Since I installed iOS9 beta2, phone app crash when the app is launching. So I can not make a call!I can get the call. Anybody has the same problem?
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LLDB crash
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also crashes on quit....
Topic:
App & System Services
SubTopic:
Core OS
Tags:
Our app crashes with this message in the device logs:Jun 24 17:05:38 NEVERBENDEASY amfid[185] <Error>: /private/var/mobile/Containers/Bundle/Application/3BE76DE6-DBB3-4640-BD67-6115466B58F8/Spitfire Athlete.app/Spitfire Athlete not valid: 0xe8008015: A valid provisioning profile for this executable was not found.Jun 24 17:05:38 NEVERBENDEASY kernel[0] <Notice>: AMFI: hook..execve() killing pid 696: no code signatureJun 24 17:05:38 NEVERBENDEASY kernel[0] <Notice>: Sandbox: hook..execve() killing pid 696: application requires container but none setJun 24 17:05:38 NEVERBENDEASY com.apple.xpc.launchd[1] (UIKitApplication:com.neverbendeasy.Spitfire-Athlete[0x9b2a][696]) <Notice>: Service exited due to signal: Killed: 9However, this only happens on one of our test devices, an iPhone 5s running iOS 8.3. The same app runs without crashing and without this error message on a different device. also running iOS 8.3. I can only reproduce it on one of our devices.I have tried reg
Okay I'm stuck on a part with the code like you know how splashy fish and flappy bird make the game over sound when you die and the sound when you tap it the bird makes a sound I'm trying to do something like that, but I can't figure out how I'm stuck trying to make it where when you crash it makes a crash noise and game over and I'm also trying to get it to where you can tap it and it makes a noise when you tap I have the audio I just don't know how to input it.import SpriteKitclass GameScene: SKScene, SKPhysicsContactDelegate { var score = 0 var scoreLabel = SKLabelNode() var gameOverLabel = SKLabelNode() var goat = SKSpriteNode() var nite = SKSpriteNode() var labelHolder = SKSpriteNode() let goatGroup:UInt32 = 1 let objectGroup:UInt32 = 2 let gapGroup:UInt32 = 0 << 3 let playPopAction = SKAction.playSoundFileNamed(Powerup.mp3, waitForCompletion: false) var gameOver = 0 var movingObjects = SKNode() override func didMoveToView(view: SKView) { self.physicsWorld.contactDelegate = self s
Since converting a project from Swift 1.2 to Swift 2, I'm getting a crash (EXC_BAD_ACCESS) when dropping files into a drop zone. Here's the code:override func performDragOperation(sender: NSDraggingInfo) -> Bool { let pboard: NSPasteboard = sender.draggingPasteboard() if let urls = pboard.readObjectsForClasses([NSURL.self], options:nil) { let appDelegate = NSApplication.sharedApplication().delegate as! AppDelegate appDelegate.performActionForDropZone(self.identifier!, withDroppedItems: urls as! [NSURL]) } return true }It's crashing in pboard.readObjectsForClasses() when I drop 1 or more files (and/or folders) into the drop zone, which triggers this function. This was running fine in Swift 1.2 (I'd get an array of URLs sent to the app delegate), and I'm at a loss to understand why it's crashing now, other than it might be a Swift 2 runtime problem. Any thoughts or suggestions would be greatly appreciated.
I have downloaded X-code and started my first program .When i tried to run the program using simulator , i am seeing an error with simulator unable to boot ios simulator. I am seeing following crash log:Process: launchd_sim [48408]Path: /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator.sdk/sbin/launchd_simIdentifier: launchd_simVersion: 2.1.0 (560.20.11)Code Type: X86-64 (Native)Parent Process: ??? [1]Responsible: launchd_sim [48408]User ID: 25600Date/Time: 2015-06-25 15:06:37.697 +0530OS Version: Mac OS X 10.10.3 (14D136)Report Version: 11Anonymous UUID: E27375FB-5B95-7309-7380-6714438EDE6BTime Awake Since Boot: 13000 secondsCrashed Thread: 0 Dispatch queue: com.apple.main-threadException Type: EXC_BAD_INSTRUCTION (SIGILL)Exception Codes: 0x0000000000000001, 0x0000000000000000Thread 0 Crashed:: Dispatch queue: com.apple.main-thread0 launchd_sim 0x0000000104868fee 0x104841000 + 1638221 launchd_sim 0x0000000104845dc4 0x104841000 + 199
Anyone else have problem with Apple Remote app crashing whenever they try to select their iTunes library?
