It is hard to paste all the code because I do not exactly know what is happening. My app is using a Tab Navigator as it's main navigation, and it works perfectly fine when I run it normally.
HOWEVER,
Whenever I forcefully quit it using the Android left button, it stops working when I reopen it.
Once it is re-open, I am able to swipe through all my tabs but each screen is FROZEN. I cannot click anything and the Tab Navigator does not update (it shows the initialRoute still selected).
I am very confused on what is causing the problem, my initial guess would be something to do with listeners but I really don't know which part of my app causes this. I have added the Firebase tag for this reason. I would like to try turning off all my listeners if the app is force closed, but I don't know if this is possible.
Other details:
I mostly use 'on' listeners.
Thanks.
I am making a custom keyboard. The output for the normal part of my app works fine, meaning that I can print things to the console.
Here it is working fine:
However, no debug statements from the custom keyboard target I made for IOS print to the console.
For example, here the print statement should output "Loading view" to the console since the keyboard view is showing on screen but nothing happens:
I'll provide any relevant Xcode settings if needed.
Why is the output not showing up?
In case this is still unsolved:
The keyboard runs in a different process than the main app. The debugger attaches to a single process only. In order to attach the debugger to the keyboard, create a new Scheme in Xcode (The stuff to the right of the run/stop buttons) with your keyboard extension as target and run this one instead of the main app scheme.
I didn't have have this problem before! I don't know what I've done. Created an apple watch extension to my project, and connected a few labels to the main storyboard (the main interface controller) and didn't touch the storyboard stuff for the notification and glance scenes (I've checked to add those when adding the extension)
At first, when running the simulator it would enter to the main scene. But now there's a blank notification thing that comes up with "dismiss" and another button above it. Hitting that button allows the regular scene to load.
Anyone know what's up?
You have to select your watch app as the build target, I guess you've selected your notification scene target right now.
Just select it in the top left corner of Xcode:
Could it be that the initial interface has been set to the notification? Here's how to check:
Pull down the Project menu, select Scheme, then make sure your WatchKit app is selected.
Under the Project menu (again), select Scheme, then Edit Scheme.
Select Run in the left panel, then verify that "Watch Interface" is set to "Main" (and not something like "Static Notification")
After following the steps in here, the custom keyboard section is not shown in the Settings.
One thing that I noticed, is that when setting up the project the "Embed in Application" drop down was set to None and had no other options. Also the directions said to add a Bundle display name row in my plist, but that was already there and had the project/keyboard name there.
I can run the keyboard project and it does ask for me to choose an application (I picked Safari). Then I expected to be able to go to the settings and enable my keyboard, but it is not there.
Make sure the Keyboard Extension Target->General->Deployment Target is not newer than your device's current OS version.
You can try the following option, as it helped in my case:
Select your main app target.
Select "Build Phases"
Expand "Embed App Extensions"
Make sure that checkbox for "Copy only when installing" is unchecked
Run your app and check again Settings
For me, the only thing that worked was restarting the phone.
I could run the main app target and also debug the keyboard extension in another app, however it wouldn't show up in the list at Settings -> General -> Keyboard -> Keyboards -> Add New Keyboard....
As soon as the phone was restarted, the keyboard extension showed up in the list straight away.
My guess is that adding and removing the keyboard many times has the potential to confuse iOS and result in it thinking that the keyboard had already been added (hence why it doesn't show up in the list).
it's just simply solved by adding settings bundle in application
This link may help
http://verisage.us/en/blog/2014/07/17/ios-8-custom-keyboard-swift-tutorial/
In short, you need an dummy app to deploy the keyboard.
Search "To run the custom keyboard and attach the Xcode debugger" in the following link.
You will find how to attach the process to debugger.
https://developer.apple.com/library/ios/documentation/General/Conceptual/ExtensibilityPG/Keyboard.html#//apple_ref/doc/uid/TP40014214-CH16-SW7
This is more of a general annoyance. Every time after stopping the simulator, Xcode jumps to main.m for some reason. On the left nav, it jumps to the Debug Navigator.
Is there a way to fix this?
It's annoying because I might be testing a certain line of code, and now each time, I need to make a couple of clicks just to go back to that code.
This problem is not new, seems to get worse though. At the time of writing this, I was on the GM seed, but this problem persists in XCode 4.2 final. This was not a problem in previous versions of XCode.
When we start debug from xcode, the debugger sets itself up to monitor signals from OS. When we press stop button in XCode (or hit cmd + R - which first stops existing instance running and then try to start new one, somewhat equalant to we press manually stop first and then run) SIGKILL is sent to the debugger.
