Trying to get started with the really great GPUImage framework so graciously shared by Brad Larson, but having an issue.
When running the SimpleVideoFileFilter sample it always crashes at completion with the following error:
[AVAssetWriterInput markAsFinished] Cannot call method when status is 2
Anyone know how to correct this?
Also do not see the video when run in simulator, does it not work for simulator?
Running iOS 6.1 and Xcode 4.6
Thanks!
I am noticing that finishRecordingWithCompletionHandler is being called twice, it crashes on second call
Related
After working just fine on both iPhone and iPad for a month, my Xcode 9 app has consistently started crashing causing me the following fatal problem: When I build & run it on an iPhone (simulator or device) Xcode completes loading the app and then crashes too fast for me to copy/paste the error from the debugger. When I run on iPad it works fine leading me to believe this is a result of something related to the split master/detail view.
If I use either an exception breakpoint or an "all C++ exceptions" it will stop at the AppDelegate class and crash if I hit play. If I use only an "all Objective-C exceptions" it will crash as before.
In the debug view hierarchy I get the following errors as well:
Error: Unable to capture view hierarchy.
Details: Log Title: Data source expression execution failure.
Log Details: error evaluating expression “(id)
[[(Class)objc_getClass("DBGTargetHub") sharedHub]
performRequestWithRequestInBase64:#"...
Log Method: -[DBGDataSourceConnectionLibViewDebugger
_executeLLDBExpression:forRequest:onPotentialThread:iteration:]
_block_invoke_2
Method: -[DBGViewDebugger updateDebugHierarchy]_block_invoke_2
I have tested other apps and this issue is unique to the app I am working on. Any ideas or debugging tips for how to proceed? I might just have to redo this whole project again if I can't even find the root cause of this! Appreciate any help.
Quick solution: Reset Simulator Device
I managed to resolve the above issue thanks to some serious digging. First, to resolve the instantaneous crash problem, I set a breakpoint at every line in the app delegate. That allowed me to narrow the error to a memory handling problem. From there I started running the code on one of each device available, and realized the crash only occurred on devices I had used earlier in development. Resetting those devices solved the problem.
The core issue here is that when you clean/rebuild your xcode program, it updates the app code on the device, but not necessarily the data model information. So when I changed my data model by including new data and renaming old data it was not properly updated.
Since upgrading to iOS 10 and Xcode 8, my iOS app has been throwing an error and crashing whenever I turn off the screen using the lock button. The error is:
*** Terminating app due to uncaught exception 'com.apple.coreaudio.avfaudio', reason: 'error 561015905'
I'm not explicitly using Core Audio, or any audio at all. But I am using SceneKit, which I assume uses Core Audio.
Actually this behavior doesn't seem to be related to my code at all. It happens on a brand new untouched SceneKit template! It doesn't happen in the simulator, but it happens consistently testing with an iPhone 5. I haven't tried it with another model.
Steps to reproduce:
Create a new project in Xcode 8.0 using the "Game" template with SceneKit. Set your team in the project editor for code signing. Connect an iPhone 5 for testing. Build and run the app. Once it starts (and you see the rotating plane), hit the lock button. The error occurs and the app won't return from the lock screen.
Google results for the error message all seem to be from people actually using Core Audio or trying to play sound, which doesn't apply here.
What is this error and what can be done about it?
This is an Apple bug that has 2 workarounds while we wait for the fix in iOS 10.2:
(1) (worse) enable background audio
(2) (better) see Apple message below
message from Apple:
This is a known issue that will be fixed in 10.2. In the meantime another simpler workaround should work:
Trigger the audio engine creation yourself before entering the background (for example at setup).
You can trigger this simply by getting the audio engine from the SCNView:
scnView.audioEngine;
I'm trying to run my game on a Iphone 6. Build process is completed but after load the game, I received the following error on DisplayManager.mm file, line: return self[targetScreen] !=nil;
Thread 1: EXC_BAD_ACCESS error (code=1,address=0xc).
DisplayManager.mm file is here.
I don't see any error on the debugger log. Objective-C Automatic Reference Counting is set to YES
I can see the Icon on my iphone, but the game crash after loading. I exported this game from Unity 5.7 and I'm running on XCode 7.3
Any recommendations are welcome, Thanks
Deactivate all plugins, rebuild the project from scratch and try adding the plugins one by one. If that still doesnt work deacrivate any byte code stripping, enable exceptions and use the MONO scripting backend instead of LLVM. (for testing)
I am getting a EXC_BAD_ACCESS (CODE=EXC_i386_GPFT) error in CDVCommandDelegateImpl.m in the evalJsHelper2 in the following code line:
NSString* commandsJSON = [_viewController.webView stringByEvaluatingJavaScriptFromString:js];
this error occurs when downloading multiple files at the same time. i tested the same app in iOS 7 it worked fine but not iOS 8. i am using phonegap 3.7 and the file-transfer-plugin
do you have any idea how i can solve this?
Javascript handling has matured a great deal with iOS8 and there are several changes to the API.
Check out http://nshipster.com/wkwebkit/ for more info
On my app, when I add the googleCast SDK, the app crash at launching, on this method [[DCIntrospect sharedIntrospector] start];. But when I don't have GoogleCast SDK, everything is working fine.
Here is the assertion log :
*** Assertion failure in -[GCKPB_PBFieldDescriptor initWithFieldDescription:rootClass:], /Volumes/BuildData/pulse-data/agents/wpye22.hot/recipes/415961027/base/googlemac/iPhone/Chromecast/SDKv2/Protos/../../../../ThirdParty/ProtocolBuffers/objectivec/Classes/PBDescriptor.m:409
This works fine if I run the project on an iPhone 5C, but crashing on the simulator (32-bit simulator).
Any idea on how to solve this crash, and still continue to use DCIntrospect ?
I had the same issue.
I was able to reproduce this issue, so I filed this bug.
Introspection triggers the +initialize method of the GCKPB_PBGeneratedMessage class.
This method apparently makes some bad assumptions about when +initialize will get triggered.
While waiting for a fix you can always use the workaround suggested here and mock GCKPB_PBGeneratedMessage's +initialize method.