I've created a small static library for Mac OS and iOS, and it's working very nicely thank you. However, during testing, there were times when my code bugged out and it hit a breakpoint that I keep set on 'All Exceptions' in case of just such an eventuality. I'm not worried about the bug itself - all the ones I know of are fixed - I'm more worried that Xcode took me straight to the code that crashed - inside my library's code, thus revealing the inner workings of my library's .m file.
Naturally I don't want this to happen in the wild, or people would be able to rip my code directly. How do I prevent Xcode from displaying the internals of my static library, even when an exception occurs within it?
-Ash
This appears to be an example of Xcode being a little too clever for its own good. It was actually detecting that I had the code for this library on my computer and fetching it directly from the folder, not reading it from within the library at all! I renamed the folder containing my library's source code and project file temporarily and, lo and behold, the library code is no longer displayed when a crash occurs!
Freaky.
Related
For the life of me I cannot find the solution anywhere, so it seems to me it is a Xcode playground bug.
Within the Sources folder, despite me declaring a class as public, when I try to access the class from a separate file (within the Sources folder), compiler will give me an error message that says it cannot find the class in scope.
However, when I run the playground and ignore the message, the program will build and run successfully, and the error message will disappear until I start to modify the code.
Strangely enough, it doesn't happen at in an App project; it only happens in playground.
I've made a simple demonstration using a playground file called "test" and screenshoted what has happened, which you can see in the attached photo below, please advise! Thanks a lot!
Tried solutions include:
restart Xcode
restart Mac
delete Xcode and reinstall Xcode
Cannot find Person class in scope despite it being marked public
But the Person class is marked as public
Code compiles successfully regardless
Error disappear after running the playground, but comes right back as soon as I modify it
Strangely enough, it doesn't happen at in an App project; it only happens in playground.
Actually that part is exactly what is not strange. App projects are predictable. Playgrounds are the work of the devil and it's easy to make them behave incorrectly.
What you're seeing is certainly a bug, especially because it can't readily be reproduced by others. On my machine, there are no error messages and everything runs fine:
You might try adding import test_Sources to the troublesome file, but I can't guarantee it will make a difference. What I really recommend is that you avoid playgrounds.
I have a Xcode project I got from another developer. Initially when I opened it it has a bunch of errors (most of which were un-updated frameworks). I got it to work after a while and I fixed it. I want pass it back to the manager since I'm leaving uni in a few months. I copied it over to my friends Mac to see what would happen if I just took the project and all it's folders and made it a zipfile. It didn't work for some reason. It gave me an error:
error: using bridging headers with framework targets is unsupported
But why did that come up? I mean it's the same code on the slightly different versions of Xcode (13.1 versos 14.1) but I doubt there was a massive change between the two that would cause this. I want to be able to pass these app later in the future without having to care about this stuff. I made a GitHub (link below) would cloning that work? Also the laptop I chose was just a fresh reset. Would it be due to not having coco-pods installed?
I feel like I could go through and fix it all on that laptop and document that but then I'm afraid that every time I put it on a new one it would come up with random errors every single time making my documentation moot.
https://github.com/AbdullahMSaid/SonicExperiment-Works
With big help this was Fixed.
Things that fixed it.
Having the correct version of Xcode
Turning everything from absolute path to relative
Lots of other code fixes. But those are my project specific.
You don't need bridging headers in framework. Use should have something like "YourFramework.h" where you can import your .h files.
I've searched around and can't find anything on this.
Using Swift 2 and Xcode Version 7.0.1 (7A1001). Every time I execute something in the debugger console, Xcode crashes.
The project is not very big, and has less than 10 third party frameworks.
I can't think of much more information that's relevant, but I'm sure there's more, so please do ask me if there's anything I should add to my question that would help.
I've of course cleaned build and derived data.
It's driving me insane. Thanks!
UPDATE 16/11/12
Submitted rdar://23559366.
How are you maintaining your third party frameworks? Via Carthage?
If so then this is probably your issue: https://github.com/Carthage/Carthage/issues/924
This is an issue if the location of the /Carthage/Build/iOS folder is in a different location to where it was produced (i.e if it was compiled on a different machine and the absolute file path has changed).
A temporary fix would be to run carthage build --no-use-binaries on your machine to rebuild the symbols using the current absolute file path working around the bug.
But if you wasn't using carthage then its probably not your issue so sorry
I had similar problem with Xcode whenever I hit breakpoint.
In case you see this screen right before your Xcode crashes - you are lucky and my fix might save you. All you need to do is open this window and in the Project Navigator, select any file that you want, so that instead of that white blank view you would get your code. After this you are most likely will be able to successfully stop your app at your breakpoint and perform the debug.
