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“LLDB crash”

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Having trouble catching a 'redirect' with URLSessionDownloadDelegate
I've implemented func urlSession(_ session: URLSession, task: URLSessionTask, willPerformHTTPRedirection response: HTTPURLResponse, newRequest request: URLRequest, completionHandler: @escaping (URLRequest?) -> Void) and func urlSession(_ session: URLSession, downloadTask: URLSessionDownloadTask, didWriteData bytesWritten: Int64, totalBytesWritten: Int64, totalBytesExpectedToWrite: Int64) I've put a breakpoint in each but the BP in willPerformHTTPRedirection never fires. When the didWriteData fires and I inspect downloadTask.originalRequest I see my original request URL When I inspect downloadTask.currentRequest the returned request contains a different URL. I'm the farthest thing from an HTTP wizard, but I had thought when originalRequest differs from currentRequest there had been some sort of server-side 'redirection'. Is there a way for my code to receive a callback when something like this happens? NOTE: my download code works fine, I'm just hoping to detect the case when currentRequest changes. any/all
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189
Jan ’26
Reply to SpriteKit scene used as SCNView.overlaySKScene crashes due to SKShapeNode
Yes, the crash report you posted shows only one thread accessing SpriteKit. However crash reports don't perfectly capture the state of every other thread at the instant of the crash because control needs to first return to the kernel - via sys call, pre-emption, etc - before thread state can be recorded for the crash report, by which point the other thread may have finished interacting with SpriteKit. My suggestion is to look through other crash reports for the same crash point. In my experience given a sufficiently large enough number of crash reports, one of them will end up capturing the other thread in the act of concurrently mutating whatever data - SpriteKit internals in this case - caused the crashing thread to crash. -- Justin
Topic: Graphics & Games SubTopic: SpriteKit Tags:
Jan ’26
Reply to SpriteKit scene used as SCNView.overlaySKScene crashes due to SKShapeNode
Hello The crash you posted is in SpriteKit code, not SceneKit code. However, I'm not certain this is a SpriteKit bug. A common cause of SpriteKit crashes is accessing/modifying SpriteKit objects outside of SpriteKit's update loop. Even calling methods or accessing properties that look like they don't modify anything (e.g, -frame) can trigger mutation to SpriteKit's internal data structures, which is unsafe if done from multiple threads. Indeed, while looking through past SpriteKit bugs I found one for the exact function shown in your crash report. The resolution of that bug was in the app, which was found to be updating SpriteKit objects from multiple threads. I suggest looking through each of the crash reports in the Xcode organizer. Look for reports where multiple thread backtraces contain SpriteKit methods/functions. That should point to locations your code is accessing/modifying SpriteKit objects where it should not be. -- Justin
Topic: Graphics & Games SubTopic: SpriteKit Tags:
Jan ’26
SpriteKit scene used as SCNView.overlaySKScene crashes due to SKShapeNode
I recently published my first game on the App Store. It uses SceneKit with a SpriteKit overlay. All crashes Xcode downloaded for it so far are related to some SpriteKit/SceneKit internals. The most common crash is caused by SKCShapeNode::_NEW_copyRenderPathData. What could cause such a crash? crash.crash While developing this game (and the BoardGameKit framework that appears in the crash log) over the years I experienced many crashes presumably caused by the SpriteKit overlay (I opened a post SceneKit app randomly crashes with EXC_BAD_ACCESS in jet_context::set_fragment_texture about such a crash in September 2024), and other people on the internet also mention that they experience crashes when using SpriteKit as a SceneKit overlay. Should I use a separate SKView and lay it on top of SCNView rather than setting SCNView.overlaySKScene? That seemed to solve the crashes for a guy on stackoverflow, but is it also encouraged by Apple?
