0_ os_lock_corruption_abort in NSURLProtocol - ios

I've built a custom NSURLProtocol which is used by a WebView whilst it browses. But at seemingly random times (between a 20 seconds or a few minutes into browsing) I am getting an EXC_BREAKPOINT and the app stops running in my NSURLProtocol.
The relevant part of my NSURLProtocol is below, it's the last line which is showing the EXC_BREAKPOINT
self.mutableData = NSMutableData(data: data!)
self.response = response
self.client?.URLProtocol(self, didReceiveResponse: response!, cacheStoragePolicy: NSURLCacheStoragePolicy.Allowed)
self.client?.URLProtocol(self, didLoadData: data!)
self.client?.URLProtocolDidFinishLoading(self)
The Xcode error is visible below:
I'm totally bamboozled on this one. Does anyone have an idea what might be causing this, and how to fix it?
Thank you!
Sam

There's not enough context for me to fully understand the code here, much less guess what's wrong, but basically what's happening is that there's a lock (mutex) that has been deallocated, but is still being used somewhere down in the NSURL* stack.
This probably points to something not getting retained properly, but it is anybody's guess what or where. It might even be that your protocol is not getting retained properly, in which case you might be able to fix it by assigning your protocol object to a property on itself until after you call your last delegate method, then nulling it out.
With that said, there's reason to believe that this is a bug in the OS itself, so while you try to work around it, you should also file a bug. It will get duped to the other dozen or so bugs from other people who have asked this same question both here and on the Apple developer forums. :-)

Related

AVPlayer removing observer crash in Swift 2.2

I have a video app that I built a while back in Swift 1 and I've been trying to migrate to Swift 2.2. It all (finally) works apart from a weird crash to do with observers.
func removeObservers()
{
print("REMOVING OBSERVERS")
if ( !self.is_image && self.player != nil ) {
if (self.player?.observationInfo != nil) {
self.player?.removeObserver(self, forKeyPath: "currentItem.status")
self.player?.removeObserver(self, forKeyPath: "readyForDisplay")
}
}
NSNotificationCenter.defaultCenter().removeObserver(self)
}
This worked previously using SwiftTryCatch but with the lines in place crashes with "'Cannot remove an observer for the key path "readyForDisplay" from because it is not registered as an observer.'" OR with that an observer is registered on a deallocated object if I comment it out.
If I add a do { } catch {} to it I get an error that "this does not throw" and it just crashes the same. How do I go about putting this in some form of try-catch format?
In Swift 2, the libs got annoyingly strict about errors that are truly unexpected (which throw) versus errors that the programmer could have prevented (which do not throw, but just crash your app).
(I’m not a fan of this distinction, or at least not of all the specific decisions Apple made about which errors fall in which category. The JSON API verges on the nonsensical in this department. But…we work with the API we’ve got.)
The NSKeyValueObserving docs say:
It is an error to call removeObserver:forKeyPath: if the object has not been registered as an observer.
“It is an error” is Apple code for “you are responsible for never doing this, and if you do, your app will crash in an uncatchable way.”
In these situations, there is usually an API call you can make to check the validity of the thing you’re about to do. However, AFAIK, there’s no KVO API call you can make to ask, “Is X observing key path Y of object Z?” That means you have three options:
Figure out why you’re trying to remove an observer from something you’re not observing, and prevent that using your program’s own internal logic.
Keep a weak instance var for “player I’m observing,” and check that for a match before attempting to remove the observer.
Add self as an observer before removing it. (I’m pretty sure that a redundant add is OK.)
Since you are making a call removeObserver(self) at the end of the method, why cant you uncomment above code? Because removeObserver(self) removes all the observers if registered any. I hope this solves your issue.
NSNotificationCenter.defaultCenter().removeObserver(self)
status is a property of either AVPlayer or AVPlayerItem.
readyForDisplay is a property of AVPlayerLayer

GameCenter: "The connection to service named com.apple.gamed was interrupted"

