Graphical Debugger

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

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Xcode debugger can't inspect opaque C structs in a dynamic library
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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999
Apr ’23
Problem with xCode 13.2.1
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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1.4k
Apr ’23
TestFlight alert after quitting the app
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.
14
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9.5k
Feb ’23
Use one iPhone for debugging from 2 macbooks
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->Devices and Simulators" select checkbox "Connect via network", I can run & 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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2.5k
Feb ’23
Why does "Xcode GPU Frame Capture" shows that "PreZ Test Fails" percent is zero.
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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1.4k
Feb ’23
Crashed <compiler-generated> line 0
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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4.8k
Feb ’23
Debug SIGTERM handler in Xcode?
Xcode 6.3.2I have a daemon that hooks SIGHUP, SIGINT, and SIGTERM. They all direct the signals to call a signal_handler() function.I was having an intermittent crash when the daemon was existing, so I ran the process in Xcode hoping to catch the problem. Unfortunately, I can't reproduce it. When I send the process a SIGTERM (kill -TERM &lt;pid&gt;), Xcode breaks in my run loop and says my process received a SIGTERM. Unexpected, but OK.But then I click on the Continue button and ... nothing happens. The program goes right back to running normally, The signal_handler() function is never called.Does anyone know how I can debug signals using the debugger, without the debugger intercepting it and "eating" the signal?
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9.7k
Jan ’23
Debugging Error: Thread 1: signal SIGABRT
Hello, I've been trying to find away past the error I'm getting on my xcode project the last few days. I know generally the error "Thread 1: signal SIGABRT" is caused by missing code after you link a button or something from deleting it, but I don't think this is the same case considering the code doesn't have anything linked. I've done a lot of Googling and YouTubing, but I can't seem to find the problem. On line 54 under MenuController.swift i get the error "Thread 1: signal SIGABRT"./ let cell = tableView.dequeueReusableCell(withIdentifier: "MenuCell") as! MenuCellI will link the project and images. I'm not sure why it's doing it, but anything will help. Thank you so much.I'm also using the cocoapod "SlideMenuControllerSwift" https://github.com/dekatotoro/SlideMenuControllerSwifthttps://image.ibb.co/gt39bH/Screen_Shot_2018_02_05_at_6_34_26_PM.pnghttps://image.ibb.co/kLLBqc/Screen_Shot_2018_02_05_at_6_34_42_PM.pngProject: http://www.mediafire.com/file/w1e11bwea7dot1b/B%26G+Club.zip
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23k
Nov ’22
C++ exceptions on iOS
I use Crashlytics to generate crash reports for an iOS app. When C++ exceptions are thrown on the main thread, they are caught by a CFRunLoop exception handler and rethrown, which destroys all the information about where in the code the original exception is thrown.There is an open radar for this, opened two years ago, that was marked as "duplicate", but the duplicate doesn't exist as far as I can tell: http://www.openradar.me/radar?id=4943586562932736This is a Stackoverflow thread about the issue: https://stackoverflow.com/questions/13777446/ios-how-to-get-stack-trace-of-an-unhandled-stdexceptionI've tried all sorts of workarounds, including printing the stack trace with [NSThread callStackSymbols] in the constructor for the exception I use. This sort of works in debug builds (at least I can see the trace, but Crashlytics still lumps them all into "std::terminate"). But this does not work in release builds. The symbols are random symbols that don't correspond at all to the actual stack trace. The end result is that I have no usable stack information for any crashes on the main thread from C++ exceptions, which is unfortunate because my whole app is written in C++.It's been several years since this was reported to Apple. The proper solution is to allow us to turn off the CFRunLoop exception trapper. Should I file another radar (hopefully it won't also be closed as duplicate) or what else should I do to draw Apple's attention to this? Being unable to report C++ exceptions is a pretty big deal.
