win-ios-install.exe crashes instantly in the trigger.io build process - trigger.io

I've got a problem with the win-ios-install.exe used to install the trigger.io build on to the iOS device from Windows (which would be really useful). During the build or if run straight from command prompt it goes down instantly with:-
"win-ios-install.exe has stopped working"
Faulting application name: win-ios-install.exe, version: 0.0.0.0, time stamp: 0x4fbe652b
Faulting module name: ntdll.dll, version: 6.3.9600.16408, time stamp: 0x523d45fa
Exception code: 0xc0000005
Fault offset: 0x0004373d
Faulting process ID: 0x1fd4
Faulting application start time: 0x01cf1368945236b1
Faulting application path: C:\projects\wbprj\trigger\.lib\win-ios-install.exe
Faulting module path: C:\WINDOWS\SYSTEM32\ntdll.dll
Report ID: d206997e-7f5b-11e3-bea7-a4badbfc4d4a
Faulting package full name:
Faulting package-relative application ID:
Sometimes it will also popup a dialog box with a red cross and no title/message, just the OK button.
All other build steps are successful, and it happens with or without the device plugged in (tried ios6 and ios7 ipads).
I've tried to see if it's dependencies, but Dependency Walker just reports that it couldn't read the imports table and shows nothing.
I've tried compatability modes from xp/vista/win7, still same. Checked permissions in the folder, all OK. Stopped all other possible interfering services, including itunes helper, ensured UAC off, stopped windows defender, all still same crash.
A bit stumped now, so any help much appeciated. Windows 8.1 Pro 64-bit, Visual Studio 2010/2012/2013, latest iTunes also installed.

I have exactly the same problem.
This happen under Windows 8.
I had to go back to Windows 7 to have everything work good. (i was about to leave Windows 8 so it's not a problem for me).
But it could be a reason for me to leave trigger.io because my next PC will be Windows 8.

Related

Xcode will run the Unity app on device, but when I run the built app, the black screen will appear

environment:
Develop OS:macOS Catalina 10.15.5
Xcode:11.5
Device OS: iPhone 7 Plus (iOS 13.5.1)
Unity : 2019.3.9f
I built the iOS app with Unity.
When I play on the Running on device on Xcode, the app works normally.
However, when I turn off the Xcode and turn on the built app, the black screen comes out and stops.
If I run it on the simulator to check the log, the following log occurs.
Could not find and/or execute program specified by service: 86: Bad CPU type in executable: /Users/develop/Library/Developer/CoreSimulator/Devices/31985C61-CACF-40D6-8A48-A2BA2BAF0DDD/data/Containers/Bundle/Application/EC20344C-A067-4379-A9EA-CE0E42F3C106/make.app/make
Service setup event to handle failure and will not launch until it fires.
Service exited with abnormal code: 78
But when I play on the Running on device on Xcode, I can't understand the app running normally.
I tried the Unity version 2018 to figure out the problem, but it works well. However, when I upgraded the Unity version to 2019, the above problem occurs.
I want to know the causes and solutions of these problems in Unity 2019.
On Xcode
Go to Unity-iPhone - Build Phases - Link Binary with Libraries build section
Add UnityFramework.framework
This happens on Unity 2019/2020