I get this error message
The connection to service named com.apple.gamed was interrupted, but
the message was sent over an additional proxy and therefore this proxy
has become invalid.
sometimes when calling
loadMatchesWithCompletionHandler:^(NSArray *matches, NSError *error)
What does it mean?
I'm on iOS 9.3.2
This is the worst possible answer, but it's my own experience with loading matches, I'm sorry to say: sometimes it works, sometimes it doesn't. I've received this error message before, and then had it go away after no code changes at all. Just try again.
Ok now I have more findings. Forget my comment to the other answer.
In my case I got the message when I did not use the #escaping keyword on a closure parameter of a function (using Swift 3 where closures are by default non-escaping). This function was called with a closure that did not refer to self (because it was not needed). However, that function called another function, forwarding the closure.
So in the end my closure ended up without a reference.
I recommend you keep a copy of your block that you use as an argument to loadMatchesWithCompletionHandler. This way the block is not released prematurely.
This also explains why the error occurs just sometimes and not always. It's typical for memory release issues.

CloudKit method call hung up

When app starts some preliminary process take place. Sometimes it is done quickly in some second, and sometimes It does not end, but without any error it hung up.
I.e. at launch client always fetch the last serverChangedToken. and sometimes it just hung up it does not complete. I am talking about production environment, developer works well. So this route get called, but some times it does not finishes. Any idea why? I do not get any error, timeout.
let fnco = CKFetchNotificationChangesOperation(previousServerChangeToken: nil)
fnco.fetchNotificationChangesCompletionBlock = {newServerChangeToken, error in
if error == nil {
serverChangeToken = newServerChangeToken
dispatch_sync(dispatch_get_main_queue(), {
(colorCodesInUtility.subviews[10] ).hidden = false
})
} else {
Utility.writeMessageToLog("error 4559: \(error!.localizedDescription)")
}
dispatch_semaphore_signal(sema)
}
defaultContainer.addOperation(fnco)
dispatch_semaphore_wait(sema, DISPATCH_TIME_FOREVER)
I know it is not recommended to use semaphores to control flow of the CloudKit method calls.
Do you think the last two line can be swapped? First dispatch_semaphore_wait and then addOperation be called?
Strange that app worked for iOS 8, this bug arise only in iOS 9.
Adding the following line of code will probably solve your problem:
queryOperation.qualityOfService = .UserInteractive
In iOS 9 Apple changed the behavior of that setting. Especially when using cellular data you could get the behaviour you described.
The documentation states for the .qualityOfService this:
The default value of this property is NSOperationQualityOfServiceBackground and you should leave that value in place whenever possible.
In my opinion this is more a CloudKit bug than a changed feature. More people have the same issue. I did already report it at https://bugreport.apple.com