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13k
Nov ’22
Could not start debugserver on
Hi all,today I got an iPhone X but when I try to get debugging working on the device I get the Error message:Could not start debugserver on "dev name" when trying to launch "app name"The app gets installed but it does not start.What cause this problme?Could it be caused by my restore from an iPhone 6?Kind regardsRalph
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11k
Nov ’22
Not able to "connect via network" for debugging
I am trying to establish a remote connection to an iOS 11 device for debugging. Both devices are on the same Wi-Fi network, I'm using Xcode 9 and in Window-&gt;Devices and Simulators have checked the "Connect via network" box. I do not get a network icon next to my device, nor do I get any prompt on the device itself.The application if for point of sale and the Wi-Fi firewall has most ports blocked. For example, I know port 22 (ssh) is blocked - the only open port I'm certain of is 8080. I suspect the port used for debugging is blocked. What port(s) are used for debugging? I can request the network guys open a few ports if needed.
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42k
Nov ’22
Xcode crashing when debugging shaders for macOS app
Using Xcode 14.0.1, but also happened the previous version: Run my Vulkan (MoltenVK) app, runs and renders fine. Press on the "M" Metal frame capture tool in Xcode, and capture 1 frame. Frame data looks good, multiple passes, framebuffers, textures all looking good. Click on the frame's queue submit point in the Metal debugger. Click on the "bug" symbol to debug shaders. Click on a pixel on the fragment shader selector dialog and click the "bug" icon there to debug that pixel in the fragment shader. => Crashes after I start inspecting the shader source, clicking on different likes to see values, etc. Happens very often, making this otherwise awesome set of GPU tools useless. More info: shaders compiled with glslc (shaderc v2022.2 v2022.2, spirv-tools v2022.4-dev v2022.3-2-g3a8a961c, glslang 11.1.0-533-gf771c129, Target: SPIR-V 1.0). The Vulkan SDK uses MoltenVK to translate to Metal (I understand it's a relatively thin layer). Other Metal/GPU frame inspection and GPU profiling tools seem to work great, only the metal shader debugger is crashing. The rest of the experience with the Vulkan SDK on macOS has been great. Thanks.
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1.5k
Oct ’22
why frame capture's fs invocations number aren't corrent?
I write an example that using offline render. using frame capture i can get fs invocations number of this offline render, but it is strange that the number is the result of multiplication of render target's width and height. The example only writes four point on a 128x128 render target. I think this example is simple enough. Here is a piece of my code:    static const AAPLVertex triangleVertices[] =   {     // 2D positions,  RGBA colors     { { 0.5, -0.5 }, { 1, 0, 0, 1 } },     { { -0.5, -0.5 }, { 0, 1, 0, 1 } },     { { -0.5,  0.5 }, { 0, 0, 1, 1 } },     { { 0.5,  0.5 }, { 0, 1, 0, 1 } },   };       id &lt;MTLCommandBuffer&gt; commandBuffer = [_commandQueue commandBuffer];   commandBuffer.label = @"Command Buffer";       id&lt;MTLRenderCommandEncoder&gt; renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:_renderToTextureRenderPassDescriptor];   renderEncoder.label = @"Offscreen Render Pass";   [renderEncoder pushDebugGroup:@"Offscreen Render Group"];   [renderEncoder setRenderPipelineState:_renderToTextureRenderPipeline];   [renderEncoder setVertexBytes:&amp;triangleVertices length:sizeof(triangleVertices) atIndex:AAPLVertexInputIndexVertices];   [renderEncoder drawPrimitives:MTLPrimitiveTypePoint vertexStart:0 vertexCount:4];   [renderEncoder popDebugGroup];   [renderEncoder endEncoding]; I think the fs invocations number is 4, because when i change the fs code to set a fix red color to output, only the four point become red. however, the result of frame capture is the size of rt's size. it seen that the frame capture also calculates the render target fs. fragment shader: fragment float4 fragmentShader(RasterizerData in [[stage_in]]) { //  return in.color;   return vector_float4(1.0, 0.0, 0.0, 0.0); } anyone can help me distinguish if it is a wrong statistic of frame capture?
