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Debug your app directly within the Xcode editor using Graphical Debugger.

Graphical Debugger Documentation

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help me understand the crash report this started happening from last update only Translated Report (Full Report Below) Process: dota2 [7353] Path: /Users/USER/Library/Application Support/Steam/*/dota2.app/Contents/MacOS/dota2 Identifier: com.valvesoftware.dota2 Version: 1.0.0 Code Type: X86-64 (Translated) Parent Process: launchd [1] User ID: 501 Date/Time: 2024-02-18 18:00:45.9766 -0500 OS Version: macOS 14.3.1 (23D60) Report Version: 12 Anonymous UUID: 0F5E4D0D-9839-DF78-5C28-93F6D26A5763 Sleep/Wake UUID: 52D18CB1-ADD8-4A75-B6A1-C0CF4CF2A306 Time Awake Since Boot: 85000 seconds Time Since Wake: 1722 seconds System Integrity Protection: enabled Notes: PC register does not match crashing frame (0x0 vs 0x1032D1C08) Crashed Thread: 0 MainThrd Dispatch queue: com.apple.main-thread Exception Type: EXC_BAD_ACCESS (SIGSEGV) Exception Codes: KERN_INVALID_ADDRESS at 0x0000441f0f660002 Exception Codes: 0x0000000000000001, 0x0000441f0f660002 Termination Reason: Namespace SIGNAL, Code 11 Segmentation fault: 11 Terminating Process: exc handler [7353] VM Region Info: 0x441f0f660002 is not in any region. Bytes after previous region: 48357375344643 Bytes before following region: 65536781844478 REGION TYPE START - END [ VSIZE] PRT/MAX SHRMOD REGION DETAIL Memory Tag 255 1823fb340000-1823fb380000 [ 256K] rw-/rwx SM=PRV ---> GAP OF 0x67960cc80000 BYTES MALLOC_MEDIUM 7fba08000000-7fba10000000 [128.0M] rw-/rwx SM=PRV Error Formulating Crash Report: PC register does not match crashing frame (0x0 vs 0x1032D1C08) Kernel Triage: VM - (arg = 0x3) mach_vm_allocate_kernel failed within call to vm_map_enter
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The "Debug View Hierarchy" feature of Xcode is very convenient to break down and debug a complex view hierarchy. But Metal content/layers/views do not render anything in this mode. Is there some special flag that needs to be set on the layer to support the Xcode feature? Or some special callback that needs to be implemented? I would naively assume that Xcode could do some kind of read-back from the window server or GPU, even for layers rendered via accelerated APIs like Metal or OpenGL, similar to what's done when recording/capturing the screen. Filed as FB13509137
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by torarnv.
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There have been occasional questions about remote debugging. Unfortunately I see a couple of them which were reasonable basic questions got no answer at all. I will try this again. A couple questions had some mention of lldb server. In some cases clearly the people asking the questions already knew a bit about remote debugging. Yet I can find no documentation about it.Does XCode or other tools that will work with XCode support debugging over the internet? If so what are the reqirements re XCode version and macOS version, whether the client and server can have unmatched versions, etc.?My immediate need (without extra steps) is to debug a process running on Sierra (no XCode installed yet) from a development system running XCode 7.3.1 under El Capitan.The need for remote debugging is to be able to diagnose crashes that don't happen on my development systems. There have also been questions concerning crash logs, but crash logs are of limited use unless the crash can be opened into a debugger with full ability to examine the stack and local variables.Thanks in advance!
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by kkbigler.
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While experimenting with AR view for different Product We came across an issue with Apples AR viewer where for glass (PBR Opacity) it is causing black patch to appear behind (Maybe Shadow). https://sketchfab.com/3d-models/welcome-5ba96662ba8d4774951f33fead4bf9db https://sketchfab.com/3d-models/candel-91b2059634e0478eb93777b0b2a726e9 We Tried to find work around but after doing multiple test but with all our experiments we came to the conclusion that Apple AR viewer is not able recognize the glass material and adjust the ground shadow as required.
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Hello, I am facing an issue when debugging cpp code through the XCode after updating to XCode 15.0. During debugging, in a variables watch view, it is shown for the collections (let's take std::vector as an example) that its size is 0 even if it is not. If I add it as an expression to watch, it is fine. Also if I print it in lldb console, it is also fine. Any thoughts on this?
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by baba504.