How to fix "NSURLErrorDomain error code -999" in iOS

I've been trying to use Corona SDK's Facebook API to post the score on the game I'm developing on facebook. However, I'm having a problem with it. During the first time I try to post to facebook, I get this error after login and user authentication:
NSURLErrorDomain error code -999
Then, it won't post on facebook. What are possible causes of this error and how can I address it?
By the way, I am not using webview on my app. Just the widget api and a show_dialog listener in my Facebook class.
The error has been documented on the Mac Developer Library(iOS docs)
The concerned segment from the documentation will be:
URL Loading System Error Codes
These values are returned as the error code property of an NSError
object with the domain “NSURLErrorDomain”.
enum
{
NSURLErrorUnknown = -1,
NSURLErrorCancelled = -999,
NSURLErrorBadURL = -1000,
NSURLErrorTimedOut = -1001,
As you can see; -999 is caused by ErrorCancelled. This means: another request is made before the previous request is completed.
Just wanted to add here, when receiving a -999 "cancelled" the problem usually is one of two things:
You're executing the exact same request again.
You're maintaining a weak reference to your manager object that gets deallocated prematurely. (Create strong reference)
hjpotter92 is absolutely right, I just want to provide solution for my case. Hopefully it is useful for you as well. Here is my situation:
On log in page > press log in > pop up loading dialog > call log in service > dismiss dialog > push another screen > call another service --> cause error -999
To fix it, I put a delay between dismissing dialog and pushing new screen:
[indicatorAlert dismissWithClickedButtonIndex:0 animated:YES];
dispatch_after(dispatch_time(DISPATCH_TIME_NOW, 0.01 * NSEC_PER_SEC), dispatch_get_main_queue(), ^{
[self performSegueWithIdentifier:#"HomeSegue" sender:nil];
});
It is strange that this issue happens on iOS 7 only.
I have faced the same error with Alamofire and it was because the certificate pinning.
The certificate wasn't valid anymore, so I had to remove it and add the new one.
Hope it helps.
In addition to what Ramon wrote, there is a third possible reason when receiving a NSURLErrorDomain -999 cancelled:
You cancelled the task while it was executing either by calling .cancel() on the datatask object or because you used .invalidateAndCancel() on the session object. If you are creating a custom session with a delegate, you should call .invalidateAndCancel() or .finishTasksAndInvalidate() to resolve the strong reference between the session and its delegate, as mentioned in the Apple Developer Documentation:
The session object keeps a strong reference to the delegate until your app exits or explicitly invalidates the session. If you don’t invalidate the session, your app leaks memory until it exits.
If you are wondering about this logging behaviour, I found the following explanation in the Apple Developer forums:
By way of explanation, back in iOS 10 we introduced a new logging system-wide logging architecture (watch WWDC 2016 Session 721 Unified Logging and Activity Tracing for the details) and lots of subsystem, including CFNetwork, are in the process of moving over to that. Until that move is fully finished you’re going to encounter some weird edge cases like this one.
I didn't use Corona SDK's Facebook API but I encountered this problem when using Alamofire, the secondRequest always cancel in execution with the error -999, according to the posts I found on internet, the reason is that session property is deinit before completion of async work since it is out of the scope, I finally solved this problem by deinit the session property manually so the compiler won't deinit it at wrong position:
class SessionManager {
var session:SessionManager?
init() {
self.session = SessionManager(configuration:URLSessionConfiguration.ephemeral)
}
private func firstRequest() {
guard let session = self.session else {return}
session.request(request_url).responseData {response in
if let data=response.data {
self.secondRequest()
}
}
private func secondRequest() {
guard let session = self.session else {return}
session.request(request_url).responseData {response in
if let data=response.data {
self.secondRequest()
}
//session will no longer be needed, deinit it
self.session = nil
}
}
Our company's app has many -999 error in iOS. I have searched around, find the reason has two, like the network task has been dealloc or the certificate isn't valid. But I have checked our code, these two aren't possible. I am using Alamofire
which is using URLSession. Luckily, our company's android app's network is normal. So we check the difference. We found the http request from iOS is Http2.0, while android is Http1.1. So we force the backend http support version down to http1.1, then -999 error count descends!!!
I think there maybe some bug in Apple's URLSession. Check the link New NSURLSession for every DataTask overkill? for some detail thoughts
Please check If you call cancel() on URLSessionDataTask to fix
NSURLErrorDomain Code=-999 "cancelled"
I was getting this error in iOS specific version of Xamarin app. Not sure the underlying cause, but in my case was able to work around it by using post method instead of get for anything passing the server context in the request body -- which makes more sense anyway. Android / Windows / the service all handle the GET with content, but in iOS app will become partially unresponsive then spit out the 999 NSUrlErrorDomain stuff in the log. Hopefully, that helps someone else running into this. I assume the net code is getting stuck in a loop, but could not see the code in question.
For my Cordova project (or similar), turns out it was a plugin issue. Make sure you're not missing any plugins and make sure they're installed properly without issue.
Easiest way to verify this is simply to start fresh by recreating the Cordova project (cordova create <path>) along with the required platforms (cordova platform add <platform name>) and add each plugin with the verbose flag (--verbose) so that you can see if anything went wrong in the console log while the plugin is being downloaded, added to project and installed for each platform (cordova plugin add cordova-plugin-device --verbose)
Recap:
cordova create <path>
cordova platform add <platform name>
cordova plugin add cordova-plugin-device --verbose
For my case, I used an upload task post that did not need body contents:
// The `from: nil` induces error "cancelled" code -999
let task = session.uploadTask(with: urlRequest, from: nil, completionHandler: handler)
The fix is to use zero byte data instead of nil,
let task = session.uploadTask(with: urlRequest, from: Data(), completionHandler: handler)
The framework documentation doesn't specify why the from bodyData is an optional type, or what happens when it is nil.
We solved this problem by reloading the web view when it failed loading.
extension WebViewController: WKNavigationDelegate {
func webView(_ webView: WKWebView, didFail navigation: WKNavigation!, withError error: Error) {
webView.reload()
}
}