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1.1k
Oct ’22
App Crashes in iOS 16. Unable to find crash reason
App was successfully running on iOS 15, build and pushed to appstore via Xcode 13.2. But after iOS 16 beta release, app was continuously crashing at the launch step itself.Even on stable iOS 16 release also, the app crash continues. I tried to build the same app via Xcode 14 and pushed to App Store, which worked without any change in the code. Crash Report Can someone please help me on this?
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4.1k
Sep ’22
XCode 14 SwiftUI dyld symbol not found
I get this error when I run my code on an iOS 14 device using XCode 14. dyld: Symbol not found: _$s7SwiftUI15GraphicsContextV4fill_4with5styleyAA4PathV_AC7ShadingVAA9FillStyleVtF Referenced from: ****** Expected in: /System/Library/Frameworks/SwiftUI.framework/SwiftUI I do not get any errors when I run the same code on an iOS 15 or iOS 16 device. How do I resolve this issue?
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1.4k
Sep ’22
Domain: com.apple.dt.MobileDeviceErrorDomain Code: -402653081 Recovery Suggestion: Please check your project settings and ensure that a valid product has been built.
when I try to install app on iOS 16 return the following error: Unable to install "***" Domain: com.apple.dt.MobileDeviceErrorDomain Code: -402653081 Recovery Suggestion: Please check your project settings and ensure that a valid product has been built. User Info: {   IDERunOperationFailingWorker = IDEInstalliPhoneLauncher; } -- There was an internal API error. Domain: com.apple.dt.MobileDeviceErrorDomain Code: -402653081 User Info: {   DVTRadarComponentKey = 261622;   MobileDeviceErrorCode = "(0xE8000067)";   "com.apple.dtdevicekit.stacktrace" = ( 0  DTDeviceKitBase           0x0000000110f40c90 DTDKCreateNSErrorFromAMDErrorCode + 235 1  DTDeviceKitBase           0x0000000110f7d2ee __90-[DTDKMobileDeviceToken installApplicationBundleAtPath:withOptions:andError:withCallback:]_block_invoke + 155 2  DVTFoundation            0x0000000106a6c1bd DVTInvokeWithStrongOwnership + 71 3  DTDeviceKitBase           0x0000000110f7d016 -[DTDKMobileDeviceToken installApplicationBundleAtPath:withOptions:andError:withCallback:] + 1409 4  IDEiOSSupportCore          0x0000000115e8b8f4 __118-[DVTiOSDevice(DVTiPhoneApplicationInstallation) processAppInstallSet:appUninstallSet:installOptions:completionBlock:]_block_invoke.301 + 3520 5  DVTFoundation            0x0000000106ba1719 __DVT_CALLING_CLIENT_BLOCK__ + 7 6  DVTFoundation            0x0000000106ba222d __DVTDispatchAsync_block_invoke + 196 7  libdispatch.dylib          0x00007ff807b3b0cc _dispatch_call_block_and_release + 12 8  libdispatch.dylib          0x00007ff807b3c317 _dispatch_client_callout + 8 9  libdispatch.dylib          0x00007ff807b42317 _dispatch_lane_serial_drain + 672 10 libdispatch.dylib          0x00007ff807b42dfd _dispatch_lane_invoke + 366 11 libdispatch.dylib          0x00007ff807b4ceee _dispatch_workloop_worker_thread + 753 12 libsystem_pthread.dylib       0x00007ff807ceffd0 _pthread_wqthread + 326 13 libsystem_pthread.dylib       0x00007ff807ceef57 start_wqthread + 15 ); } -- Analytics Event: com.apple.dt.IDERunOperationWorkerFinished : {   "device_model" = "iPhone11,2";   "device_osBuild" = "16.0 (20A5312j)";   "device_platform" = "com.apple.platform.iphoneos";   "launchSession_schemeCommand" = Run;   "launchSession_state" = 1;   "launchSession_targetArch" = arm64;   "operation_duration_ms" = 23727;   "operation_errorCode" = "-402653081";   "operation_errorDomain" = "com.apple.dt.MobileDeviceErrorDomain";   "operation_errorWorker" = IDEInstalliPhoneLauncher;   "operation_name" = IDEiPhoneRunOperationWorkerGroup;   "param_consoleMode" = 0;   "param_debugger_attachToExtensions" = 