Thanks for the explanation. This is a project where I grab a squence of MJPEG images form a http://www.vivotek.com/vs8102/ video server. As each image arrives in connection:didRecieveResponse:, I just update a UIImageView with the new image data. Everything is working really well, the error is not accompanied by an actual failure except for one thing: after running the app for about 5 minutes it crashes after showing Received memory warning in the console. But I don't know if that crash is really related to the CFNetwork internal error message or not.
Topic:
App & System Services
SubTopic:
Networking
Tags:
import UIKit import WebKit protocol VCWebViewProvider: class { } class testclass { static var values : Dictionary<String, AnyObject> = [one: true, two: two] } @available(iOS 8.0, *) extension WKWebView: VCWebViewProvider { } class ViewController: UIViewController { override func viewDidLoad() { super.viewDidLoad() if #available(iOS 8.0, *) { let w = WKWebView() w.frame = self.view.frame w.autoresizingMask = [UIViewAutoresizing.FlexibleWidth, UIViewAutoresizing.FlexibleHeight] self.view.addSubview(w) } else { let w = UIWebView() w.frame = self.view.frame w.autoresizingMask = [UIViewAutoresizing.FlexibleWidth, UIViewAutoresizing.FlexibleHeight] self.view.addSubview(w) } if let test = testclass.values[one] { // Crash happens here and only on an iOS 7.1 device (not simulator) print(test) } } override func didReceiveMemoryWarning() { super.didReceiveMemoryWarning() } }When running on iOS 7.1.1 I get a crash in my sample program when I access a static variable. Debugging revealed that this crash
It's crashing for me whenever I try to control my AppleTV.
Topic:
App & System Services
SubTopic:
Core OS
Tags:
I am trying to use Xcode (v6.3.2) to debug my C++ command line application. I have setup an external build target that calls `make` and successfully builds my application. I have also modified the Run scheme to run the built application and `debug executable` is checked and `Build Configuration` is set to `Debug`.However, no matter what I do, I cannot get any breakpoint to trigger when I run. The application always runs successfully but just doesn't stop at any of the breakpoints.This seems to be a very common issue and I have tried several of the suggestions that people have made over the years. One of the most common solutions I have read is to disable the Load symbols lazily setting under Preferences -> Debugging. However, this setting no longer seems to exist for the latest version of Xcode. I have also created an .lldbinit file with the setting as described at this URL: http://lldb.llvm.org/troubleshooting.html. The breakpoints are enabled. In my `Makefile`, the compiler is `clang++` and the compiler
After an optional/nil crash - I can't seem to get any values of any kind via po, p or just hovering over values. I have to start, stop, and put a breakpoint before the crashing line to get my values.Any ideas why or how to deal with this?
Received memory warning is one of those The crash is your fault, unless you can prove otherwise warning messages. :-)Generally, it's from things like attempting to hold an entire sequence of files in memory at the same time (or trying to append data to an NSMutableData in memory instead of appending the data directly to a temporary file).
Topic:
App & System Services
SubTopic:
Networking
Tags:
We never get crashes from TestFlight showing up in our Crashes section of Xcode. We do use Crashyltics so I wonder if that's one reason…but I'd like confirmation on what is required to get crash logs showing up in Xcode.
I'm seeing the same thing - no crashes for TestFlight builds at all. In fact, I actually have no crashes showing up Xcode at all of any kind.
Topic:
Developer Tools & Services
SubTopic:
Xcode
Tags: