I am trying to run in Xcode both the main App (which is active in background) and the WatchkitApp (which sends requests to main App through the watchkit extension). Everything works fine in standalone, but no way to make it work simultaneously.
My main concern is to understand this message when trying to attach a process: what does this mean ?
Xcode couldn't attach to "myApp"
"myApp" does not support a debuggable architecture
Thank you.
Edit:
I just read that main app in ObjectiveC and watch app in swift is a problem: https://mkswap.net/m/blog/How+to+debug+an+iOS+app+while+the+WatchKit+app+is+currently+running+in+the+simulator
It happened to me when an extension process was hanging around refusing to terminate. Find and kill it in the Activity Monitor.
Actually, I had that same error message, and I fixed it by resolving a bug that crashed my phone app on launch.
I didn't think to run just the phone in debug so I got confused too.
I'm running ObjC on the phone and Swift on the Watch App.
Related
I am working on a Xamarin Forms app pointed at iOS, this works fine in debug, and on Android. Though when we are launching in release mode the app opens and closed immediately.
Monitoring the console for the iPhone I am seeing this error:
COSMCtrl _foregroundAppActivity incoming bundle <app name> has nil supplied UUID
Would this be the potential cause? I have a lifecycle class that is async being called which populates the MainPage, but not sure if it is a background thread being fired that is causing this issue like I assume or other potential causes.
There are other errors like:
Advisor: No handle found for currently focused PID
and
Scene FBSceneManager/SceneID:<appname> update failed:
Any help or suggestions appreciated.
Resolved the issue by putting the app to SDK only linking.
Reference: https://learn.microsoft.com/en-us/xamarin/ios/deploy-test/linker?tabs=windows
I am developing an app in Flutter.
I am using the geolocator package and when I build my iOS app I get a warning.
The app launches successfully, but I am unable to get GPS information.
I did some research and it looks like the warning is displayed when using xcode14 and iOS16.
It seems that the best way to handle this is to run the app in parallel instead of running it in the main thread.
What I found is Swift code, so I would like to be able to run it in Objective-C as well.
WARNING message
This method can cause UI unresponsiveness if invoked on the main thread. Instead, consider waiting for the `-locationManagerDidChangeAuthorization:` callback and checking `authorizationStatus` first.
development environment
iOS16.2
Xcode14
geolocator7.7.1
iPhone SE2(Actual Device)
This warning did not appear when the emulator was used. The emulator is also able to acquire GPS information. All emulators are running in Android Studio.
It seems that Xcode14 is the problem.
Can you make the following code Objective-C?
It would be better to enclose it in DispatchQueue.global().async { }.
DispatchQueue.global().async {
//Process with warnings
}
reference
Main thread warning with CLLocationManager.locationServicesEnabled()
Thank you.
I am getting following error all the time in my iOS app:
objc[56232]: Class VCWeakObjectHolder is implemented in both
/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/Library/CoreSimulator/Profiles/Runtimes/iOS.simruntime/Contents/Resources/RuntimeRoot/System/Library/PrivateFrameworks/AVConference.framework/Frameworks/ViceroyTrace.framework/ViceroyTrace
(0x12fe564d0) and
/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/Library/CoreSimulator/Profiles/Runtimes/iOS.simruntime/Contents/Resources/RuntimeRoot/System/Library/PrivateFrameworks/AVConference.framework/AVConference
(0x12ef82e38). One of the two will be used. Which one is undefined.
The app itself runs fine but the debugger will not attach to the device process. The simulator does attach but the app crashes immediately after a breakpoint is hit.
I am running out of ideas on how to deal with it. Any help would be greatly appreciated.
Simulator -> Hardware -> Erase all content and Settings...Works for me.
I submitted bug #43377301 to https://bugreport.apple.com/
Debug messages should be off in Apple frameworks (Class VCWeakObjectHolder)
I'm currently fixing bugs in an old code base and I have no idea what this internal Apple "warning" means.
It shouldn't be displayed to the 3rd party developer. I'm using CoreBluetooth and Objective-C.
I am getting the following error messages when our production iOS app initializes:
[Crashlytics] Version 3.8.4 (121)
[Crashlytics] Running on iOS Simulator (iPhone), 10.3.0 (16E195)
[Crashlytics:Crash] Reporting is disabled
[Crashlytics] Crash reporting could not be initialized
[Answers] Initialized
[Fabric] Initialized with kit versions: {
"com.twitter.answers.ios" = "1.3.4";
"com.twitter.crashlytics.ios" = "3.8.4";
"io.fabric.sdk.ios" = "1.6.11";
}
Every subsequent call to log an event gets the following error:
[Crashlytics:Crash] WARNING: CLSLog has been used before (or concurrently with)
Crashlytics initialization and cannot be recorded. The message was: ...