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767
Jan ’26
Reply to Horrible weird Window Server killing bug
Urgh, I think it's a divide by zero bug. So this can apparently crash the Window server: Path { path in path.move(to: pt(qdt.qx * -20, 0)) // DIV BY ZERO path.addLine(to: pt(qdt.qx * -20, qdt.qy * (sH)/cos(angle.radians))) } If cos(angle.radians) is 0, you get a simple but unrecoverable divide by zero error, and hey, that's on me. But I would expect the system to kick my program with a nice EDIVBYZERO, not take out the window server. My solution to this is this function, which works because I don't need perfect accuracy: func cosNZ(_ input: Double) -> Double { let x = cos(input) if x == 0.0 { return Double.leastNonzeroMagnitude } return x }
Topic: UI Frameworks SubTopic: SwiftUI
Jan ’26
Reply to Invalid parameter not satisfying: parentEnvironment != nil
Thanks for the crash report. I was able to uncover an internal bug that AFAICT is tracking the same issue (r. 154431813) [1]. Sadly, that remains unfixed and doesn’t offer any ideas as to how you might avoid it. My advice is that you file your own bug about this, attaching all the information you have available. Please post your bug number, just for the record. Also, you mentioned that you’re in touch with some users that can reproduce this. If so, could you ask them to file their own report about it in Feedback Assistant. That should capture a sysdiagnose log, which might help with the investigation. If that happens, ask them to send you their bug number and then post those here as well. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com [1] Much to my own surprise. Radar is a very big haystack (-:
Topic: UI Frameworks SubTopic: UIKit Tags:
Jan ’26
Xcode Metal Trace
Code is download from apple official metal4 sample [https://developer.apple.com/documentation/metal/drawing-a-triangle-with-metal-4?language=objc] enable metal gpu trace in macOS schema and trace a frame in Xcode. Xcode may show segment fault on App from some 'GTTrace' function when click trace button. When replay a .gputrace file, Xcode may crash , throw an internal error or a XPC error. The example code using old metal-renderer can trace without any problem and everything works fine. Test Environment: Xcode Version 26.2 (17C52) macOS 26.2 (25C56) M1 Pro 16GB A2442
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516
Jan ’26
Reply to NSURL - Are Cached Resource Values Really Automatically Removed After Each Pass Through the Run Loop?
Also CFURL is documented to have different behavior but CFURL and NSURL aren't they 'toll free bridged' so how does that work if you cast a CFURL to a NSURL? So I just did a dumb little test to answer this. I created a CFURLRef and read kCFURLIsHiddenKey and got false (as expected) so it would cache it. Then on another CFURL instance (that points to the same file) I did the same thing (so it was cache the value). After that I set hidden to YES: NSURL *toNSURL = (__bridge NSURL * _Nonnull)cfURL; [toNSURL setResourceValue:@(YES) forKey:NSURLIsHiddenKey error:nil]; Then back to the other instance I cast that one to another NSURL: NSURL *nsCastCopiedVersion = (__bridge NSURL * _Nonnull)aCopiedCFURL; And read isHidden and it is NO. Read aCopiedCFURL hidden and it is also NO. Then dispatch after dispatch_after(dispatch_time(DISPATCH_TIME_NOW, (int64_t)(2 * NSEC_PER_SEC)), dispatch_get_main_queue(), ^{ [URLPrinter printCF:aCopiedCFURL]; [URLPrinter printNS:nsCastCopiedVersion]; }); And got: Print copied CF Not hidde
Topic: App & System Services SubTopic: General Tags:
Jan ’26
AVAssetWriterInput.PixelBufferReceiver.append hangs indefinitely (suspends and never resumes)
I’ve been struggling with a very frustrating issue using the new iOS 26 Swift Concurrency APIs for video processing. My pipeline reads frames using AVAssetReader, processes them via CIContext (Lanczos upscale), and then appends the result to an AVAssetWriter using the new PixelBufferReceiver. The Problem: The execution randomly stops at the ]await append(...)] call. The task suspends and never resumes. It is completely unpredictable: It might hang on the very first run, or it might work fine for 4-5 runs and then hang on the next one. It is independent of video duration: It happens with 5-second clips just as often as with long videos. No feedback from the system: There is no crash, no error thrown, and CPU usage drops to zero. The thread just stays in the suspended state indefinitely. If I manually cancel the operation and restart the VideoEngine, it usually starts working again for a few more attempts, which makes me suspect some internal resource exhaustion or a deadlock between the GPU context an
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153
Jan ’26
Reply to Simulator is not working.
