Updated and republished for macOS 12.2; skip it unless you really really care about all the macOS releases. Originally published on November 14th, 2005.
Below the break is a table showing all major releases of macOS (previously Mac OS X) from the public beta through the latest public version, which is 12.2, as of January 27th, 2022—the 159th release in total.
Note: Click the ⓘ symbol to read Apple's release notes for a given update.
Each day, the battery would drain smoothly and continuously—you can see the pattern repeating on the prior day, as the battery dropped to under 20% by 9:00pm. This was happening despite the fact that I work at home and rarely use the phone while here—I might look at Twitter occasionally or launch an app or two, but it mostly just sits on my desk.
As Apple touts up to 22 hours of video playback for the iPhone 13 Pro, I didn't think it should be draining to under 20% in about 12 to 15 hours of non-usage. So the debugging started.
If you want the tl;dr, here it is: I turned off wifi sync, and the problem seems to have vanished. Read on for the details and a before-and-after comparison image.
I recently received my Apple M1-powered 13" MacBook Pro, which is primarily going to be used for testing our apps on Apple silicon, and supporting customers using these machines. But that doesn't mean this is a work machine; it's a personal purchase as I'll use it for my own needs as well. (Thankfully, it only had a net cost of $33 after I sold my 16" MacBook Pro.)
By now, you've probably read a slew of stuff about both the MacBook Pro and its slightly-lighter MacBook Air cousin. Between unboxing videos, extensive benchmark suites, and multi-thousand-word reviews, there is no lack of coverage of these machines. (However, I will add that I did make a video of my MacBook Pro—with its 16GB of RAM—opening 75 apps in just over a minute. Not bad for an entry-level machine!)
I'm not going to try to replicate those reviews, because they do an excellent job of covering the new M1-powered Macs in a level of detail that I just don't have time to get into. Instead, here's what I'll be discussing…
I ordered my 13" M1 MacBook Pro with 16GB of RAM, as I felt buying the most offered was the best bet for future proofing this "entry level" M1 chipped Mac. Later today I'll be posting a detailed writeup of my time so far with the new machine, but for now, here's a little over-the-top demo.
I selected everything in the Applications folder—excluding Time Machine, Siri, Launchpad and a few other similar non-apps—and opened them all at once. I did this with a timer running, while recording the screen, and here's the result…
As you can see at the end of the video, it took one minute and seventeen seconds to open all 75 apps—do the math, and you'll see that's about 1.5 seconds per app (it was notably quicker than that at first, and slower than that at the end). For 75 apps. On a machine with nowhere near enough RAM to fit them all in active memory. I was amazed at how rapidly it was able to complete this task.
These weren't even all native apps, it was a mix of Intel, Apple, and Electron (both native and non-native) apps.
I tried a similar test on my MacBook Air, but as it's an 8GB RAM machine, I limited it to opening 37 apps, which took it well over three minutes (about 5.5 seconds per app). I didn't bother to try on my iMac—it has 40GB of RAM, but it's also got a slower SSD, so I don't know that it would've matched the MacBook Pro's performance.
But this page is useful to more than just developers (and it doesn't require a login to view). Had I known about it earlier, yesterday it would've shown that they were having a problem with the Developer ID Notary Service, which is why apps wouldn't launch.
In typical Apple understatement fashion, they've posted the resolved status for that service today:
"Some users were affected" and "Users may have experienced issues with the service" certainly make it sound less painful than what it was, i.e. "A ton of users were unable to use their Macs" and "Mac users could not launch their apps for over two hours." Somehow Apple needs to come up with a better failure mode for the service, as the results yesterday were unacceptable.
Note: If it happens again, simply edit the /etc/hosts file as root, and add this as the last line:
That will prevent your Mac from trying to contact the validation server at all. Note: This seems to break the App Store app, but it let me keep working, which was more important at the time.
Today wraps up my deep dive into the Apple Arcade. When I planned this, one Part Four post was going to cover everything left…but it was way too long. So I'm still publishing it all today, but I've split the last part into three separate posts. So here's the full series:
Part One: This covers what I look for in games, some general observations on the games in the Arcade, and the lengthy list of games that didn't make my first cut.
Part Two: A slightly deeper look at the first half of the games I felt merited additional time for playing and testing.
Part Three: A slightly deeper look at the second half of the games I felt merited additional time for playing and testing.
Part Four: The part you're reading now; the first half of my set of definite keeper games.
Part Five: The second half of my set of definite keeper games, including my two favorites.
Before I get to the keepers, though, there were two more games released while I was working on these posts, so I'll take a quick look at those.
All of You In this unique puzzler, your character is a chicken that needs to collect a number of lost baby chicks. Your chicken walks from left to right across the circles as seen at right. One circle can be animating at a time while the others are still. On some levels, you can rearrange and/or flip the circles, too. (In the level at right, you animate the dynamite circle first, so it explodes before you walk across.)
Higher levels have more circles, so there's not so much empty space…and some of the puzzles get a bit tricky. It's fun, but I'm not sure it's a keeper just yet.
Here's the second set of nine games that I felt worth more time testing. Obviously these summaries still aren't anything close to a full review, but there's a bit more detail (and screenshots; click for the large version).
No Way Home What starts as a top-down space shoot-em-up turns into more of a mission-focused shooter—collect things for upgrades, take this to that. Lovely graphics and fun gameplay, plus a helpful robot assistant helps you battle. And while it's another dual control, the second control is for firing direction not camera view direction, which is much less of a pain for me.
Operator 41 One of the "sneak about in the dark" games, and the graphics have a nice grainy texture to them. The ground is divided into grid squares, and you move by tapping on a destination grid square. It's a simple concept, but it's well executed here, and some of the moves require impeccable timing—roving guards and rotating security lights make for brief bits of protected space.
Obviously these summaries still aren't anything close to a full review, but there's a bit more detail (and screenshots; click for the large version).
A Fold Apart This puzzler's unique twist is that the characters are walking around in what is, essentially, a landscape made up of pieces of paper. The paper can be folded and/or flipped over, and solving puzzles involves some combination of flipping and folding in order to complete the path the characters are following. It's colorful and relaxing, yet the puzzles require some creative thinking.