0;   "param_debugger_attachToXPC" = 1;   "param_debugger_type" = 5;   "param_destination_isProxy" = 0;   "param_destination_platform" = "com.apple.platform.iphoneos";   "param_diag_MainThreadChecker_stopOnIssue" = 0;   "param_diag_MallocStackLogging_enableDuringAttach" = 0;   "param_diag_MallocStackLogging_enableForXPC" = 1;   "param_diag_allowLocationSimulation" = 1;   "param_diag_checker_tpc_enable" = 1;   "param_diag_gpu_frameCapture_enable" = 0;   "param_diag_gpu_shaderValidation_enable" = 0;   "param_diag_gpu_validation_enable" = 0;   "param_diag_memoryGraphOnResourceException" = 0;   "param_diag_queueDebugging_enable" = 1;   "param_diag_runtimeProfile_generate" = 0;   "param_diag_sanitizer_asan_enable" = 0;   "param_diag_sanitizer_tsan_enable" = 0;   "param_diag_sanitizer_tsan_stopOnIssue" = 0;   "param_diag_sanitizer_ubsan_stopOnIssue" = 0;   "param_diag_showNonLocalizedStrings" = 0;   "param_diag_viewDebugging_enabled" = 1;   "param_diag_viewDebugging_insertDylibOnLaunch" = 1;   "param_install_style" = 0;   "param_launcher_UID" = 2;   "param_launcher_allowDeviceSensorReplayData" = 0;   "param_launcher_kind" = 0;   "param_launcher_style" = 0;   "param_launcher_substyle" = 0;   "param_runnable_appExtensionHostRunMode" = 0;   "param_runnable_productType" = "com.apple.product-type.application";   "param_runnable_type" = 2;   "param_testing_launchedForTesting" = 0;   "param_testing_suppressSimulatorApp" = 0;   "param_testing_usingCLI" = 0;   "sdk_canonicalName" = "iphoneos16.0";   "sdk_osVersion" = "16.0";   "sdk_variant" = iphoneos; }
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4.0k
Sep ’22
Xcode 11 hangs while attaching debugger to ios process
When I attempt to launch an app from Xcode 11 (gm seed 2) to my attached iPhone running iOS 13 the I see the app launch with a white screen but then the iOS process hangs for about *60 seconds* before the app finishes launching. If I un-check "debug executable" on the target then this behavior does not happen. If I launch the app on the phone directly (without xcode) it launches normally. If I launch the app on the phone and attempt to attach the debugger from xcode I get the same (one minute) hang.This only happens on one of my machines even though both are using the same setup (only diff is that one is a laptop and one is a desktop). So I am assuming something is wrong or corrupted with the "debug support" that was installed on first connect to the new xcode... But I can find no reference to how to re-init that. I have tried the "unpair phone" option in devices in xcode but it does nothing. I don't see anything in settings related to developer profiles or debug symbols.Anything I can do to reset the phone with respect to debgging support / symbols installed by xcode? Any other thoughts?thanks,Pat
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40k
Sep ’22
Xcode debugger can't inspect opaque C structs in a dynamic library
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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0
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999
Activity
Apr ’23
Problem with xCode 13.2.1
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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1
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0
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1.4k
Activity
Apr ’23
Console output is cut short <...>
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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4
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1
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6.3k
Activity
Apr ’23
LLDB RPC server has crashed
XCode 8.0 beta (8S128d) debugger passes crashes most of the time. Anyone else seen this?