Other than what @Tomato said, you can also try to reset the simulator by running the simulator's Device > Restart or Device > Erase all Contents and Settings menu. This helps rule out that the crash is caused due to unintentional changes on the simulator. Best, —— Ziqiao Chen  Worldwide Developer Relations.
Jan ’26
Xcode crashing in live view
I'm new to Xcode. I just downloaded version 26.2 and I'm working on an iMac with macOS Sequoia 15.7.3. I'm created a playground with some very simple code and it crashes when I click live view. I tried looking all over online for a solution and nothing has worked. I tried uninstalling and reinstalling Xcode and still have the same problem. When running the code with the console open I do see the following error. objc[19786]: Class _TtC16AppIntentSchemas16AppIntentDomains is implemented in both /System/Library/PrivateFrameworks/AppIntentSchemas.framework/Versions/A/AppIntentSchemas (0x2840a4c28) and /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/lib/AppIntentSchemas.framework/Versions/A/AppIntentSchemas (0x3276359e8). This may cause spurious casting failures and mysterious crashes. One of the duplicates must be removed or renamed. I went to the first folder mentioned in the error /System/Library/PrivateFrameworks/AppIntentSchemas.framework/Versions/A/AppInt
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83
Jan ’26
Reply to iOS Simulator fails to boot (18.6 / 26.1 / 26.2) – launchd_sim could not bind to session
Having the same issue, Macos Tahoe 26.2, i tried everything i found on net: deleting caches, all xcode files, reinstalling it, rebooting my computer, deleting all simalator devices, deleting IOS from Xcode => setting components, downloading it again. I tried installing older IOS, no help, when starting emulator i have this error: Unable to boot the Simulator And this error, when i'm trying to do this from terminal == Devices == -- iOS 26.2 -- iPhone 17 Pro (1FC8FFC9-A04D-434B-85F0-F5AE2DB4CDAC) (Shutdown) iPhone 17 Pro Max (71761C54-D406-496E-A552-CD72FACD10DA) (Shutdown) iPhone Air (64607ACA-F580-4A6A-A816-1AD1E8BEBC32) (Shutdown) iPhone 17 (7ECEC4C0-0DC9-4B5A-A9A0-05E4B1038C68) (Shutdown) iPhone 16e (A175B467-438D-41A7-B537-D7E23B4FFF21) (Shutdown) iPad Pro 13-inch (M5) (FA74F9C7-93C9-40D6-86F5-74E46FCCF7EC) (Shutdown) iPad Pro 11-inch (M5) (73A17C77-DBFA-4748-880D-15FBBE43E57E) (Shutdown) iPad mini (A17 Pro) (09BF89D2-640C-4083-937A-4859633BB69E) (Shutdown) iPad (A16) (5FF5869B-042F-4886-A5E3-AD333550F9
Jan ’26
Reply to NSTextLineFragment crash - how to debug
I also encountered this crash. My text is in here. It crashes as soon as this text is set into a UITextView, but UILabel doesn't crash. crash_text.txt
Topic: UI Frameworks SubTopic: UIKit Tags:
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Jan ’26
Having trouble catching a 'redirect' with URLSessionDownloadDelegate
I've implemented func urlSession(_ session: URLSession, task: URLSessionTask, willPerformHTTPRedirection response: HTTPURLResponse, newRequest request: URLRequest, completionHandler: @escaping (URLRequest?) -> Void) and func urlSession(_ session: URLSession, downloadTask: URLSessionDownloadTask, didWriteData bytesWritten: Int64, totalBytesWritten: Int64, totalBytesExpectedToWrite: Int64) I've put a breakpoint in each but the BP in willPerformHTTPRedirection never fires. When the didWriteData fires and I inspect downloadTask.originalRequest I see my original request URL When I inspect downloadTask.currentRequest the returned request contains a different URL. I'm the farthest thing from an HTTP wizard, but I had thought when originalRequest differs from currentRequest there had been some sort of server-side 'redirection'. Is there a way for my code to receive a callback when something like this happens? NOTE: my download code works fine, I'm just hoping to detect the case when currentRequest changes. any/all
