SEAN! Mac OS
Year | Event |
---|---|
1978 | In June 1978, Apple introduced Apple DOS 3.1, the first operating system for the Apple computers. |
1984 | Apple introduced System 1 in 1984. |
1985 | Apple introduced System 2 in 1985. |
1986 | Apple introduced System 3 in 1986. |
1987 | Apple introduced System 4 in 1987. |
1988 | Apple introduced System 6 in 1988. |
1991 | Apple introduced System 7 operating system on May 13, 1991. |
1995 | Apple allowed other computer companies to clone its computer by announcing it licensed the Macintosh operating system rights to Radius on January 4. |
1997 | Apple introduced macOS 8 in 1997. |
1997 | Apple bought NeXT Software Inc. for $400 million and acquired Steve Jobs, Apple co-founder, as a consultant. |
1999 | Apple introduced macOS 9 in 1999. |
1999 | Apple released macOS X Server 1.0 on March 16, 1999. |
2001 | Apple introduced macOS X 10.0, code-named Cheetah, and became available on March 24, 2001. |
2001 | Apple introduced macOS X 10.1, code-named Puma, and became available on September 25, 2001. |
2002 | Apple introduced macOS X 10.2, code-named Jaguar, and became available on August 23, 2002. |
2003 | Apple introduced macOS X 10.3, code-named Panther, on October 25, 2003. |
2004 | Apple introduced macOS X 10.4, code-named Tiger, at the WWDC on June 28, 2004. |
2007 | Apple introduced macOS X 10.5, code-named Leopard, on October 26, 2007. |
2008 | Apple introduced MobileMe at the WWDC on June 9, 2008. |
2009 | Apple introduced macOS X 10.6, code-named Snow Leopard, at the WWDC on June 8, 2009. |
2010 | Apple introduced macOS X 10.7, code-named Lion, at the 'Back to the Mac' event on October 20, 2010. The operating system was later released on July 20, 2011. New features included AirDrop, Gatekeeper, and many more. |
2012 | Apple released macOS X 10.8, code-named Mountain Lion, on July 25, 2012. |
2013 | Apple introduced macOS X 10.9, code-named Mavericks, at the WWDC on June 10, 2013. |
2014 | Apple introduced macOS X 10.10, code-named Yosemite, at the WWDC on June 2, 2014. Yosemite was later released on October 16, 2014. |
2014 | Apple introduced Force Touch, a haptic feedback system for macOS. Simultaneously, they launch a similar feedback system for iOS called 3D Touch. |
2015 | Apple introduced macOS X 10.11, code-named El Capitan, at the WWDC on June 8, 2015. |
2016 | Apple introduced macOS X 10.12, code-named Sierra, at the WWDC on June 13, 2016. |
2017 | Apple introduced macOS X 10.13, code-named High Sierra, at the WWDC on June 5, 2017. |
2018 | Apple introduced macOS X 10.14, code-named Mojave, at the WWDC on June 4, 2018. |
2018 | Apple introduced Dark Mode in macOS X 10.14 (Mojave), a feature that turns the background to black and text to white. Dark Mode is easier on users' eyes at night, reducing eye strain. |
2019 | Apple introduced macOS X 10.15, code-named Catalina, at the WWDC on June 3, 2019. |
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Install macOS or OS X from Internet Recovery Mode, which you can boot into by holding option+command+R while your Mac powers up. Download the relevant macOS or OS X installer from Apple, then use Terminal to create a USB installer you can boot up from. Download macOS Catalina for an all‑new entertainment experience. Your music, TV shows, movies, podcasts, and audiobooks will transfer automatically to the Apple Music, Apple TV, Apple Podcasts, and Apple Books apps where you’ll still have access to your favorite iTunes features, including purchases, rentals, and imports.

by Sean OBrien· 07/31/2009 (1:17 pm) · 4 comments
The older versions of Torque used the antiquated Gestalt system calls to determine processor, memory, clock speed, etc. Now that Apple has deprecated the Gestalt calls, this resource updates the engine to use the currently supported method for retrieving that information from the Kernel.
This only applies to Mac applications of both Torque 3D and TGEA 1.8.x and since it only effects two files, it is a rather simple upgrade.
