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LLDB crash

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Reply to EXC_BAD_ACCESS issue need advice
Thank you for your guidance! Unfortunately, we have been unable to reproduce the crash internally, and it does not appear in Xcode Organizer. All occurrences were reported from production devices, so we do not have access to the corresponding .ips files. However, we can provide the full stack trace from Firebase Crashlytics if that would be helpful. a79d64a106f9d569e54661f0c2e361fd_crash_session_140bafc49a6e4ef487d22d01806fc1b7_DNE_0_v2_stacktrace.txt a79d64a106f9d569e54661f0c2e361fd_crash_session_ea0e80b874de47bdb671e7b530afa446_DNE_0_v2_stacktrace.txt
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Reply to Is calling different SBApplication objects from different threads bad?
That's interesting about the difference between NSOperation and NSThread as far as Mach ports go. I watched the # ports in Activity Monitor as I ran a job, and it certainly doesn't climb as each job runs. It goes from initially in the 300s to the low 500s right when the job starts, and stays around there, even after the job ends, and then I run the same job 2 or 3 more times without quitting. Well, that's the joy of Mach port leaks... you never REALLY know what you'll get. So, as some broader background here, the actual issue here isn't really about the thread API itself- ultimately, both APIs are using pthreads and the special pthread GCD uses aren't really different than standard pthreads. The real issue here is that you don't actually own the thread and the assumptions AppleEvents/ScriptingBridge were built around. Both of those APIs predate GCD (by many, many years) and are built around the assumption that they'll be used on a long-running thread that's running its own runloop, as that was basically THE p
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Cannot capture HDR content using ScreenCaptureKit
With the help of Claude and Codex, I've tried upgrading a screen magnification, capture, and pixel peeping app (SnoopX, from Stanford's software repository) to be HDR-aware. For images that are truly HDR (displayed in Apple Photos, Google Photos in Chrome, or Mac Preview), and on an HDR monitor with plenty of EDR headroom (Apple XDR display), I should see pixel values well above 1.0. Apple's Digital Color Meter does. However, my app does not. I think the code is doing all the right things with ScreenCaptureKit, but it never returns values above 1.0. Has anybody gotten this to work? Here is what Codex says about the code it helped me build in my app: • Set captureDynamicRange: We set config.captureDynamicRange = SCCaptureDynamicRangeHDRLocalDisplay (when available). Note: Gemini’s SCCaptureModeHDRLocalDisplay isn’t a real symbol — the actual API is SCCaptureDynamicRange. • Use preset: We try initWithPreset: SCStreamConfigurationPresetCaptureHDRStreamLocalDisplay, but your runtime crashes on initWithPr
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Reply to Background execution window after CLBeaconRegion wake from terminated state
I am testing my iOS app on iOS 18. I performed 50 tests, and in 43–44 of them, the app successfully detects beacons, relaunches in the background, and continues BLE communication. Testing how? What are the details of the process you're actually using to test this? That is, are you: Artificial Testing” -> Laying the phone on a desk next to the beacon and toggling the beacon (or shielding the phone) on/off to simulate entry and exit. VS. Real World Testing” -> Carrying the phone around in your pocket and seeing what happens. Beyond that, what are the broader parameters of the test itself? How far is the device from the beacon? How long is the device exposed to the beacon? What's the broader use case you're trying to implement? Most importantly, what, if anything, do you know about EXACTLY what was happening when the failure occurred? I want to understand why beacon triggers are inconsistent in iOS. What are the common reasons behind iOS not relaunching the app for beacon events, and what factors affect re
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Reply to Is calling different SBApplication objects from different threads bad?