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1
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189
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Jan ’26
Reply to SpriteKit scene used as SCNView.overlaySKScene crashes due to SKShapeNode
Yes, the crash report you posted shows only one thread accessing SpriteKit. However crash reports don't perfectly capture the state of every other thread at the instant of the crash because control needs to first return to the kernel - via sys call, pre-emption, etc - before thread state can be recorded for the crash report, by which point the other thread may have finished interacting with SpriteKit. My suggestion is to look through other crash reports for the same crash point. In my experience given a sufficiently large enough number of crash reports, one of them will end up capturing the other thread in the act of concurrently mutating whatever data - SpriteKit internals in this case - caused the crashing thread to crash. -- Justin
Topic: Graphics & Games SubTopic: SpriteKit Tags:
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Jan ’26
Reply to SpriteKit scene used as SCNView.overlaySKScene crashes due to SKShapeNode
Thanks for your help. Updating SpriteKit from multiple threads is what I suspected too, but the crash shows only one thread accessing SpriteKit in that moment. Although the code in thread 1 does in fact update the path and fillColor properties of a SKShapeNode 6 lines before the one mentioned in the crash report. Could this still be the issue?
Topic: Graphics & Games SubTopic: SpriteKit Tags:
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Jan ’26
Reply to SpriteKit scene used as SCNView.overlaySKScene crashes due to SKShapeNode
Hello The crash you posted is in SpriteKit code, not SceneKit code. However, I'm not certain this is a SpriteKit bug. A common cause of SpriteKit crashes is accessing/modifying SpriteKit objects outside of SpriteKit's update loop. Even calling methods or accessing properties that look like they don't modify anything (e.g, -frame) can trigger mutation to SpriteKit's internal data structures, which is unsafe if done from multiple threads. Indeed, while looking through past SpriteKit bugs I found one for the exact function shown in your crash report. The resolution of that bug was in the app, which was found to be updating SpriteKit objects from multiple threads. I suggest looking through each of the crash reports in the Xcode organizer. Look for reports where multiple thread backtraces contain SpriteKit methods/functions. That should point to locations your code is accessing/modifying SpriteKit objects where it should not be. -- Justin
Topic: Graphics & Games SubTopic: SpriteKit Tags:
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Jan ’26
SpriteKit scene used as SCNView.overlaySKScene crashes due to SKShapeNode
I recently published my first game on the App Store. It uses SceneKit with a SpriteKit overlay. All crashes Xcode downloaded for it so far are related to some SpriteKit/SceneKit internals. The most common crash is caused by SKCShapeNode::_NEW_copyRenderPathData. What could cause such a crash? crash.crash While developing this game (and the BoardGameKit framework that appears in the crash log) over the years I experienced many crashes presumably caused by the SpriteKit overlay (I opened a post SceneKit app randomly crashes with EXC_BAD_ACCESS in jet_context::set_fragment_texture about such a crash in September 2024), and other people on the internet also mention that they experience crashes when using SpriteKit as a SceneKit overlay. Should I use a separate SKView and lay it on top of SCNView rather than setting SCNView.overlaySKScene? That seemed to solve the crashes for a guy on stackoverflow, but is it also encouraged by Apple?
