XCode project stopped working and has a bunch of weird errors - ios

I was changing some stuff around in my app and tried to re-run it and all of a sudden I get a ton of errors in the console that don't really make any sense. Does anyone know what's going on here? How do I fix this?

Solution: Restart XCode... it had to install some stuff so that it could run. sigh

Related

Error when trying to run application after previously i deleted derived data Xcode 7.2

Hey I keep getting this error. I think its because earlier i deleted everything in derived data folder and now i get this error when i try to run my project this is a new little test project I'm doing for the apple watch does anybody know how to fix it? Thanks
I recognize this issue and I tried to restart Xcode, my computer, clear cache, clean etc when I also had this problem, without any luck. The only thing that got it working for me was to completely uninstall Xcode and remove all files. Check this post of how to do that.

CCParticleSystemQuad crashing with error "Abnormal error in particle quad"

The code just crashes when an already running particle effect's setVisible property is changed to NO, and later turned to YES. I have been working with ParticleEffects for a while now but never have I faced this error before. I don't know where I am going wrong. Its so frustrating. Please any help would do wonders. Im using cocos2d 2.x, xCode5 and well ofcourse Ive generated my ParticleEffects through ParticleDesigner. Hoping someone will help me out here.Thanks though :)
I ran into this issue also and found that it was a cocos2d bug. The fix was added here https://github.com/cocos2d/cocos2d-x/pull/6032/files and you can copy the changes if you don't want to update. (Seems to have worked well for me anyways.)

Xcode failing to update binary

I'm experiencing a very confusing issue with Xcode. It started when the debugger started skipping over some lines and stopping at the wrong lines on breakpoints. I tried adding NSLogs, but they weren't having any effect.
I restarted Xcode and did a clean build, and now no breakpoints fire anywhere, and NSLogs don't work either, even in -applicationDidFinishLaunchingWithOptions:. I've made sure that the current scheme is in Debug mode, so I don't know why this would be happening.
Has anyone else experienced something similar?
EDIT: Logs that were present before I started having this issue still work, but no new ones.
#Jumhyn, You should write the solution then by yourself and accept that answer and close it or accept this answer saying ... TRY TO RESTART YOUR COMPUTER :)

xcode 5 can't see NSLog(s) from old iOS project

I have an older iOS6 app that I was playing with last year; it was only for my wife, so I never released it, but I wanted to dust it off and see if it was potentially useful to others. So I load it up in XCode5 (5.0.2 running on 10.8.4; I've also tried this on my home laptop running the same XCode and Mavericks). However, though the app builds and runs fine, none of my NSLog statements show up in the console, on either computer. I've cleaned, rebuilt, run it on every simulator and iPad I have, hunted through settings, torn my hair out, etc., but I can't figure out how to get them to show up. I started a new iOS app to make sure it's not something in my setup, but NSLogs from there work just fine. Unfortunately, I'm not even sure where to start looking to fix this. Does anyone have any ideas for directions that I should be exploring here? Thanks!
Edit: I just tried copying over the files into a new project, and now the NSLogs are showing up! Still leaves me with no ideas as to why they're not showing up in the old project.
Edit2: It's not just user error; I can see the log messages from the new project with the copied files (see image). They just don't show in the old project when I run it.
Maybe you're not opened a Console in XCode 5, it seems, you're trying see a logs in member console.
Try click at here and you will see console with "All Output" option:
As noted in the comment by #combinatorial, I had a debug statement hidden (so cleverly that I fooled myself) in the pch file. Thanks so much for helping me nail that down!

Wintermute iOS App Gets "EXC_BAD_ACCESS"

I am currently attempting to port a game I've developed in the Wintermute Lite engine to iOS platforms. My game will compile just fine in XCode (albeit using the armv6 architecture) and will run perfectly on the iOS simulator; however, when I try to deploy it to an iPad, the first thread will halt in XCode with the error "EXC_BAD_ACCESS (code=1, adress=0xfffffff6)", pointing to a non-specific line of assembly code.
First of all, if you guys have any ideas right off the bat as to what might be causing this, I would greatly appreciate some help. The thing is, I'm more than willing to debug this myself, but being a complete noob with Objective-C as well as XCode, I'm not sure how to trace this specific error back to the line of code that's causing it (I apologize if this is a really basic question but I've already attempted to find a command to get the line of code associated with the error, but with no success).
I realize that this is scant on details, but as I said, I'm not sure how to pinpoint the piece of code that's causing this error using XCode, otherwise I'd just debug this myself. If there's any extra information I can provide, let me know.
Thanks in advance for any help!
I got it working. After a lot of messing around with XCode, I realized that I incorrectly configured the project file provided by Wintermute. As far as I can tell, it had something to do with the fact that the project was originally set to build for "iOS Universal" and I changed it to "iPad 5.0," which somehow caused the project to break upon deployment.
Anyway, I started over with a new XCode project file and got it to compile perfectly! Sorry for the bother.
The problem is the fact that it isnt ment to run on iOS. The reason it runs on he simulator is that it is building for a Intel chip set, not ARM. Even though you set it to armv6 it doesn't mean that the code will run on a non-intel device.

Resources