I've been running Xcode with no issues, and all of a sudden playground sticks on Running Second, as seen in the image. Occasionally Xcode "stops" responding upon the launch of the project.
This takes forever and it's very hard to get a project going due to the time it takes to get start. Any ideas? I've spent hours trying to figure things out. I'm running Xcode 7 with Swift 2.0
It's a beta version of Xcode. The syntax checker crashed a lot on both Yosemite and El Capitan, for both beta 1 and 2. Compiler sometimes works, sometimes don't, and code works in Xcode 6 might not work correctly in Xcode 7 beta.
In the past, when Swift 1.0 beta just out, there were lots of issues like this, and some of them didn't get fixed till 1.2.
If this happens everytime, consider file a bug report to Apple so they could look into it. (I do!) Or you can provide some code you were testing so we can all have a look.
Related
Our app was building fine till Xcode 12 beta 2. But since beta 3 all the Xcode version just crashes whenever I try to build the project. Not able to build for simulator as well as devices. I saw similar issue discussed on swift forum where, recommended setting is to remove valid_arch. I tried that solution, but it doesn't work for me.
Spent more than 2 weeks behind this. It will great help if anyone can help here.
I'm trying to build and run the iOS app with Xcode7 and iOS10 iPhone5s. It builds succeeds, but it crashes when launching. It has no problem when running with iOS9 or earlier. Please help me to detect what makes my app crush when iOS10.
what I tried:
set breakpoint in AppDelegate.
the program goes to init() methods, but it doesn't reach application:willFinishLaunchingWithOptions:launchOptions or application:didFinishLaunchingWithOptions:launchOptions. I have no idea about which methods the program goes to after init().
use Instrument
It's wired that it succeeds to launch the app when using Instrument, so I can't detect which process leak memory with Instrument.
checking CPU
What I haven't tried:
delete one pod and build for every pod:
it takes much time, that's why I haven't tried.
I think I have same problem. Though I'm using xcode 8.0 that contains iOS 10 sdk. I don't think you can build iOS 10 devices from xcode 7, I could be wrong though.
You could try downloading xcode 8
https://developer.apple.com/download/
also quick fix might be changing deployment target higher if it's really small like 6 or 7.
I hope this fix your problem. It's frustrating since the crash seems to happen before application code actually is started to process.
I finally found the solution for now.
If I run the project with simulator with iOS10, Class PLBuildVersion is implemented in both...
Then I found the solution here: https://stackoverflow.com/a/39532396/5341236
I'm experiencing a similar issue as was posted previously in:
WatchKit Simulator Won't Load App
My WatchApp seems to be loading okay (I'm watching step by step w/ NSLog), but the spinner (sometimes) never stops and the Watch interface (sometimes) never appears in the Simulator, i.e.:
I've tried some of the workarounds posted at the above URL (and I apologize for not being able to directly add my comments there) and they seem to work some of the time.
But I'm looking for confirmation that this is a bug in the XCode 6.4 Simulator code or perhaps an incompatibility with my older hardware? (I'm running latest version Yosemite & XCode but on an older mid 2009 Macbook Pro).
It just seems un-Apple like for a development environment to be this buggy. I keep thinking it's gotta be my code and not Apple's XCode Simulator?
Anyone else still encountering these kind of "spinner and not displaying Watch screen" in the Simulator?
Thank you for any input, the previously suggested workarounds seem to help some of the time but having to go thru that many steps with each compile & run cycle is making rapid iterative Watch development in the Simulator extremely frustrating.
I had Xcode v6.0 - v6.1 . I'm not sure which one. What I can remember is, it does not support iOS 8.2
The problem is that my team and I release a game app for beta testing ( test flight pre-release , on iTunes connect ) . Every user that got iOS 8.2 crashes at the very beginning when they open up this game app.
After, I upgrade my Xcode to v6.2 which support iOS 8.2. It solve the problem. But still my team and I are not 100% sure if this will solve the problem long term.
My game app framework:
- Cocos2d-x v2.2.6
My question is that:
1.) Is Xcode version the reason it crashes at the first place?
2.) If so, do I need to update my app and my Xcode every time Apple releases new version of iOS?
Thankyou. :)
You need to investigate exactly what is happening, for example by connecting a device running 8.2 to a development machine and debugging. It is most likely that you have some bug in your code that can strike at any time due to random differences of the environment; for example uninitialised memory will have random values that can be different depending on the OS and will sometimes crash and sometimes not. It is quite possible to have a bug that has nothing to do with OS or Xcode version at all that behaves like this. And that bug can reappear at any time.
Correctly written code will work on all future OS versions without problems. With emphasis on "correctly written".
I've been using XCode 6.0.1 for a while now on a large-ish Swift project for iOS, and was wondering whether anyone else is experiencing these symptoms:
Sometimes it gets to the point that the spinner comes up on EVERY keystroke, and I have to wait 10 second before the next character appears in the editor.
Auto-complete takes up to a minute to auto-complete.
"Jump to Definition" takes up to 30 seconds to complete. Sometimes I've forgotten I asked for it, searched by text to find what I wanted, gone back to where I started from and then "Jump to Definition" kicks in.
I'm part of a development group of 3, and all three of us are experiencing the same behavior.
Yeah, I had this problem - this is a duplicate of this:
XCode 6 GM: Constantly freezing / locking while editing Swift code
I filed bug #18316444 and their response was:
Engineering has provided the following information:
We believe this issue has been addressed in the latest Xcode 6.1 beta.
This pre-release version of the Xcode 6.1 developer tools is required
when developing for OS X Yosemite, and includes the Swift programming
language. Xcode 6.1 beta runs on OS X Mavericks and OS X Yosemite
Developer Preview.
Please test with this release, and update your bug report with the
results.
Xcode 6.1 beta - Build 6A1042b
https://developer.apple.com/xcode/downloads/
Please let us know if that resolves the issue for you by updating your
bug report.
I don't know if this will help or frustrate you, but the problem eventually went away for me. What I did end up doing though was having an open terminal ready will killall primed for SourceKit. I wish I knew what changed, it just did. One thing to check though, on early versions of XCode 6, I kept running out of pty terminals - it would leak, run out, and then SourceKit would "jam up". I had to up it to 512, I think (whatever the default was, I ended up doubling twice). I can't remember if that also worked around this issue, or if it was unaffected.
If you remain afflicted, you might consider editing with 6.1 and doing final builds on 6.0.x.