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4
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0
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767
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Jan ’26
Reply to Horrible weird Window Server killing bug
Urgh, I think it's a divide by zero bug. So this can apparently crash the Window server: Path { path in path.move(to: pt(qdt.qx * -20, 0)) // DIV BY ZERO path.addLine(to: pt(qdt.qx * -20, qdt.qy * (sH)/cos(angle.radians))) } If cos(angle.radians) is 0, you get a simple but unrecoverable divide by zero error, and hey, that's on me. But I would expect the system to kick my program with a nice EDIVBYZERO, not take out the window server. My solution to this is this function, which works because I don't need perfect accuracy: func cosNZ(_ input: Double) -> Double { let x = cos(input) if x == 0.0 { return Double.leastNonzeroMagnitude } return x }
Topic: UI Frameworks SubTopic: SwiftUI
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Jan ’26
Reply to Invalid parameter not satisfying: parentEnvironment != nil
Thanks for the crash report. I was able to uncover an internal bug that AFAICT is tracking the same issue (r. 154431813) [1]. Sadly, that remains unfixed and doesn’t offer any ideas as to how you might avoid it. My advice is that you file your own bug about this, attaching all the information you have available. Please post your bug number, just for the record. Also, you mentioned that you’re in touch with some users that can reproduce this. If so, could you ask them to file their own report about it in Feedback Assistant. That should capture a sysdiagnose log, which might help with the investigation. If that happens, ask them to send you their bug number and then post those here as well. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com [1] Much to my own surprise. Radar is a very big haystack (-:
Topic: UI Frameworks SubTopic: UIKit Tags:
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Jan ’26
Xcode Metal Trace
Code is download from apple official metal4 sample [https://developer.apple.com/documentation/metal/drawing-a-triangle-with-metal-4?language=objc] enable metal gpu trace in macOS schema and trace a frame in Xcode. Xcode may show segment fault on App from some 'GTTrace' function when click trace button. When replay a .gputrace file, Xcode may crash , throw an internal error or a XPC error. The example code using old metal-renderer can trace without any problem and everything works fine. Test Environment: Xcode Version 26.2 (17C52) macOS 26.2 (25C56) M1 Pro 16GB A2442
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2
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516
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Jan ’26
Reply to Invalid parameter not satisfying: parentEnvironment != nil
@DTS Engineer here is a crash report. Let me know if that's ok. Thanks! 2026-01-22_13-22-06.4375_+0100-551bcad6f754cc983f48af050242e4561fb39024.crash
Topic: UI Frameworks SubTopic: UIKit Tags:
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Jan ’26
Reply to NSURL - Are Cached Resource Values Really Automatically Removed After Each Pass Through the Run Loop?
Also CFURL is documented to have different behavior but CFURL and NSURL aren't they 'toll free bridged' so how does that work if you cast a CFURL to a NSURL? So I just did a dumb little test to answer this. I created a CFURLRef and read kCFURLIsHiddenKey and got false (as expected) so it would cache it. Then on another CFURL instance (that points to the same file) I did the same thing (so it was cache the value). After that I set hidden to YES: NSURL *toNSURL = (__bridge NSURL * _Nonnull)cfURL; [toNSURL setResourceValue:@(YES) forKey:NSURLIsHiddenKey error:nil]; Then back to the other instance I cast that one to another NSURL: NSURL *nsCastCopiedVersion = (__bridge NSURL * _Nonnull)aCopiedCFURL; And read isHidden and it is NO. Read aCopiedCFURL hidden and it is also NO. Then dispatch after dispatch_after(dispatch_time(DISPATCH_TIME_NOW, (int64_t)(2 * NSEC_PER_SEC)), dispatch_get_main_queue(), ^{ [URLPrinter printCF:aCopiedCFURL]; [URLPrinter printNS:nsCastCopiedVersion]; }); And got: Print copied CF Not hidde
Topic: App & System Services SubTopic: General Tags:
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Jan ’26
AVAssetWriterInput.PixelBufferReceiver.append hangs indefinitely (suspends and never resumes)
I’ve been struggling with a very frustrating issue using the new iOS 26 Swift Concurrency APIs for video processing. My pipeline reads frames using AVAssetReader, processes them via CIContext (Lanczos upscale), and then appends the result to an AVAssetWriter using the new PixelBufferReceiver. The Problem: The execution randomly stops at the ]await append(...)] call. The task suspends and never resumes. It is completely unpredictable: It might hang on the very first run, or it might work fine for 4-5 runs and then hang on the next one. It is independent of video duration: It happens with 5-second clips just as often as with long videos. No feedback from the system: There is no crash, no error thrown, and CPU usage drops to zero. The thread just stays in the suspended state indefinitely. If I manually cancel the operation and restart the VideoEngine, it usually starts working again for a few more attempts, which makes me suspect some internal resource exhaustion or a deadlock between the GPU context an
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153
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Jan ’26
Reply to Simulator is not working.