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Hi, i am developing a Metal renderer the Metal debbuger gives me an error when i try to debug a Fragment Shader. This is happening since i updated to sonoma and Xcode 15, before everything was working fine. Also i want to mention that i have tried the Apples DeferredLightning demo project and it gives the same error so its not my projects fault. Device: MacbookPro 16 2019 5300M MacOs: 14.0 Xcode: 15.0 Error: Unable to create shader debug session Thread data is corrupt GPUDebugger error - 15A240c - DYPShaderDebuggerDataErrorDomain (2): Thread data is corrupt === GPUDebugger Item === API Call: 16 [drawIndexedPrimitives:Triangle indexCount:26652 indexType:UInt32 indexBuffer:MDL_OBJ-Indices indexBufferOffset:0] Resource: fragment_main
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by Cl0ud7.
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Is it possible to reduce the verbosity of logs from os_log when debugging an application? Specifically, can I filter to specific subsystems and / or exclude DEBUG logs using configuration?
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Hello everyone! I try to debug a shader for SwiftUI(which was introduced in iOS17) as I understand this is sort of uber shader system. but it looks like there are no available source code for SwiftUI shaders in Xcode? as I understand I need that so Xcode will allow me to edit my small [[stitchable]] part. Anyone has succeeded in using shader debugger for SwiftUI shaders? xcode 15, macos 14, ios 17
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by sgonchar2.
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I use the rendering pipeline urp 12.1.7, and then use the unity2021.3.11f1 version to export the xcode14.2 project, and then run it on the iPhone 11 pro max (16.3), and then click the "M" button to perform gpu capture workload. Once this operation is performed, the memory usage will rise sharply, triggering the out of memory. For example, the memory of the game itself is about 1.3G. Once the gpu capture is performed, it will become more than 2.3G, resulting in the inability to profile the game.
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In Xcode 15 Beta (5), I am noticing my breakpoints randomly seem to duplicate themselves multiple times for the exact same breakpoint. I have 3 targets in my project, and I wonder whether what I am experiencing is a bug related to that. Similarly, I also see duplicates of the same symbol in the symbol navigator. I've attached a screenshot of several identical breakpoints (in this case placed in some Objective C methods that relate to speech recognition). I haven't seen this happen in Xcode 14, or at least as often. Has anyone else experienced this and/or filed a bug report? I've tried deleting derivedData and the usual tricks.
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Using Xcode (or Instruments), is there a way to know all the functions/symbols that are touched by a line of code? struct Test { private func intro() { } func partOne() { intro() } func partTwo() { partOne() } func partThree() { partTwo() print(credits) } private var credits: String { "" } } let test = Test() test.partTwo() // partTwo, partOne, intro test.partThree() // partThree, partTwo, partOne, intro, credits
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by on-d-go.
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Hello, I have created game (first one) using Unreal Engine 4. Distributed it on Android and works good. But I have problem with ios version. Game crashes after launch. It shows only splash screen for very short period of time. I have CrashLog from one of test devices. CrashLog - https://developer.apple.com/forums/content/attachment/c739bc91-2a0c-4fde-89c0-52f7550d9fbe I tryied also build my game using xcode (I have read somewhere that it could help with crash) but build failed. Have no idea what couses crash. Any solution I found didnt work in my case. Please help me with translate CrashLog.
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I'm working on a pet project and there's one strange issue. When I open Debug View Hierarchy, a lot of similar errors appear in console. It looks like: 2023-06-14 15:47:07.356740+0300 BFB[19678:4582894] [API] Failed to get renderer info (client=0x42b6b2ed) [0x5 (os/kern) failure] 2023-06-14 15:47:07.356807+0300 BFB[19678:4582894] [API] Failed to get renderer info (client=0x42b6b2ed) [0x5 (os/kern) failure] 2023-06-14 15:47:07.359829+0300 BFB[19678:4582894] [API] Failed to get renderer info (client=0x42b6b2ed) [0x5 (os/kern) failure] 2023-06-14 15:47:07.359904+0300 BFB[19678:4582894] [API] Failed to get renderer info (client=0x42b6b2ed) [0x5 (os/kern) failure] 2023-06-14 15:47:07.359964+0300 BFB[19678:4582894] [API] Failed to get renderer info (client=0x42b6b2ed) [0x5 (os/kern) failure] 2023-06-14 15:47:07.363650+0300 BFB[19678:4582894] [API] Failed to get renderer info (client=0x42b6b2ed) [0x5 (os/kern) failure] 2023-06-14 15:47:07.363726+0300 BFB[19678:4582894] [API] Failed to get renderer info (client=0x42b6b2ed) [0x5 (os/kern) failure] (And so many of them) What are they caused by and how can I remove this? My pet project is just simple, only standard UIKit items like UIViews / UITableViews are used. I'm using Apple M2 Max CPU with 32 Gb RAM and Mac OS Ventura 13.4 Swift version is 5.8.1 (swiftlang-5.8.0.124.5 clang-1403.0.22.11.100) I created another Xcode from scratch, placed simple label and tried to debug its views - errors didn't appear. So may be it somehow related to project... but it doesn't really contain any special. Thank you.