EXC_BAD_ACCESS signal received

When deploying the application to the device, the program will quit after a few cycles with the following error:
Program received signal: "EXC_BAD_ACCESS".
The program runs without any issue on the iPhone simulator, it will also debug and run as long as I step through the instructions one at a time. As soon as I let it run again, I will hit the EXC_BAD_ACCESS signal.
In this particular case, it happened to be an error in the accelerometer code. It would not execute within the simulator, which is why it did not throw any errors. However, it would execute once deployed to the device.
Most of the answers to this question deal with the general EXC_BAD_ACCESS error, so I will leave this open as a catch-all for the dreaded Bad Access error.
EXC_BAD_ACCESS is typically thrown as the result of an illegal memory access. You can find more information in the answers below.
Have you encountered the EXC_BAD_ACCESS signal before, and how did you deal with it?
From your description I suspect the most likely explanation is that you have some error in your memory management. You said you've been working on iPhone development for a few weeks, but not whether you are experienced with Objective C in general. If you've come from another background it can take a little while before you really internalise the memory management rules - unless you make a big point of it.
Remember, anything you get from an allocation function (usually the static alloc method, but there are a few others), or a copy method, you own the memory too and must release it when you are done.
But if you get something back from just about anything else including factory methods (e.g. [NSString stringWithFormat]) then you'll have an autorelease reference, which means it could be released at some time in the future by other code - so it is vital that if you need to keep it around beyond the immediate function that you retain it. If you don't, the memory may remain allocated while you are using it, or be released but coincidentally still valid, during your emulator testing, but is more likely to be released and show up as bad access errors when running on the device.
The best way to track these things down, and a good idea anyway (even if there are no apparent problems) is to run the app in the Instruments tool, especially with the Leaks option.
A major cause of EXC_BAD_ACCESS is from trying to access released objects.
To find out how to troubleshoot this, read this document:
DebuggingAutoReleasePool
Even if you don't think you are "releasing auto-released objects", this will apply to you.
This method works extremely well. I use it all the time with great success!!
In summary, this explains how to use Cocoa's NSZombie debugging class and the command line "malloc_history" tool to find exactly what released object has been accessed in your code.
Sidenote:
Running Instruments and checking for leaks will not help troubleshoot EXC_BAD_ACCESS. I'm pretty sure memory leaks have nothing to do with EXC_BAD_ACCESS. The definition of a leak is an object that you no longer have access to, and you therefore cannot call it.
UPDATE:
I now use Instruments to debug Leaks. From Xcode 4.2, choose Product->Profile and when Instruments launches, choose "Zombies".
An EXC_BAD_ACCESS signal is the result of passing an invalid pointer to a system call. I got one just earlier today with a test program on OS X - I was passing an uninitialized variable to pthread_join(), which was due to an earlier typo.
I'm not familiar with iPhone development, but you should double-check all your buffer pointers that you're passing to system calls. Crank up your compiler's warning level all the way (with gcc, use the -Wall and -Wextra options). Enable as many diagnostics on the simulator/debugger as possible.
In my experience, this is generally caused by an illegal memory access. Check all pointers, especially object pointers, to make sure they're initialized. Make sure your MainWindow.xib file, if you're using one, is set up properly, with all the necessary connections.