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22
Boosts
1
Views
31k
Activity
Mar ’23
TestFlight alert after quitting the app
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.
Replies
14
Boosts
1
Views
9.5k
Activity
Feb ’23
Debug development app on target from XCODE
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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0
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0
Views
1.1k
Activity
Feb ’23
Use one iPhone for debugging from 2 macbooks
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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3
Boosts
0
Views
2.5k
Activity
Feb ’23
Why does "Xcode GPU Frame Capture" shows that "PreZ Test Fails" percent is zero.
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
Replies
2
Boosts
0
Views
1.4k
Activity
Feb ’23
Crashed <compiler-generated> line 0
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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2
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0
Views
4.8k
Activity
Feb ’23
Debug SIGTERM handler in Xcode?
Xcode 6.3.2I have a daemon that hooks SIGHUP, SIGINT, and SIGTERM. They all direct the signals to call a signal_handler() function.I was having an intermittent crash when the daemon was existing, so I ran the process in Xcode hoping to catch the problem. Unfortunately, I can't reproduce it. When I send the process a SIGTERM (kill -TERM &lt;pid&gt;), Xcode breaks in my run loop and says my process received a SIGTERM. Unexpected, but OK.But then I click on the Continue button and ... nothing happens. The program goes right back to running normally, The signal_handler() function is never called.Does anyone know how I can debug signals using the debugger, without the debugger intercepting it and "eating" the signal?
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4
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0
Views
9.7k
Activity
Jan ’23
Debugging Error: Thread 1: signal SIGABRT
Hello, I've been trying to find away past the error I'm getting on my xcode project the last few days. I know generally the error "Thread 1: signal SIGABRT" is caused by missing code after you link a button or something from deleting it, but I don't think this is the same case considering the code doesn't have anything linked. I've done a lot of Googling and YouTubing, but I can't seem to find the problem. On line 54 under MenuController.swift i get the error "Thread 1: signal SIGABRT"./ let cell = tableView.dequeueReusableCell(withIdentifier: "MenuCell") as! MenuCellI will link the project and images. I'm not sure why it's doing it, but anything will help. Thank you so much.I'm also using the cocoapod "SlideMenuControllerSwift" https://github.com/dekatotoro/SlideMenuControllerSwifthttps://image.ibb.co/gt39bH/Screen_Shot_2018_02_05_at_6_34_26_PM.pnghttps://image.ibb.co/kLLBqc/Screen_Shot_2018_02_05_at_6_34_42_PM.pngProject: http://www.mediafire.com/file/w1e11bwea7dot1b/B%26G+Club.zip
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4
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1
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23k
Activity
Nov ’22
C++ exceptions on iOS
I use Crashlytics to generate crash reports for an iOS app. When C++ exceptions are thrown on the main thread, they are caught by a CFRunLoop exception handler and rethrown, which destroys all the information about where in the code the original exception is thrown.There is an open radar for this, opened two years ago, that was marked as "duplicate", but the duplicate doesn't exist as far as I can tell: http://www.openradar.me/radar?id=4943586562932736This is a Stackoverflow thread about the issue: https://stackoverflow.com/questions/13777446/ios-how-to-get-stack-trace-of-an-unhandled-stdexceptionI've tried all sorts of workarounds, including printing the stack trace with [NSThread callStackSymbols] in the constructor for the exception I use. This sort of works in debug builds (at least I can see the trace, but Crashlytics still lumps them all into "std::terminate"). But this does not work in release builds. The symbols are random symbols that don't correspond at all to the actual stack trace. The end result is that I have no usable stack information for any crashes on the main thread from C++ exceptions, which is unfortunate because my whole app is written in C++.It's been several years since this was reported to Apple. The proper solution is to allow us to turn off the CFRunLoop exception trapper. Should I file another radar (hopefully it won't also be closed as duplicate) or what else should I do to draw Apple's attention to this? Being unable to report C++ exceptions is a pretty big deal.