That's interesting about the difference between NSOperation and NSThread as far as Mach ports go. I watched the # ports in Activity Monitor as I ran a job, and it certainly doesn't climb as each job runs. It goes from initially in the 300s to the low 500s right when the job starts, and stays around there, even after the job ends, and then I run the same job 2 few more times without quitting. This app can run for days or weeks. It can process anywhere from a few to probably a couple hundred jobs a day. Yes, each job creates a new NSOperation and a new SBApplication, which are both destroyed when each job finishes. Each job can call into the SBApplication hundreds or thousands of times. The rate at which each script is run can be as fast as possible, given the speed at which InDesignServer will process each script. At times there is barely any application code going on between each script. (E.g. ask InDesign for the range of some text, tell InDesign to do something with that range of text, tell InDesign to repl
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Reply to EXC_BAD_ACCESS issue need advice
Thanks for the post, my guess here is your process is called KSCrash? The crash file should be posted as an attachment to be able to analyze. Kindly submit a comprehensive crash report, adhering to the guidelines outlined in Posting a Crash Report. https://developer.apple.com/forums/thread/688669 As you said, the error typically indicates that your application is trying to access memory that has already been deallocated or is otherwise invalid. Although you mentioned using Address Sanitizer, double-check your configuration to ensure it's correctly enabled. Sometimes, specific project settings might prevent tools from working as expected. If you're using collections that hold objects, ensure they are not being modified. Use or breakpoints to trace object lifetimes and ensure they are being deallocated when expected. This can help pinpoint where the object is being released prematurely. If you're using third-party libraries, ensure they are up-to-date, as bugs in libraries can manifes
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EXC_BAD_ACCESS issue need advice
Could you help me with resolving this issue, please. I've got following trace: ksmemory_notifyUnhandledFatalSignal EXC_BAD_ACCESS (KERN_INVALID_ADDRESS) Crashed: com.apple.main-thread EXC_BAD_ACCESS KERN_INVALID_ADDRESS 0x000000000000002b Crashed: com.apple.main-thread 0 KSCrash 0xbff8 ksmemory_notifyUnhandledFatalSignal + 12 1 KSCrash 0xcd6c handleSignal + 100 2 libsystem_platform.dylib 0x4178 _sigtramp + 56 3 libsystem_kernel.dylib 0x42f8 mach_msg2_internal + 76 4 libsystem_kernel.dylib 0x4214 mach_msg_overwrite + 428 5 libsystem_kernel.dylib 0x405c mach_msg + 24 6 CoreFoundation 0x46868 __CFRunLoopServiceMachPort + 160 7 CoreFoundation 0x1d848 __CFRunLoopRun + 1188 8 CoreFoundation 0x1ca6c _CFRunLoopRunSpecificWithOptions + 532 9 GraphicsServices 0x1498 GSEventRunModal + 120 10 UIKitCore 0x9ddf8 -[UIApplication _run] + 792 11 UIKitCore 0x46e54 UIApplicationMain + 336 12 UIKitCore 0x172938 -[UIScrollView contentInset] + 588 13 AppName 0xed9440 main + 4386804800 (AppDelegate.swift:438680480
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Extended “Waiting for Review” After Resubmission (UE5 Game, Icon Updates)
Hello🙏, I’m a new indie developer and I’m trying to understand review timing behavior. Context: App type: Game built with Unreal Engine 5 Initial submission: Entered “In Review” within 48 hrs. Result: Rejected due to icon similarity (icon too similar to an existing App Store icon) What I did next: I updated the icon to ensure it is clearly distinguishable and resubmitted. After 30 (?)hrs, I removed/rejected that submission myself while it was still in Waiting For Review because I suspected the icon asset might still contain a transparency issue (this was my own precaution before Apple flagged anything). I then corrected the icon asset and submitted again (current submission: Build 7). Current status: Status: Waiting for Review Duration: 9 days Calendar days ( Mon, 09 Feb and today is 17th Feb 26) in this state for Build 7 Additional notes: The app runs without crashes on my iPhone and iPad. During the earlier review, Apple only raised the icon similarity issue (no functional issues were mentioned).