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by Alexey_BH.
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I have yet to see iOS call my background task. I can get it to call it with the debug support (_simulateLaunchForTaskWithIdentifier), but not on its own. Does being foreground suppress the task call? Does being connected to the debugger (but in the background) suppress the call? Does an Xcode-installed app get its background task called? What is the Xcode scheme Run Info option “Launch due to a background fetch event"? Xcode 15b1 and iOS 17b1.
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by JetForMe.
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I have never seen this before, does anyone have any idea on this one?This came from a crash log, wont post the whole thing, but...Date/Time: 2017-11-20 12:19:23.8143 +1100Launch Time: 2017-11-20 06:32:37.3878 +1100OS Version: iPhone OS 11.1.1 (15B150)Baseband Version: 4.00.01Report Version: 104Exception Type: EXC_CRASH (SIGKILL)Exception Codes: 0x0000000000000000, 0x0000000000000000Exception Note: EXC_CORPSE_NOTIFYTermination Reason: Namespace SPRINGBOARD, Code 0x2bad45ecTermination Description: SPRINGBOARD, Process detected doing insecure drawing while in secure modeTriggered by Thread: 0Thread 0 name:Thread 0 Crashed:0 libsystem_kernel.dylib 0x0000000186570bc4 mach_msg_trap + 81 libsystem_kernel.dylib 0x0000000186570a3c mach_msg + 72 (mach_msg.c:103)2 CoreFoundation 0x0000000186a21c74 __CFRunLoopServiceMachPort + 196 (CFRunLoop.c:2613)3 CoreFoundation 0x0000000186a1f840 __CFRunLoopRun + 1424 (CFRunLoop.c:2969)4 CoreFoundation 0x000000018693ffb8 CFRunLoopRunSpecific + 436 (CFRunLoop.c:3245)5 GraphicsServices 0x00000001887d7f84 GSEventRunModal + 100 (GSEvent.c:2245)6 UIKit 0x000000018ff142f4 UIApplicationMain + 208 (UIApplication.m:3949)7 HubMobile 0x0000000100c25598 main + 88 (main.m:16)8 libdyld.dylib 0x000000018646256c start + 4
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by Dexxta.
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Env: Monterey 12.6.5, Xcode 14.0.1 Recent update for xcode. Straight forward declaration of bitset, but a large one. std::bitset<1048567> bs ; Running code in xcode, suddenly started getting lldb notice "Message from debugger: The LLDB RPC server has exited unexpectedly. You may need to manually terminate your process. Please file a bug if you have reproducible steps." upon entering the function itself, not when executing the bitset declaration line. Moved the declaration to main, and still lldb notice. Then noticed bitset size in debugger dialog is 256 (see snippet image), although the bitset's "real" size is as declared (debugger shows real size in parentheses, but only show first 256 bits). Checked vector, it is show and represents in full. Duplicated on Ventura 13.3.1, Xcode 14.2. Suspect the LLDB issue was from changing bitset size to pow(2,64) before, which compiles, but generates "thread EXC_BADACCESS ..." error/warning. Two issues: first, why only display first 256 bits of a bitset in debugger? And if there is a logical reason, then change the description for the hard-set 256 size when n >=256 from "size=256" to "view size=256" With the lldb error, I thought there was an error that did not exist, notably compiler was now changing my declared size to 256 for any size n > 256. Second, the "thread EXC_BADACCESS..." error when bitset size is too large should be reported by compiler as max size exceeded, after all, the bitset size n declared has to be a const and the compiler knows both n and the max bitset size_t N...the error reported is better than nothing, but not the most meaningful.
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by notAI.
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I want to do source level debugging of an external environment using Xcode's graphical debugger. I have an External Build System project with local source files that builds libraries/executables (not macOS or iOS) and creates their dSYM symbol files (also stored locally). I have a script that I can run from Xcode that starts the library/executables (in an external environment), and gets their slide addresses so their symbols can be loaded into lldb. The script also returns a gdb-remote url that I can use with lldb to begin debugging. Is there a way for Xcode to use the lldb info gathered by my script to start its graphical debugger? If this feature doesn't exist, then I see two simple ways that this feature could be implemented: a) In the Run Action, there's a Run Script action in the Pre-actions to start the remote environment and gather the debug info to create a lldb script that has the gdb-remote command, and commands to add the target modules, and to load the target modules with their slide values. All of that I've already implemented. The Run Action can then have an option to launch lldb with the generated lldb source script. b) The Run Script action in the Pre-actions of the Run Action that sets up the external environment and gathers the debug info can launch lldb itself with the generated lldb source script. The Run Action can have an option to watch the terminal output for an lldb prompt and then take over when the prompt appears.
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by joevt.
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