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22
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1
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13k
Activity
Nov ’22
Could not start debugserver on
Hi all,today I got an iPhone X but when I try to get debugging working on the device I get the Error message:Could not start debugserver on "dev name" when trying to launch "app name"The app gets installed but it does not start.What cause this problme?Could it be caused by my restore from an iPhone 6?Kind regardsRalph
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6
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0
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11k
Activity
Nov ’22
Not able to "connect via network" for debugging
I am trying to establish a remote connection to an iOS 11 device for debugging. Both devices are on the same Wi-Fi network, I'm using Xcode 9 and in Window-&gt;Devices and Simulators have checked the "Connect via network" box. I do not get a network icon next to my device, nor do I get any prompt on the device itself.The application if for point of sale and the Wi-Fi firewall has most ports blocked. For example, I know port 22 (ssh) is blocked - the only open port I'm certain of is 8080. I suspect the port used for debugging is blocked. What port(s) are used for debugging? I can request the network guys open a few ports if needed.
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15
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1
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42k
Activity
Nov ’22
Xcode crashing when debugging shaders for macOS app
Using Xcode 14.0.1, but also happened the previous version: Run my Vulkan (MoltenVK) app, runs and renders fine. Press on the "M" Metal frame capture tool in Xcode, and capture 1 frame. Frame data looks good, multiple passes, framebuffers, textures all looking good. Click on the frame's queue submit point in the Metal debugger. Click on the "bug" symbol to debug shaders. Click on a pixel on the fragment shader selector dialog and click the "bug" icon there to debug that pixel in the fragment shader. => Crashes after I start inspecting the shader source, clicking on different likes to see values, etc. Happens very often, making this otherwise awesome set of GPU tools useless. More info: shaders compiled with glslc (shaderc v2022.2 v2022.2, spirv-tools v2022.4-dev v2022.3-2-g3a8a961c, glslang 11.1.0-533-gf771c129, Target: SPIR-V 1.0). The Vulkan SDK uses MoltenVK to translate to Metal (I understand it's a relatively thin layer). Other Metal/GPU frame inspection and GPU profiling tools seem to work great, only the metal shader debugger is crashing. The rest of the experience with the Vulkan SDK on macOS has been great. Thanks.
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1
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0
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1.5k
Activity
Oct ’22
why frame capture's fs invocations number aren't corrent?
I write an example that using offline render. using frame capture i can get fs invocations number of this offline render, but it is strange that the number is the result of multiplication of render target's width and height. The example only writes four point on a 128x128 render target. I think this example is simple enough. Here is a piece of my code:    static const AAPLVertex triangleVertices[] =   {     // 2D positions,  RGBA colors     { { 0.5, -0.5 }, { 1, 0, 0, 1 } },     { { -0.5, -0.5 }, { 0, 1, 0, 1 } },     { { -0.5,  0.5 }, { 0, 0, 1, 1 } },     { { 0.5,  0.5 }, { 0, 1, 0, 1 } },   };       id &lt;MTLCommandBuffer&gt; commandBuffer = [_commandQueue commandBuffer];   commandBuffer.label = @"Command Buffer";       id&lt;MTLRenderCommandEncoder&gt; renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:_renderToTextureRenderPassDescriptor];   renderEncoder.label = @"Offscreen Render Pass";   [renderEncoder pushDebugGroup:@"Offscreen Render Group"];   [renderEncoder setRenderPipelineState:_renderToTextureRenderPipeline];   [renderEncoder setVertexBytes:&amp;triangleVertices length:sizeof(triangleVertices) atIndex:AAPLVertexInputIndexVertices];   [renderEncoder drawPrimitives:MTLPrimitiveTypePoint vertexStart:0 vertexCount:4];   [renderEncoder popDebugGroup];   [renderEncoder endEncoding]; I think the fs invocations number is 4, because when i change the fs code to set a fix red color to output, only the four point become red. however, the result of frame capture is the size of rt's size. it seen that the frame capture also calculates the render target fs. fragment shader: fragment float4 fragmentShader(RasterizerData in [[stage_in]]) { //  return in.color;   return vector_float4(1.0, 0.0, 0.0, 0.0); } anyone can help me distinguish if it is a wrong statistic of frame capture?
