Using Breakpoints giving EXC_BAD_ACESSS in XCODE - ios

Its been 5-6 months am working on XCODE. I am facing this problem for the first time.
Break point is best for me while debugging.
But today I faced a problem, where ever I use breakpoint, first line just after the break point is generating
Thread 1: EXC_BAD_ACCESS(code=1,address=0X0)
, I have added the screen-Shot for the same.
Due to this problem, am not able to debug my code. Please Help. Thanks in advance
I really don't know why its showing so.

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Xcode 6.1 running on Mavericks Code Completion is broken

I have tried deleting my derived data and restarting Xcode, and it works for a few seconds, until the Indexing is complete and then it's broken again.
Does anyone have any recommendations on how to fix this?
I searched in the apple developer forums and there are a lot of other users having the same issue. They say to go back to a previous version of Xcode 6 but I don't know where to find one, so any advice on that would be much appreciated as well.
I never realized how much I rely on Code Completion, I am pretty much stuck until I get this fixed.
PLEASE HELP!
This issue was resolved by upgrading to Xcode6.1.1

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 :)

Runtime Error -- Thread 1: Signal SIGABRT -- No Console Output

First off, I realize there are a thousand questions with this subject, but I looked through many of them and could not find a solution.
I'm working on a simple tutorial from developer.apple.com. I have followed it step by step.
When I run the project, it compiles fine, but about 1 out of every 3 or 4 times the following happens:
As you can see I get no output in the console so I'm at a loss (99% of the other posts on this subject come with some sort of meaningful output). This EXACT same this was happening on the previous tutorial I worked on. I fixed it by deleting all localization files and turning off localization. Localization is not enabled on this project.
The connections for the IBOutlets are all fine. I tried adding an exception breakpoint, it doesn't trip.
I can post more information (source code, threads, etc), but I wanted to get a general feel as to whether or not it would even be valuable for the experts. The fact that there is no output might make it obvious. Let me know.
Thanks for your time.
As pointed out by Evan Mulawski and CodaFi in comments, this is a known bug:
Are you using OS X 10.8.4? If so, there is a bug in that update that affects the simulator. Use Edit Scheme and switch the debugger from LLDB to GDB.
http://www.tuaw.com/2013/06/05/devjuice-10-8-4-and-the-ios-simulator/

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.

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