I am not sure why this happens, but I suspect that the reason is Debug View Hierarchy mode, which you might have triggered prior to setting you breakpoint and trying to stop at it. At least this is when it happens to me.
I have similar problem earlier.
If you try to print non-optional variable and unfortunately it holds nil value then it breaks/crash. so that make sure declare all possible variables as "Optional type".
We need to reduce the memory consumption of our title, initially for iOS and then later for Android.
One of the areas we're looking at is code stripping as suggested in the article Optimizing the Size of the Built iOS Player.
Testing the various stripping levels, assemblies and byte code, we are experiencing a crash at runtime. I have narrowed this down to using the AssetBundle.LoadAsync() method, replacing its usage with AssetBundle.Load() calls. Whilst this is has stopped the crash, it has severely broken parts of the game that at this late stage we don't have the time to repair.
So, taking a step back - the code stripping is removing a dependency of AssetBundle.LoadAsync() that causes the game to crash at runtime. In the linked article it says to use a link.xml file to specify additional dependencies (I've had to add System.Security.Cryptography to this list).
Q: What are the dependencies required for AssetBundle.LoadAsync()?
Also, are there any tips for working out dependencies? I had a peek in .NET Reflector however that didn't yield much information as it just calls an external DLL.
My app was crashing only when not running using XCode debugger. It was hard to track because I can't debug but I finally figured it out. It was because of calling release on some object not owned by me. Before I corrected it I searched and found 2 related questions here (links below)
iOS App Crashes when running by itself on device, does not crash when running through Xcode using debugger, or in simulator
iPhone crash only when device not connected to xcode, how to understand the crash log?
None of the above question has answered why no crash when running via debugger.So my question is why it happens ? I know reasons for debug/release specific crashes but this is crazy. Is it just by chance although it happened more than 10 times.
What you describe is not atypical of obscure memory-related bugs. You might also want to use debug-malloc at such times. Although that is not guaranteed to find everything. The reason (and it's been happening probably as long as there've been source-level debuggers) is that memory is laid out at least somewhat differently in debuggable code, and when running under the debugger. So the error results in a different piece of memory being (harmlessly) corrupted when under the debugger. When not under the debugger the location corrupted is actually something that your code cares about, and it crashes.
The same could happen in reverse, but you'd never know - if it crashes when run debuggable, you'd find it before switching to running outside the debugging environment.
Reiterating #jyoung's answer since I didn't see it the first time I glanced through:
Try running with Zombie Objects turned off.
In debug mode if you have it turned on it is handling memory allocation differently. Try running it without.
Go to Edit Scheme... > Run > Diagnostics. Then make sure zombie objects is turned off:
Then run through your code path again.
I had this same issue while working on a project modularised with Xcode Frameworks. Even after removing all the logic in AppDelegate and only returning true inside application:didFinishLaunchingWithOptions, I was still getting the crash. Then I switched to my project settings, in the Frameworks, Libraries, and Embedded Content section and changed the embed option for the frameworks I added to Embed & Sign. This was what fixed the issue for me. I hope someone finds this helpful.
I was having this problem as well and was fortunate to figure out the cause quickly, hopefully by posting here I can save someone else some wasted time. To clarify, my app would run with no issues when launched directly from XCode, but would crash immediately when launched manually on the iPad.
The app in question is written in Obj-C but relies on some 3rd party code written in Swift. The Swift code is included in the app as an embedded framework. I had to set "Embedded Content Contains Swift Code" to Yes in the Build Settings for the app (under Build Options), then the problem went away.
I experienced this symptom when I made a NSString, sent a UTF8String from it to another object, and assigned it to a char pointer. Well, it turns out that I forgot to retain the original NSString, which wouldn't have mattered anyway, since I also failed to realize that the UTF8String method (which is presumably an object that gives access to the pointer itself) operates in the autorelease pool. That is, retaining the NSString itself did not fix the problem.
I suppose this appeared to work just fine when attached under the debugger only because I had zombies enabled, so the pointer I had was still valid. I should see if this is the reason it worked; if so, this is a good reason to test with and without NSZombie enabled.
At any rate, this was probably poor design to begin with, and a pretty obvious newbie memory management mistake once I found it. Luckily the console in the Organizer window gave me some hints on where to start looking, and debugging ultimately showed me where my pointer's value was changing. Hope this helps anyone who finds the way here.
I had this issue when accessing SQLite databases from outside the [[NSBundle mainBundle] resourcePath] directory, which caused iCloud errors.
I discovered the error only by installing a Console app onto my iPhone which logged the errors.
Once I accessed the databases from the correct directory, the errors disappeared and the application booted correctly.