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Extended “Waiting for Review” After Resubmission (UE5 Game, Icon Updates)
Hello🙏, I’m a new indie developer and I’m trying to understand review timing behavior. Context: App type: Game built with Unreal Engine 5 Initial submission: Entered “In Review” within 41 (?) hrs. Result: Rejected due to icon similarity (icon too similar to an existing App Store icon) What I did next: I updated the icon to ensure it is clearly distinguishable and resubmitted. A day later that, I removed/rejected that submission myself while it was Waiting for Review because I suspected the icon asset might still contain a transparency issue (this was my own precaution before Apple flagged anything). I then corrected the icon asset and submitted again (current submission: Build 7). Current status: Status: Waiting for Review Duration: 8 Calendar days in this state (09 Feb 1208 hrs and today is 17th Feb 26, 1044 hrs) for Build 7 Additional notes: The app runs without crashes on my iPhone and iPad. During the earlier review, Apple only raised the icon similarity issue (no functional issues were mentione
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When AI leads to lost prompts (26.3)
This was maddening: I had written a very long and detailed prompt, then went to select Codex from the drop down menu at the top start a new conversation, and it wiped out the entire prompt I was working on. Well, of course it did: that drop down is part of the Start a new Conversation icon button, but it's position is too far away from the actual icon to infer that is its purpose. It should be a popup that shows the current choice for model (GPT-5, GPT 4.1, Codex). ANOTHER lost prompt problem. If you have a prompt-in-progress (AI is maybe building some code), and Xcode crashes, it might not save that prompt for when you re-launch. And how might that happen? Well, there's still numerous ways using the coding assistanty might crash. One I've notice is if you switch out to another app, or if you invoke a screen capture, it might crash.
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Reply to Is calling different SBApplication objects from different threads bad?
I've entered FB21953216 with 2 crash logs attached. Both show multiple threads calling SB (job thread names begin with ProofProcessor). One has 3 jobs and the other has 4. Perfect. I'm glad I asked, as I think I know what the problem is. Going back to my previous message, I said: Also, as a specific detail, how are you actually creating these threads and, in particular, these are standard threads (NSThread/pthread) NOT something fancy like GCD or Swift Async. So, looking at your code, my immediate concern is that you're using NSOperation to run your SBApplication, which means you're using GCD. It looks like the operation itself is a monolithic task attached to one thread (otherwise, this would be REALLY bad) that's destroyed at completion, so I assume that you're creating and destroying the SBApplication for every operation. Theoretically that's relatively safe; however, at a minimum it means you're likely leaking mach ports, which is a risk I'd work VERY hard to avoid. In terms of using your existin
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Reply to iOS app from TestFlight cannot be opened due to Code signing
[quote='876059022, jzilske, /thread/815493?answerId=876059022#876059022, /profile/jzilske'] the exception reason tripped me up at first: [/quote] Yeah, I’ve been mislead by that in the past. Fortunately, this time I remembered the mantra that we here in DTS chant steadily throughout the day: Always start with a crash report. Always start with a crash report. Almost start with a crash report. … (-: Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
Topic: Code Signing SubTopic: General Tags:
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Help resolving crash after using malloc_get_all_zones()
In an ObjC framework I'm developing (a dylib) that is loaded into JRE to be used via JNI (Zulu, Graal, or native image from Graal+ a JAR) I implemented a naive method that collects current memory footprint of the host process: It collects 5 numbers into a simple NSDictionary with NSString keys (physical footprint, default zone bytes used and allocated, and sums for used and allocated bytes for all zones. The code ran for some time, but at certain point my process started crashing horribly in this method -- at the last line, accessing the dictionary. Here's the code: -(NSDictionary *)memoryState { NSMutableDictionary *memoryState = [NSMutableDictionary dictionaryWithCapacity:8]; // obtain process current physical memory footprint, in bytes. task_vm_info_data_t info; mach_msg_type_number_t count = TASK_VM_INFO_COUNT; kern_return_t kr = task_info(mach_task_self(), TASK_VM_INFO, (task_info_t)&info, &count); [memoryState setObject:(kr == KERN_SUCCESS) ? @(info.phys_footprint) : [NSNull null] forKe
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