use tools such as Pacifist (https://www.charlessoft.com/) and pkgutil –expand to determine what the package is attempting to achieve.
- Try to modify the existing vendor package using things like providing a custom Choices.XML to select certain packages in a meta/distribution package for installation.
Product Signing
Gatekeeper was introduced in 10.8 as a way to alert users to unsigned packages. For this reason, it is best practice to sign your installer packages with a developer ID certificate that lets your users know your packages can be trusted. It also allows packages to be installed in the GUI when Gatekeeper is configured to allow apps downloaded from the App Store and identified developers
Unsigned packages are not an issue when not using the GUI installer however.
DO:
- Use productsign to sign your packages with an Apple Developer ID certificate