If none of that on-paper checking turns anything up, and it doesn't happen when single-stepping, try to locate the error with NSLog() statements: sprinkle your code with them, moving them around until you isolate the line that's causing the error. Then set a breakpoint on that line and run your program. When you hit the breakpoint, examine all the variables, and the objects in them, to see if anything doesn't look like you expect.I'd especially keep an eye out for variables whose object class is something you didn't expect. If a variable is supposed to contain a UIWindow but it has an NSNotification in it instead, the same underlying code error could be manifesting itself in a different way when the debugger isn't in operation.
I just spent a couple hours tracking an EXC_BAD_ACCESS and found NSZombies and other env vars didn't seem to tell me anything.
For me, it was a stupid NSLog statement with format specifiers but no args passed.
NSLog(#"Some silly log message %#-%#");
Fixed by
NSLog(#"Some silly log message %#-%#", someObj1, someObj2);
The 2010 WWDC videos are available to any participants in the apple developer program.
There's a great video: "Session 311 - Advanced Memory Analysis with Instruments" that shows some examples of using zombies in instruments and debugging other memory problems.
For a link to the login page click HERE.
Not a complete answer, but one specific situation where I've received this is when trying to access an object that 'died' because I tried to use autorelease:
netObjectDefinedInMyHeader = [[[MyNetObject alloc] init] autorelease];
So for example, I was actually passing this as an object to 'notify' (registered it as a listener, observer, whatever idiom you like) but it had already died once the notification was sent and I'd get the EXC_BAD_ACCESS. Changing it to [[MyNetObject alloc] init] and releasing it later as appropriate solved the error.
Another reason this may happen is for example if you pass in an object and try to store it:
myObjectDefinedInHeader = aParameterObjectPassedIn;
Later when trying to access myObjectDefinedInHeader you may get into trouble. Using:
myObjectDefinedInHeader = [aParameterObjectPassedIn retain];
may be what you need. Of course these are just a couple of examples of what I've ran into and there are other reasons, but these can prove elusive so I mention them. Good luck!
I find it useful to set a breakpoint on objc_exception_throw. That way the debugger should break when you get the EXC_BAD_ACCESS.
Instructions can be found here DebuggingTechniques
Just to add another situation where this can happen:
I had the code:
NSMutableString *string;
[string appendWithFormat:#"foo"];
Obviously I had forgotten to allocate memory for the string:
NSMutableString *string = [[NSMutableString alloc] init];
[string appendWithFormat:#"foo"];
fixes the problem.
Another method for catching EXC_BAD_ACCESS exceptions before they happen is the static analyzer, in XCode 4+.
Run the static analyzer with Product > Analyze (shift+cmd+B).
Clicking on any messages generated by the analyzer will overlay a diagram on your source showing the sequence of retains/releases of the offending object.
Use the simple rule of "if you didn't allocate it or retain it, don't release it".
Run the application and after it fails (Should display "Interrupted" rather than "EXC_BAD_ACCESS"... Check the Console (Run > Console)... There should be a message there now telling what object it was trying to access.
I've been debuging, and refactoring code to solve this error for the last four hours. A post above led me to see the problem:
Property before:
startPoint = [[DataPoint alloc] init] ;
startPoint= [DataPointList objectAtIndex: 0];
.
.
.
x = startPoint.x - 10; // EXC_BAD_ACCESS
Property after:
startPoint = [[DataPoint alloc] init] ;
startPoint = [[DataPointList objectAtIndex: 0] retain];
Goodbye EXC_BAD_ACCESS
Hope you're releasing the 'string' when you're done!
I forgot to return self in an init-Method... ;)
This is an excellent thread. Here's my experience: I messed up with the retain/assign keyword on a property declaration. I said:
#property (nonatomic, assign) IBOutlet UISegmentedControl *choicesControl;
#property (nonatomic, assign) IBOutlet UISwitch *africaSwitch;
#property (nonatomic, assign) IBOutlet UISwitch *asiaSwitch;
where I should have said
#property (nonatomic, retain) IBOutlet UISegmentedControl *choicesControl;
#property (nonatomic, retain) IBOutlet UISwitch *africaSwitch;