The non-production versions of the app work fine running the exact same code but with different bundleIDs. Normally when the app initializes for the first time, then I see the app populate in the Fabric dashboard, but in this case the app is not showing up.
We have an Android and an iOS version of the app, and they both use the same bundleID, so I am wondering if there is a conflict because of that? I see the Android version of the app in the dashboard, and it seems to be working properly. This is an app that originally was a Xamarin app that compiled to both platforms, neither of which incorporated Fabric/Crashlytics. We have now written native apps on each platform, and both are using Fabric/Crashlytics.
Since this is a pre-existing app in both stores, we do not have the option of changing either app’s bundleID.
Make sure you initialize Crashlytics with Fabric before calling any Crashlytics methods:
Fabric.with([Crashlytics.self])
One step I routinely miss is to make sure you've added the build phase on your target:
"${PODS_ROOT}/Fabric/run" ${FABRIC_API_KEY} ${FABRIC_BUILD_SECRET}
and either replace ${FABRIC_API_KEY} and ${FABRIC_BUILD_SECRET} with your key and secret or add custom build settings for each.
There are apparently cases where Crashlytics does not auto-activate new apps so that they show up under your list of apps, even though everything is coded correctly and data is going to their servers. In this case, send an email to Crashlytics support (support#fabric.io) that contains a copy of the info.plist entries for the app in question and they will activate it for you. I have had to do this several times, especially with app extensions.
When I finally traced it down in my situation, the error was entirely correct, but not obvious.
I saw these errors in various testing targets where the code we tested was using a custom logging wrapper which called CLSNSLogv(), but the test didn't actually go through the AppDelegate and therefore did NOT initialize Crashlytics. After trying a few things I was convinced that it worked when executed as an app, but in our configuration it was not working under the unit test configuration.
I'll likely alter our custom wrapper to bypass CLSNSLogv() during testing anyway. The biggest benefit of using that is when crashes occur on devices, so we won't be missing anything.
I've got an AppleWatch app that is working fine in Simulator and Device, but when I call openParentApplication, it appears that the parent app is crashing immediately because I see this in the console output:
The UIApplicationDelegate in the iPhone App never called reply()...
When I try to manually launch the parent iOS app in the Simulator it crashes there too immediately. I don't have time to attach the debugger (which is already attached to the AppleWatch app) to see what is crashing it. Note that the parent app runs fine when the AppleWatch is running and I'm using a real iPhone. I can also run the app fine on the Simulator when not debugging the AppleWatch app.
I've tried resetting the Simulator, but problem persists.
I'm just not sure how to debug this. Any help is appreciated.
Start an explicit background task in handleWatchKitRequest. Otherwise, your app gets killed before it reaches reply().
Refer to this post for a code example on how to create a background task.
In turns out that after commenting out all code in the parent app's didFinishLaunching and stripping almost all code out of the watch extension, the problem was indeed at a lower level.
The Simulator has a
Debug | Open System Log...
menu option that showed the crash logs, which contained:
Dyld Error Message: Library not loaded:
#rpath/MyCore.framework/MyCore Referenced from:
/Users/me/Library/Developer/CoreSimulator/Devices/A2061705-DDDF-477C-9AAA-E50GG43A6350/data/Containers/Bundle/Application/DEB7FB25-8233-4B9F-8DAB-9FF8AE42BF33/MyApp.app/MyApp
Reason: no suitable image found. Did find:
/Users/me/Library/Developer/CoreSimulator/Devices/A2061705-DDDF-477C-9AAA-E50FF43A6350/data/Containers/Bundle/Application/DEB7FB25-8553-4B9F-8DAB-9FF8AE95BF33/MyApp.app/Frameworks/MyCore.framework/MyCore:
mach-o, but wrong architecture
My Swift app has a few dependent Swift projects that are used by the app and extension. Getting the Swift frameworks to link has been a major pain. I've included the dependent frameworks (compiled in the same workspace) as embedded binaries. This works when running on the device, or on the Simulator, but not when running in this hybrid watch app + parent app Simulator context.
I changed the embedded binary references to point to the frameworks under ...DerivedData...Debug-iphonesimulator, as opposed to ...DerivedData...Debug-iphoneos, and the problem went away.
Still hoping the Swift framework story will improve.
Are you seeing an actual crash? That message has appeared for me plenty of times without the host app crashing.
99% of the time, that error appears because developers aren't opening a background task to complete their work in handleWatchKitRequest. Without the background task, the OS kills your app in the background before it has a chance to reply.