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1
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0
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1.1k
Activity
Oct ’22
App Crashes in iOS 16. Unable to find crash reason
App was successfully running on iOS 15, build and pushed to appstore via Xcode 13.2. But after iOS 16 beta release, app was continuously crashing at the launch step itself.Even on stable iOS 16 release also, the app crash continues. I tried to build the same app via Xcode 14 and pushed to App Store, which worked without any change in the code. Crash Report Can someone please help me on this?
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5
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0
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4.1k
Activity
Sep ’22
XCode 14 SwiftUI dyld symbol not found
I get this error when I run my code on an iOS 14 device using XCode 14. dyld: Symbol not found: _$s7SwiftUI15GraphicsContextV4fill_4with5styleyAA4PathV_AC7ShadingVAA9FillStyleVtF Referenced from: ****** Expected in: /System/Library/Frameworks/SwiftUI.framework/SwiftUI I do not get any errors when I run the same code on an iOS 15 or iOS 16 device. How do I resolve this issue?
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1
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0
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1.4k
Activity
Sep ’22
Domain: com.apple.dt.MobileDeviceErrorDomain Code: -402653081 Recovery Suggestion: Please check your project settings and ensure that a valid product has been built.
when I try to install app on iOS 16 return the following error: Unable to install "***" Domain: com.apple.dt.MobileDeviceErrorDomain Code: -402653081 Recovery Suggestion: Please check your project settings and ensure that a valid product has been built. User Info: {   IDERunOperationFailingWorker = IDEInstalliPhoneLauncher; } -- There was an internal API error. Domain: com.apple.dt.MobileDeviceErrorDomain Code: -402653081 User Info: {   DVTRadarComponentKey = 261622;   MobileDeviceErrorCode = "(0xE8000067)";   "com.apple.dtdevicekit.stacktrace" = ( 0  DTDeviceKitBase           0x0000000110f40c90 DTDKCreateNSErrorFromAMDErrorCode + 235 1  DTDeviceKitBase           0x0000000110f7d2ee __90-[DTDKMobileDeviceToken installApplicationBundleAtPath:withOptions:andError:withCallback:]_block_invoke + 155 2  DVTFoundation            0x0000000106a6c1bd DVTInvokeWithStrongOwnership + 71 3  DTDeviceKitBase           0x0000000110f7d016 -[DTDKMobileDeviceToken installApplicationBundleAtPath:withOptions:andError:withCallback:] + 1409 4  IDEiOSSupportCore          0x0000000115e8b8f4 __118-[DVTiOSDevice(DVTiPhoneApplicationInstallation) processAppInstallSet:appUninstallSet:installOptions:completionBlock:]_block_invoke.301 + 3520 5  DVTFoundation            0x0000000106ba1719 __DVT_CALLING_CLIENT_BLOCK__ + 7 6  DVTFoundation            0x0000000106ba222d __DVTDispatchAsync_block_invoke + 196 7  libdispatch.dylib          0x00007ff807b3b0cc _dispatch_call_block_and_release + 12 8  libdispatch.dylib          0x00007ff807b3c317 _dispatch_client_callout + 8 9  libdispatch.dylib          0x00007ff807b42317 _dispatch_lane_serial_drain + 672 10 libdispatch.dylib          0x00007ff807b42dfd _dispatch_lane_invoke + 366 11 libdispatch.dylib          0x00007ff807b4ceee _dispatch_workloop_worker_thread + 753 12 libsystem_pthread.dylib       0x00007ff807ceffd0 _pthread_wqthread + 326 13 libsystem_pthread.dylib       0x00007ff807ceef57 