#property (nonatomic, retain) IBOutlet UISwitch *asiaSwitch;
I encountered EXC_BAD_ACCESS on the iPhone only while trying to execute a C method that included a big array. The simulator was able to give me enough memory to run the code, but not the device (the array was a million characters, so it was a tad excessive!).
The EXC_BAD_ACCESS occurred just after entry point of the method, and had me confused for quite a while because it was nowhere near the array declaration.
Perhaps someone else might benefit from my couple of hours of hair-pulling.
Forgot to take out a non-alloc'd pointer from dealloc. I was getting the exc_bad_access on my rootView of a UINavigationController, but only sometimes. I assumed the problem was in the rootView because it was crashing halfway through its viewDidAppear{}. It turned out to only happen after I popped the view with the bad dealloc{} release, and that was it!
"EXC_BAD_ACCESS" [Switching to process 330] No memory available to program now: unsafe to call malloc
I thought it was a problem where I was trying to alloc... not where I was trying to release a non-alloc, D'oh!
How i deal with EXC_BAD_ACCESS
Sometimes i feel that when a EXC_BAD_ACCESS error is thrown xcode will show the error in the main.m class giving no extra information of where the crash happens(Sometimes).
In those times we can set a Exceptional Breakpoint in Xcode so that when exception is caught a breakpoint will be placed and will directly intimate the user that crash has happened in that line
NSAssert() calls to validate method parameters is pretty handy for tracking down and avoiding passing nils as well.
I just had this problem. For me the reason was deleting a CoreData managed object ans trying to read it afterwards from another place.
I've been debuging, and refactoring code to solve this error for the last four hours. A post above led me to see the problem:
Property before:
startPoint = [[DataPoint alloc] init] ;
startPoint= [DataPointList objectAtIndex: 0];
x = startPoint.x - 10; // EXC_BAD_ACCESS
Property after:
startPoint = [[DataPoint alloc] init] ;
startPoint = [[DataPointList objectAtIndex: 0] retain];
Goodbye EXC_BAD_ACCESS
Thank you so much for your answer. I've been struggling with this problem all day. You're awesome!
Just to add
Lynda.com has a fantastic DVD called
iPhone SDK Essential Training
and Chapter 6, Lesson 3 is all about EXEC_BAD_ACCESS and working with Zombies.
It was great for me to understand, not just the error code but how can I use Zombies to get more info on the released object.
To check what the error might be
Use NSZombieEnabled.
To activate the NSZombieEnabled facility in your application:
Choose Project > Edit Active Executable to open the executable Info window.
Click Arguments.
Click the add (+) button in the “Variables to be set in the environment” section.
Enter NSZombieEnabled in the Name column and YES in the Value column.
Make sure that the checkmark for the NSZombieEnabled entry is selected.
I found this answer on iPhoneSDK
I realize this was asked some time ago, but after reading this thread, I found the solution for XCode 4.2:
Product -> Edit Scheme -> Diagnostics Tab -> Enable Zombie Objects
Helped me find a message being sent to a deallocated object.
When you have infinite recursion, I think you can also have this error. This was a case for me.
Even another possibility: using blocks in queues, it might easily happen that you try to access an object in another queue, that has already been de-allocated at this time. Typically when you try to send something to the GUI.
If your exception breakpoint is being set at a strange place, then this might be the cause.
I got it because I wasn't using[self performSegueWithIdentifier:sender:] and -(void) prepareForSegue:(UIstoryboardSegue *) right
Don't forget the # symbol when creating strings, treating C-strings as NSStrings will cause EXC_BAD_ACCESS.
Use this:
#"Some String"
Rather than this:
"Some String"
PS - typically when populating contents of an array with lots of records.
XCode 4 and above, it has been made really simple with Instruments. Just run Zombies in Instruments. This tutorial explains it well: debugging exc_bad_access error xcode instruments

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