System Restart Upon Building in Xcode 11

I'm a beginner Swift developer and this is my first question in Stack Overflow. I've been working on an iOS SpriteKit game in Swift 5, Xcode 11 (updated from Xcode 10.3 as of a week ago). Aside increasing build times over the past few months, everything has been running smoothly.
About a week ago, running my application on any device or simulator began crashing my computer, forcing a restart with a large '!' icon in the background behind text explaining "There was an issue", with a normal startup and login process following. I would receive a dialog explaining "MacBook Pro experienced an issue and had to restart" and I was offered to report the crash to Apple (which I did).
This first occurred when I tried to archive a version of my app. I did research and found that deleting the DerivedData folder from User/Library/Developer/Xcode and the xcuserdata folder from both the project file and the workspace file contents prevented the crash after cleaning the build folder.
Then the same issue arose when I attempted to run my application on my iPhone 8. This time, performing the steps above solved nothing. This time, I analyzed the program instead of running it, which worked. Then, after a day, analyzing caused the system restart. So did a ton of other methods I tried. Up until now, all of the following actions result in a system restart after about 3-5 minutes of starting:
Building and running
Archiving
Analyzing
Building for Testing
In addition, I've tried the above methods after deleting said folders and cleaning the build folder. I've also tried them on the simulators, physical devices, and the Generic iOS Device. Nothing seems to be working.
Below is the system log that occurred during the crash. It is the one that my computer offered to send to Apple. I replaced a portion of the output with [...] as Stack Overflow detected some parts as spam. Willing to provide if needed.
I'm running macOS Mojave 10.14.6 on a 2017 MacBookPro. The latest occurence of this error occurs in Xcode Version 11.0 (11A420a), yet the forced restart issue also arose in Xcode 10.3 and Xcode 11 GM Seed 2.
If additional information is needed, I'll be happy to provide it.
Anonymous UUID: 44******-****-****-****-**********92
Sat Sep 21 21:31:12 2019
*** Panic Report ***
mp_kdp_enter() timed-out on cpu 0, NMI-ing
mp_kdp_enter() NMI pending on cpus: 0 2
mp_kdp_enter() timed-out during locked wait after NMI;expected 4 acks but received 3 after 9361562 loops in 1548000000 ticks
panic(cpu 0 caller 0xffffff80009ecea8): "thread_call group 'high' reached max thread cap (500): active: 1, blocked: 499, idle: 0"#/BuildRoot/Library/Caches/com.apple.xbs/Sources/xnu/xnu-4903.271.2/osfmk/kern/thread_call.c:221
Backtrace (CPU 0), Frame : Return Address
[...]
BSD process name corresponding to current thread: kernel_task
Mac OS version:
18G95
Kernel version:
Darwin Kernel Version 18.7.0: Tue Aug 20 16:57:14 PDT 2019; root:xnu-4903.271.2~2/RELEASE_X86_64
Kernel UUID: C41337A1-0EC3-3896-A954-A1F85E849D53
Kernel slide: 0x0000000000600000
Kernel text base: 0xffffff8000800000
__HIB text base: 0xffffff8000700000
System model name: MacBookPro14,2 (Mac-CAD6701F7CEA0921)
System uptime in nanoseconds: 5389100927958
last loaded kext at 4928689757019: com.apple.filesystems.msdosfs 1.10 (addr 0xffffff7f841db000, size 69632)
last unloaded kext at 305554353504: com.apple.filesystems.msdosfs 1.10 (addr 0xffffff7f841db000, size 61440)
loaded kexts:
com.Cycling74.driver.Soundflower 2
com.valvesoftware.SteamInput 3083.39.62
com.apple.filesystems.msdosfs 1.10
com.apple.fileutil 20.036.15
[...]
com.apple.kec.pthread 1
com.apple.kec.corecrypto 1.0
com.apple.kec.Libm 1
EOF
Model: MacBookPro14,2, BootROM 198.71.1.0.0, 2 processors, Intel Core i5, 3.1 GHz, 8 GB, SMC 2.44f1
Graphics: kHW_IntelIrisGraphics650Item, Intel Iris Plus Graphics 650, spdisplays_builtin
Memory Module: BANK 0/DIMM0, 4 GB, LPDDR3, 2133 MHz, 0x80CE, 0x4B3445364533303445422D45474347202020
Memory Module: BANK 1/DIMM0, 4 GB, LPDDR3, 2133 MHz, 0x80CE, 0x4B3445364533303445422D45474347202020
AirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0x171), Broadcom BCM43xx 1.0 (7.77.61.2 AirPortDriverBrcmNIC-1305.8)
Bluetooth: Version 6.0.14d3, 3 services, 18 devices, 1 incoming serial ports
Network Service: Wi-Fi, AirPort, en0
USB Device: USB 3.0 Bus
USB Device: Flash Disk
USB Device: Apple T1 Controller
Thunderbolt Bus: MacBook Pro, Apple Inc., 41.1
Thunderbolt Bus: MacBook Pro, Apple Inc., 41.1
It looks like I figured it out on my own. I'm going to post the solution here in case any other Xcode developers run into the same issue.
It seems as though the problem lies in the project's directory. Because the entire Xcode project was on a USB disk drive, build times were slowing and restarts were occurring. To fix the issue, I simply created a copy of my project on my computer's drive and ran the program. Everything worked just fine. In fact, build times were much faster.

