1,872 karma · joined September 26, 2020
That's not strictly true. You get the new value inside the closure. This is very useful for observing changes on data model that drives SwifUI from outside of SwiftUI. Before you had to write the code like this to achieve that:
func startObservation() { withObservationTracking {
print(store.state.toggle) // Here we have the new value (+ it is called once before any change)
} onChange: {
Task { startObservation() }
}
}The moment this language version is released I will move to Swift 6. In our project case it will happen. with no source code changes.
If you ask me, those platform specific things should never be integrated part of the language.
To be fair, every new language version usually includes things that eliminate those special cases making writing the code more straightforward. Like the described support of functions in key paths, or the ability to set default global actor isolation.
Thankfully, Apple started moving out to India and Vietnam.
Why, they did take off. There are several active remote play services in different countries. As I said, those are serving niche audience and there's no demand for them to grow any further.
> What the users want would be to have a gaming PC in the cloud - same experience as their own gaming PC but without the cost of ownership/maintenance and burden of physically having the machine and moving it.
I agree, but this is technically unachievable. Local connection will always have more hassle free bandwidth than a remote one. So, what happens in reality, the users trade the cost of their gaming PC ownership/maintenance (which is pretty affordable in case of game consoles) for cost of maintaining high speed and high reliability internet connection.
The goal, of course, is to make game running server shareable between different clients, right? But there already was a service to share your own idling PC with internet players. And unlike Google's servers it can be used to play locally by its owner.
But the biggest issue with the whole game streaming is the economy. What's more profitable for publishers and stores, to sell access to games which run on your hardware, or sell the copies of the games and let the players handle hardware cost themselves? The obvious answer leads for remote play services to live off the niche of people who would like to play games but can't afford to invest into hardware. If you compare the cost of a game console with the cost of games you'll understand there can't be a lot of people in this category.
TL;DR Remote play is doomed to stay on the fringes due to the economy and physics.
Think journalists, politicians, public figures
I see it as the result of hacking spirit running the development, not the product team. Currently it can’t compete.
There was none to begin with. It was an attempt to build a business on top of a virtual macOS.
Edit: sorry, confused them with a different service. This one used previously published research on reverse engineering iMessage to build the business.