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

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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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I have Mac OS application with several embedded frameworks. When debugging the application in recent versions of Xcode (comfirmed in 14.2) I am no longer able to inspect opaque C structs defined in a framework when the debugger has stopped in code belonging to the application or a different framework. The application and frameworks are all compiled by me as part of the application workspace, all have debugging enabled, and all are properly generating dSYM files. Does anyone know what might be going on? This is making debugging the framework code very difficult.
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by dwn.
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I have macOS Big Sur 11.7.5 and I had to download the version of xCode 13.2.1, which is compatible according to the Apple page. When I open xCode and choose "Open a project or file" it says "Could not open file." and the file path of your choice. I do not know what else to do! If I press the right button and open the simulator it lets me open it but when I try to build my React-Native app the xCode doesn't detect me Thanks for your help!! error Failed to build iOS project. We ran "xcodebuild" command but it exited with error code 65. To debug build logs further, consider building your app with Xcode.app, by opening ristoUserApp.xcworkspace.
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Hi --I'm pretty new to this, and not a developer, but work on a product where I need to look at the output in xcode. Before xcode 9, I could see the entire output in the console. However, now, if the output is log, I see &lt;...&gt; at the end, and I can't get everything to show.Thanks so much for the help,Zach
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Hi everyone,On my last app, I launch a beta test phase but every time I quit the app, an alert show up telling me that the app crashed and asking me to if I want to share more informations to developpers.Here is the screenshot of the alert :https://imgur.com/zWVCTH8The app is made of SwiftUI with some UIKit part comming from Unity 3D.Several frameworks used.The alert show up from any screen of the app. It's not related to a specific part.
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I'm using Xcode 14. I run any app on my iPhone 12/iOS16.2, but I cannot download and run my app under development on the iPhone and in the simulator. I have no signing and capabilities issues shown in the Xcode interface. I would greatly appreciate any help.
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by izidorg.
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Hello! So here is the problem: there is one iphone and 2 macbooks with XCode. If I connect iPhone by cable to one of macbooks, and in "Window-&gt;Devices and Simulators" select checkbox "Connect via network", I can run &amp; debug apps on iPhone from that macbook. But as soon as this iPhone is connected same way to another macbook, and "Connect via network" is selected there, it becomes unreachable on first mabook, and checkbox "Connect via network" becomes cleared. Why is this limitation in place? In my opinion it should be possible to make iPhone reachable from both macbooks and do not repeat these reconnections all the time. Is there anybody from XCode core team here?
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by Ross_.
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Xcode GPU Frame Capture shows that "PreZ Test Fails" percent is zero. I can't understand what is wrong.. I drawed the opaque primitives with depth test, no alpha test, no alpha blend. I thought that "Hidden Surface Removal" removes hidden surfaces, so There is no killed fragments by "PreZ Test Kill". But I couldn't find the column about "Hidden Surface Removal". It looks that xcode gpu frame capture doesn't show the data about hidden surface removal. I tested it on iphone 13 mini(ios 16.3), M1 Mac Ventura
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I am getting the frequent crash and when I see the details it's on fabric below10Rooms &lt;compiler-generated&gt; line 0 @objc SyncService.triggerSync() 11Rooms &lt;compiler-generated&gt; line 0 @objc WeakTimer.invoke() I am using Xcode 10.1 Please let me know. Below is crash details downloaded from fabric: for crashed thread only#0. Crashed: com.apple.main-thread 0 libswiftCore.dylib 0x1018361a4 specialized _assertionFailure(_:_:file:line:flags:) + 4236 1 libswiftCore.dylib 0x10169ddb8 _assertionFailure(_:_:file:line:flags:) + 135288 2 Swinject 0x100fd11b4 __swift_noop_void_return + 11580 3 Swinject 0x100fcecc0 __swift_noop_void_return + 2120 4 Swinject 0x100fcef38 __swift_noop_void_return + 2752 5 Rooms 0x100c95700 specialized BaseAPIasObservablesessionManager(_:_:) (ServicesAssembly.swift:492) 6 Rooms 0x100c4efc8 $S7Cry7RoomAPIC03getB8Featuresy7RxSwift10ObservableCySayAA17FeatureInfoVGGSSF (RoomAPI.swift) 7 Rooms 0x100cb4590 $S7Cry20FeatureManagerC18updateRoomFeaturesyySSF (FeatureManager.swift:96) 8 Rooms 0x100bd88f8 SyncService.triggerRoomFeaturesSync() () 9 Rooms 0x100bd7d00 SyncService.triggerSync() (SyncService.swift:45) 10 Rooms 0x100bd7d2c @objc SyncService.triggerSync() () 11 Rooms 0x100ce21f8 @objc WeakTimer.invoke() () 12 Foundation 0x194165488 __NSFireTimer + 84 13 CoreFoundation 0x193641828 __CFRUNLOOP_IS_CALLING_OUT_TO_A_TIMER_CALLBACK_FUNCTION__ + 28 14 CoreFoundation 0x193641558 __CFRunLoopDoTimer + 864 15 CoreFoundation 0x193640d8c __CFRunLoopDoTimers + 248 16 CoreFoundation 0x19363bc68 __CFRunLoopRun + 1880 17 CoreFoundation 0x19363b1f0 CFRunLoopRunSpecific + 436 18 GraphicsServices 0x1958b4584 GSEventRunModal + 100 19 UIKitCore 0x1c05874c0 UIApplicationMain + 212 20 Rooms 0x100b664c0 main (AppDelegate.swift:16) 21 libdyld.dylib 0x1930fabb4 start + 4
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by SanojBlue.
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