While this doesn't do anything for *you* specifically, it does replace the functions which the engine is using to determine the specs of the Mac it is running on: memory max/avail, processor family, type, core-type, number of cores, speed, etc. With this information, the engine can choose at runtime to execute different implementations of certain routines to maximize performance or to simply take advantage of more complex and/or special purpose hard-coded instructions of the chip. This type of 'on the fly' optimization is in addition to the build-time magic that the compiler optimizer routines perform.
For instance, the engine defaults to a 'Generic x86 Processor' if it can't determine what's what. However, properly ID'ing the processor in my MacBook as an Intel Core 2 Duo with a 'Penryn' core opens up the possibility of using the SSE, SSE2, SSE3, SSE3_ext, and SSE4_1 extended instruction sets; allows the engine to see that this processor actually has two independent, 2 GHZ, 64-bit capable cores for executing instructions; and let's it know that there are just under 2 GB of memory available.
Both Torque 3D and TGEA 1.8 users need to do this first part. Only TGEA users need to update the second file at the bottom, however.
Replace the entire 'Engine/source/platformMac/macCarbCPUInfo.cpp' file with this:
then for those using this with TGEA 1.8.x, change 'Engine/source/platform/platform.h' as follows:
(1) Comment out the following sections
(2) Insert the following code directly underneath the sections you just commented
That should be it. Compile and check your log at the very tippy-top to see the updated information.
This only applies to Mac applications of both Torque 3D and TGEA 1.8.x and since it only effects two files, it is a rather simple upgrade.
While this doesn't do anything for *you* specifically, it does replace the functions which the engine is using to determine the specs of the Mac it is running on: memory max/avail, processor family, type, core-type, number of cores, speed, etc. With this information, the engine can choose at runtime to execute different implementations of certain routines to maximize performance or to simply take advantage of more complex and/or special purpose hard-coded instructions of the chip. This type of 'on the fly' optimization is in addition to the build-time magic that the compiler optimizer routines perform.
For instance, the engine defaults to a 'Generic x86 Processor' if it can't determine what's what. However, properly ID'ing the processor in my MacBook as an Intel Core 2 Duo with a 'Penryn' core opens up the possibility of using the SSE, SSE2, SSE3, SSE3_ext, and SSE4_1 extended instruction sets; allows the engine to see that this processor actually has two independent, 2 GHZ, 64-bit capable cores for executing instructions; and let's it know that there are just under 2 GB of memory available.
Both Torque 3D and TGEA 1.8 users need to do this first part. Only TGEA users need to update the second file at the bottom, however.
Replace the entire 'Engine/source/platformMac/macCarbCPUInfo.cpp' file with this:
then for those using this with TGEA 1.8.x, change 'Engine/source/platform/platform.h' as follows:
(1) Comment out the following sections
(2) Insert the following code directly underneath the sections you just commented
That should be it. Compile and check your log at the very tippy-top to see the updated information.
About the author
Sean Mack Esq
07/31/2009 (5:38 pm)
@Great work Sean!Could you elaborate a bit on the benefits of this enhancement, for those of us ignorants? :)
08/01/2009 (8:57 am)
Hey, Novack. I realized that I was a bit skimpy on the description so I went and filled it out a bit more as I should have originally. There are really two audiences for this: the TGEA 1.8 crowd I originally wrote this for and the T3D folks who are already using this because my code got accepted into the official code base.
Sean Macomber
For TGEA, this is a 'ok, cool my computer is recognized now, neat-o' thing; for T3D on the other hand, this is the actual routine that is already being used, I'm simply trying to get a little feedback as the methods used (i.e. SYSCTLBYNAME and its various key values) are a little bit wonky in the values they return so I need to be sure we're asking for and getting the correct information.Now, nobody should think that simply because this routine is in place and the information is correct, that Torque should suddenly run 2x faster! Instead it's purpose is two-fold: (1) The engine should be able to tell the specs of the machine because .... well why the heck not?, and (2) given that information, the Devs can make as many changes and tweaks to the internal routines as possible, which while it may not be much, it's probably better than nothing.
Try it out! =)
08/01/2009 (11:28 am)
Sean Mac Os X
Excellent Sean, thank you very much!09/12/2009 (3:59 am)
I'm using this with Torque 1.5, and I had to add CPU_Intel_Core and CPU_Intel_Core2 to the ProcessorType enum. Post a blog
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