visual studio 2017 cordova ios debug in local device failed

This is link of the same problem I raised in Visual Studio Developer support portal.
https://developercommunity.visualstudio.com/content/problem/61875/visual-studio-2017-cordova-ios-debug-on-local-devi.html
I am trying to debug cordova app in iPhone 5s local device connected to my laptop.
visual studio 2017 cordova 7.0.1 xcode 8.3.1 ios 10.2.1
After build it is failing at deployment.
build successful but failing to deploy to IOS device.
it is bringing up itunes and then shows the app there and device is identified but says error occured continue or not? and fails.
Earlier I deployed and several times debugged directly with local device.
one error result states, version mismatch other says device may not be connected and awake.
I am using ipod 9.3 version ios and another one iphone 5s with 10.2.1 ios.
I am building apache cordova app in visual studio 2017 with macincloud remotebuild.
how to resolve this!? any hint is a big help!!
I am manually deploying but can't debug. now,
i am getting network error at xmlhttprequest in device and but same code working fine in simulator.
when press device button then and i restart app then it is dumping a big error message and showing exitapp though i am not using any of that plugin or code line.
how to debug on device is first priority which may help to resolve rest.
1>Time Elapsed 00:05:02.04 2>------ Deploy started: Project: BlankCordovaApp2, Configuration: Debug iOS ------ 2>Found iTunes version: 12.3.2.35 2>Uninstalling app ID: COM.appanem.appanem. 2>Successfully installed .ipa file: C:\Users\Ekambarrao\documents\visual studio 2017\Projects\BlankCordovaApp2\BlankCordovaApp2\bin\iOS\Debug\appanem.ipa. 2>Starting idevicedebugserverproxy.exe at port 3000. 2>Cannot find the app installed on the device. Check that the device is connected, awake, and unlocked. 2>Starting ios_webkit_debug_proxy.exe at port 9221. 2>Deployment failed.
Is everybody happily working with this latest releases of Cordova IOS xcode vs 2017 or everybody facing the same problem as I am?
Issue is resolved, I am able to debug after I built my own VM of IOS and then debug but not sure what really resolved this.
What I can make out is,
unlike earlier, (not sure correct or wrong because this I could not do when I was using macincloud),
now the provisional profile need to be tagged to even device for debugging which was earlier sufficient to just list the device uuid in store certificates and profiles section.

Launch failed. The app could not be launched on xamarin

I am getting the following error when trying to run Visual Studio/Xamarin built application on the IOS Simulator.
Launch failed. The app 'App2' could not be launched on 'iPhone 7 Plus iOS 10.1'. Please check the logs for more details.
"App2" was created using the Tab Template, and NO code changes after rolling the application.
Windows environment: Windows 10 w/Visual Studio 2015 update 2
Mac environment: IMac Sierra fully patched. XCode 8.1 (what ever is most up to date).
I have connected the mac remote and pc. I can launch the iPhone simulator on the mac from Visual studio on the PC.
I get the error when trying to run "App2". It compiles fine, just won't run on the simulator.
I've searched here, and similar results speak of VS Crashing. Mine doesn't crash, just presents the error. NOTE: There's nothing in any log I can find with details by the way.
Ideas? Thanks!
EDIT: Just loaded up Parallels on the IMac and ran Win 10/VStudio. I get the same error. Again, xamarin remote agent connected and I can start the simulator from the PC, i just can't deploy to it.
After all the research and help from those here it comes down to a bug with the current version of Xamarin. Options are to wait until a new stable build is on the Xamarin site or get builds off of GIT. I'm choosing to wait, as I've not had great luck working with interim builds.
Xamarin that downloads with the new VS 2017 fixes this bug.

Why won't a Delphi-XE2 64-bit windows program run from within integrated environment?

An attempt to debug a small and simple 64-bit Windows application in Delphi XE2 gives this runtime error message: Unable to create process, ...
This error occurs upon an attempt to run the program with the build-configurations debug and release. It does not occur when started with the "Run without Debugging" in the project manager.
This happens only when trying to run the program from within Delphi's integrated environment.
This is on a 64 bit Desktop, with Windows 7 Professional and Delphi XE2 Update 4.
I have experienced exactly this. In my case the problem was my anti-virus (Sophos at that time). I had to completely uninstall the AV program to resolve the problem.
I had this problem when I was sharing internet connection through a wi-fi adapter. The solution is to turn sharing off

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