Whenever the cause of interruption is from outside the app (in other words all cases where SIGKILL is sent, like stop button press) , debugger jumps to main, since main is the root of the app and the place where your app meets the OS. Debugger has no way to identify why this SIGKILL is issued (pressing stop button in xcode/ press cmd + R/ delete app from multitasking bar etc), but it treats SIGKILL as outside interrupt, and nothing related with your code. So it jumps to main.
If the cause of interruption is from inside the app (like app crash/SIGABRT) debugger handles it and jumps to the place of crash, which we normally see.
I do not consider this as an xcode bug, rather a normal way of handling SIGKILL. But if you want to stay at your code and do not want to jump to main you can do two things
You can do as Gabe suggested. As BBonified said, it is like a band-aide,
but I think it should work (personally I never tried that)
Report a bug/request for a feature here. Let me tell you you
are not the first one to do so. Already a bug has been reported. See
this and this. But I don't have much hope of a positive action from Apple
And I agree with you, it is sometimes annoying. Especially if you have experienced differently in previous XCode versions. But we can only take what they give here.
I guess it's fair to call it a bug, Xcode 3 specifically suppressed this useless artefact.
I've had success (four times and counting) with this one-liner in ~/.gdbinit:
handle SIGKILL nostop noprint nopass
Taken from this gdb manual:
http://www.delorie.com/gnu/docs/gdb/gdb_39.html
Not sure if it applies to lldb as well.
I tried what David suggested but that didn't work for me, so I tried something similar:
Open Preferences, select Behaviors tab.
Select "Run exits unexpectedly" from left column.
Select "Show debugger with current views".
I'm using Xcode version 4.2 build 4D199.
EDIT: That worked for about 15 minutes. Then it reverted to bringing up main.m in the editor again.
I had the same problem and it WAS really annoying, especially when you were in the middle of debugging, stopping/launching the app several times in a row after small modifications.
Everything is solvable through settings in Xcode user preferences:
Just go to "run completes"
There find the "Show" line and click the checkbox
On the same line modify target to go to "Current" in the dropdown menu.
There you go. Xcode will not move your editing view from now on. Enjoy.
PS: Xcode version 4.2 Build 4C199
Go to Preferences -> Behaviors. Choose "Run Completes" in the left hand side. Check the box next to "Show Tab" and enter a tab name. I use "Edit". This way whenever you stop, you will always be back at a tab called Edit.
None of the other solutions listed were suitable for me, so I made a macro (using an external hotkey utility).
(wait 0.1 second after each step)
command-period
command-1
down arrow
up arrow
command-j
enter
Use this key instead of the normal stop, and you end up with your cursor positioned where you left it. Very nice.
Xcode -> Preferences
Under Behaviors
Click on Run Starts
Checkbox for [Show] debugger with [Current Views]
...worked for me.
None of the preference adjustments seem to work for me.
I have been able to track the offending sequence of events. The SIGKILL error message will occur when you run your app and use multiple threads. For instance, when using UIWebView in my app it will abort to main.m. I verified that when UIWebView is not called, XCode can be stopped without the SIGKILL error message returning the user to main.m
It looks like there are at least two threads that get started when initializing a UIWebView.
However, any threads created by you during the running of your app will cause the SIGKILL to improperly notify XCODE to return to the main.
You can see this in the GDB that there is a switch just before SIGKILL:
[Switching to process 24957 thread 0x2103]
[Switching to process 24957 thread 0x7403]
[Switching to process 24957 thread 0x207]
Program ended with exit code: 0
It is definitely still a bug with XCODE that will hopefully be fixed.
For now, if you avoid executing code that launches a separate thread, it will not change the view back to main.m For code that does launch additional threads, I would recommend quitting the simulator to return to edit mode in XCODE.
None of these solutions worked for me and I find the behavior too intrusive to put up with.
I get round it by using the 'Assistant Editor' instead of the editor as my main editing window. You access the Assistant Editor using the tiny little bow tie button at the top right of the single window.
You can set then it to 'Manual'. Click on the button that is the far left crumb of the breadcrumb trail at the top of the Assistant Editor frame and select Manual from the pop-up menu that appears. The Manual setting allows you to select the file you're editing by clicking on the second to last crumb of the breadcrumb trail and selecting the file from the pop-up that appears.
I then just minimize the size of the main editor - or use it as a secondary editing window, useful given that you can't split the editors into multiple frames any more. Far from ideal - but that's XCode 4 for you.
This might not be much. I was able to avoid this problem 99% of the time by waiting for 2 seconds or so after stopping the app, before relaunching it.
UPDATE: After upgrading to the latest Xcode, I am prompted to use LLDB instead of GDB. The problem seems to be gone now.
I was trying to find the offending line when my code was breaking, so what I did was:
Go to where you define your breakpoints (breakpoint navigator, according to the documentation)
Click in the "+" sign in the left bottom corner of the navigation area
Click on Add Exception breakpoint
You click Done
Run your app
Xcode shows you the offending line.