I am new to OpenGL ES 2.0.
I create a new project from XCode "OpenGLES Application Template", and try to run it, but it crashes in the iOS Simulator. When I debug it, I can see it draws the first cube successfully but then it goes somewhere which I can't see, and application crashes. I can not see any error reported in the console.
Some info:
My Xcode version is 3.2.6,
iOS Simulator is 4.3,
Running on Mac OSx 10.6.8,
iOS 4.3 SDK.
Thanks in advance :)
To answer my own question:
I solved it, the problem did not have anything to do with OpenGLES2.0 as I originally thought.
Apparently my iOS Simulator 4.3 has some issues, because when I run it on iOS Simulator 4.1 it works flawlessly.
Thanks.
P.S. I don't know, if I should remove this question and answer or leave it here, because "title" of question is misleading, and has emphasis on OpenGLES when as it turned out, problem did not have anything to do with it.
Related
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 am very new to iOS programing and am right now using Swift to do coding with XCode.
I want to use UIWebView on my app. I created a webview and used the following code to run it.
var url = NSURL(string:"http://some-website.special.page.com/");
var req = NSURLRequest(URL:url);
webView.loadRequest(req);
This works perfectly on a ioS8 simulator and phone but when i try to execute/deploy the same on a simulator/iPhone with 7.1 the app crash!
All i get is the following error on XCode.
dyld`dyld_fatal_error:
0x8fe460b4: int3
0x8fe460b5: nop
Going through stack overflow older post i stumbled upon this post Which is the cause for dyld`dyld_fatal_error, a incompatible api on iOS?
which also talks about this error. But in my case i have not used any additional framework. I think it should be compatability issue with the webkit. Not sure if i am thinking on the right direction. Whats the work around on this as i want my app to be backward compatible as well as use ios8 features? Appreciate any help.
Similar problem happens on OS X too.
If I use 10.9 SDK but have the code compiled using Xcode 6 beta 2 on Yosemite, the binary runs w/o problem on Yosemite, but it crashed on 10.9; if the exact same code was compiled in Xcode 6 beta 2 on a 10.9.3 machine, it runs without problem on 10.9 but got random crashes on Yosemite.
I guess there's either a bug regarding the system or SDK in Xcode 6 beta, but can't be sure.
(Sorry I was mean to use the comment, but my reputation wasn't > 50.)
UPDATE:
it still does this, not sure why. But Apple did not reject any of my apps created with this problem in xcode.
I am not really sure what is going wrong with my 64 bit simulator in Xcode. When ever I try to run my project in either 64-bit iphone or ipad it gives this glitch for the graphics. The wierd thing is that it works perfectly on my iphone 5s. Anyone know what might be causing this. Please note, that this screenshot is from a new sprite kit project(default with spaceships provided by apple) after a fresh install of Xcode(5.1). Any help would be great. Thanks :)
PS. My os is 10.9 mavericks
My problem was solved by updating OSX 10.9.4 and updating xcode to version 6.
I first tried to just update my OS to 10.9.4. But that did not fix the problem. After the update to Xcode 6, I have not run across this problem once.
I have completely finished this tutorial, which does not seem to work for me.
http://zaldzbugz.posterous.com/how-to-mark-or-get-the-highlighted-string-ins
This is a great tutorial showing how to copy/paste content from a uiwebview.I downloaded the source and ran it on my ios simulator, but i can't get the text i selected. As a result i only get an empty string.
Does anyone know why it's running anymore?
I'm using iOS SDK 5.1
Sincerely,
Zoli
Additional info
using iOS 5.0 simulator it's working, using iOS 5.1 It's not.
I was a really interesting error. After installing ios5.0 simulator it worked both in 5.1 an 5.0 too.
i get the message as seen in the title if i try to run my app on the device. i investigated that i have the ios 4.2.1 (8C148) on my device. whats confusing me is the fact that in xcode i only can choose the target(ios deployment target) to be 4.2 and the system-profiler->software->developer shows me "Version: 3.2 (10M2423)"(witch i think is the latest) but under SDKs i only see iPhone OS: 4.2(8C134) and iPhone Simulator: and 4.2(8C134)
could this be the reason for this error, that the device is "newer" than my sdk?
You can obtain the 4.2 sdk from Apple's website. Looks like you only have the 3.2 one installed properly on your machine, you might have to redownload and reinstall.
Check out the wikipedia page for ios version numbers to confirm you're running the correct one:
http://en.wikipedia.org/wiki/IOS_version_history
magically the problem appears to be gone. as i turn one's back on that problem and simply developed for simulator, today its simply working ... :/