start_wqthread + 15 ); } -- Analytics Event: com.apple.dt.IDERunOperationWorkerFinished : {   "device_model" = "iPhone11,2";   "device_osBuild" = "16.0 (20A5312j)";   "device_platform" = "com.apple.platform.iphoneos";   "launchSession_schemeCommand" = Run;   "launchSession_state" = 1;   "launchSession_targetArch" = arm64;   "operation_duration_ms" = 23727;   "operation_errorCode" = "-402653081";   "operation_errorDomain" = "com.apple.dt.MobileDeviceErrorDomain";   "operation_errorWorker" = IDEInstalliPhoneLauncher;   "operation_name" = IDEiPhoneRunOperationWorkerGroup;   "param_consoleMode" = 0;   "param_debugger_attachToExtensions" = 0;   "param_debugger_attachToXPC" = 1;   "param_debugger_type" = 5;   "param_destination_isProxy" = 0;   "param_destination_platform" = "com.apple.platform.iphoneos";   "param_diag_MainThreadChecker_stopOnIssue" = 0;   "param_diag_MallocStackLogging_enableDuringAttach" = 0;   "param_diag_MallocStackLogging_enableForXPC" = 1;   "param_diag_allowLocationSimulation" = 1;   "param_diag_checker_tpc_enable" = 1;   "param_diag_gpu_frameCapture_enable" = 0;   "param_diag_gpu_shaderValidation_enable" = 0;   "param_diag_gpu_validation_enable" = 0;   "param_diag_memoryGraphOnResourceException" = 0;   "param_diag_queueDebugging_enable" = 1;   "param_diag_runtimeProfile_generate" = 0;   "param_diag_sanitizer_asan_enable" = 0;   "param_diag_sanitizer_tsan_enable" = 0;   "param_diag_sanitizer_tsan_stopOnIssue" = 0;   "param_diag_sanitizer_ubsan_stopOnIssue" = 0;   "param_diag_showNonLocalizedStrings" = 0;   "param_diag_viewDebugging_enabled" = 1;   "param_diag_viewDebugging_insertDylibOnLaunch" = 1;   "param_install_style" = 0;   "param_launcher_UID" = 2;   "param_launcher_allowDeviceSensorReplayData" = 0;   "param_launcher_kind" = 0;   "param_launcher_style" = 0;   "param_launcher_substyle" = 0;   "param_runnable_appExtensionHostRunMode" = 0;   "param_runnable_productType" = "com.apple.product-type.application";   "param_runnable_type" = 2;   "param_testing_launchedForTesting" = 0;   "param_testing_suppressSimulatorApp" = 0;   "param_testing_usingCLI" = 0;   "sdk_canonicalName" = "iphoneos16.0";   "sdk_osVersion" = "16.0";   "sdk_variant" = iphoneos; }
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3
Boosts
3
Views
4.0k
Activity
Sep ’22
Xcode 11 hangs while attaching debugger to ios process
When I attempt to launch an app from Xcode 11 (gm seed 2) to my attached iPhone running iOS 13 the I see the app launch with a white screen but then the iOS process hangs for about *60 seconds* before the app finishes launching. If I un-check "debug executable" on the target then this behavior does not happen. If I launch the app on the phone directly (without xcode) it launches normally. If I launch the app on the phone and attempt to attach the debugger from xcode I get the same (one minute) hang.This only happens on one of my machines even though both are using the same setup (only diff is that one is a laptop and one is a desktop). So I am assuming something is wrong or corrupted with the "debug support" that was installed on first connect to the new xcode... But I can find no reference to how to re-init that. I have tried the "unpair phone" option in devices in xcode but it does nothing. I don't see anything in settings related to developer profiles or debug symbols.Anything I can do to reset the phone with respect to debgging support / symbols installed by xcode? Any other thoughts?thanks,Pat
Replies
21
Boosts
1
Views
40k
Activity
Sep ’22