Other than what @Tomato said, you can also try to reset the simulator by running the simulator's Device > Restart or Device > Erase all Contents and Settings menu. This helps rule out that the crash is caused due to unintentional changes on the simulator. Best, —— Ziqiao Chen  Worldwide Developer Relations.
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Views
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Jan ’26
Xcode crashing in live view
I'm new to Xcode. I just downloaded version 26.2 and I'm working on an iMac with macOS Sequoia 15.7.3. I'm created a playground with some very simple code and it crashes when I click live view. I tried looking all over online for a solution and nothing has worked. I tried uninstalling and reinstalling Xcode and still have the same problem. When running the code with the console open I do see the following error. objc[19786]: Class _TtC16AppIntentSchemas16AppIntentDomains is implemented in both /System/Library/PrivateFrameworks/AppIntentSchemas.framework/Versions/A/AppIntentSchemas (0x2840a4c28) and /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/lib/AppIntentSchemas.framework/Versions/A/AppIntentSchemas (0x3276359e8). This may cause spurious casting failures and mysterious crashes. One of the duplicates must be removed or renamed. I went to the first folder mentioned in the error /System/Library/PrivateFrameworks/AppIntentSchemas.framework/Versions/A/AppInt
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2
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0
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83
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Jan ’26
Reply to iOS Simulator fails to boot (18.6 / 26.1 / 26.2) – launchd_sim could not bind to session
Having the same issue, Macos Tahoe 26.2, i tried everything i found on net: deleting caches, all xcode files, reinstalling it, rebooting my computer, deleting all simalator devices, deleting IOS from Xcode => setting components, downloading it again. I tried installing older IOS, no help, when starting emulator i have this error: Unable to boot the Simulator And this error, when i'm trying to do this from terminal == Devices == -- iOS 26.2 -- iPhone 17 Pro (1FC8FFC9-A04D-434B-85F0-F5AE2DB4CDAC) (Shutdown) iPhone 17 Pro Max (71761C54-D406-496E-A552-CD72FACD10DA) (Shutdown) iPhone Air (64607ACA-F580-4A6A-A816-1AD1E8BEBC32) (Shutdown) iPhone 17 (7ECEC4C0-0DC9-4B5A-A9A0-05E4B1038C68) (Shutdown) iPhone 16e (A175B467-438D-41A7-B537-D7E23B4FFF21) (Shutdown) iPad Pro 13-inch (M5) (FA74F9C7-93C9-40D6-86F5-74E46FCCF7EC) (Shutdown) iPad Pro 11-inch (M5) (73A17C77-DBFA-4748-880D-15FBBE43E57E) (Shutdown) iPad mini (A17 Pro) (09BF89D2-640C-4083-937A-4859633BB69E) (Shutdown) iPad (A16) (5FF5869B-042F-4886-A5E3-AD333550F9
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Jan ’26