Hello everyone,
I’m experiencing a crash in my iOS application that’s occurring predominantly on devices running iOS 16.6.0. The crash seems to happen on the main thread during a UI operation, specifically within the UIKitCore framework.
Crash Log Summary
Thread 0 Crashed:
0 libsystem_kernel.dylib 0xca4 mach_msg2_trap + 8
1 libsystem_kernel.dylib 0x13b74 mach_msg2_internal + 80
2 libsystem_kernel.dylib 0x13e4c mach_msg_overwrite + 540
3 libsystem_kernel.dylib 0x11e8 mach_msg + 24
4 CoreFoundation 0x79024 __CFRunLoopServiceMachPort + 160
5 CoreFoundation 0x7a250 __CFRunLoopRun + 1208
6 CoreFoundation 0x7f3ec CFRunLoopRunSpecific + 612
7 GraphicsServices 0x135c GSEventRunModal + 164
8 UIKitCore 0x39cf58 -[UIApplication _run] + 888
9 UIKitCore 0x39cbbc UIApplicationMain + 340
10 MyApp 0x24050 main + 51 (AppDelegate.swift:51)
11 ??? 0x1d3594dec (Missing)
I’ve attached the full crash
crashlog.txt
and would appreciate any insights or recommendations on how to resolve this issue.
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On iOS17, UIDevice.current.batteryLevel is returning values rounded to 0.05, such as 1, 0.95, 0.9. Which used to be a 1% granularity in iOS16. Is this a bug or a new feature?
Hey, I am trying to leave the apple develope’s program because I don’t make apps and I’m really bad at coding. Can a apple agent help me to leave the apple developer program?
Immediately post iOS 18.4 upgrade yesterday 2023 MacBook Pro 14″ battery level dropped to zero and indicates "Service Recommended". System report shows battery charge cycles at "0". Wondering if others have seen this occurance on other laptops?
Recently, we have encountered some users who have been unable to open the enterprise signature application after upgrading to version 18.3.2, without an IPS file. Through system logs, we found that signature verification has occurred SecKeyVerifySignature failed: Error Domain=NSOSStatusErrorDomain Code=-50 "rsa_pub_crypt failed, ccerr=-7" UserInfo={numberOfErrorsDeep=0, NSDescription=rsa_pub_crypt failed, ccerr=-7} Waiting for the information, I will provide the obtained system logs below. The application package name that crashed is com. mobile. moa
aa.txt
new
Howdy,
I'm trying to figure out how to replicate the following behavior for our app:
The system is able to ascertain that the Mac equivalent of some iOS app is installed locally, and it prevents notifications from being mirrored. However, I am unable to determine how this association is inferred. When I check our iOS app under this prefpane, the switch remains enabled and toggleable—we'd like to act like Slack here.
My initial assumption is that an app group containing both the Mac and iOS apps can be used to create the association; however, I would like to confirm that this is indeed the case before doing so. I'm not terribly confident about this.
Details:
The bundle identifiers of both apps do not match. This also applies to Slack; its iOS app is com.tinyspeck.chatlyio while its Mac app is com.tinyspeck.slackmacgap.
In our case, the iOS app's identifier is like com.company.app while the Mac app's identifier is com.company.app.desktop.
Both apps are signed with certificates that have matching team identifiers. The com.apple.developer.team-identifier entitlement is present on the Mac app.
The Mac app shares a keychain access group with the iOS app.
The Mac app is not sandboxed.
The Mac app is an Electron app.
The Mac app does not use APNs. It sends notifications "locally".
I currently only have the iOS app installed on my iPhone via TestFlight, if that matters.
Notification mirroring does work, but we'd like to forcibly disable this by associating the apps together.
To my knowledge, the iOS app makes use of both a UNNotificationServiceExtension and a UNNotificationContentExtension.
The iOS app currently doesn't have an assigned category (at least in Xcode). The Mac app is currently miscategorized as a developer tool (LSApplicationCategoryType = "public.app-category.developer-tools";), but that should be fixed.
(Redacted) bundle information for the Mac app:
CFBundleDisplayName = App;
CFBundleExecutable = "App Desktop";
CFBundleName = App;
Note that our CFBundleExecutable differs from the bundle's display name/name because we're currently migrating our users to a new version of the app that they'd likely want to live alongside the new one. The filename of the bundle itself is, similarly, App Desktop.app.
For the iOS app, to my knowledge, the CFBundleName and CFBundleDisplayName are App.
Hi, We are facing a major issue with our application. We are using FolioReaderkit to read epub files. Currently, it's working on the iOS 18.1 device and simulator, but it's not working on the iOS 18.2 and later version devices.
we are facing this error in Folioreaderkit
Hello,
We’ve been using the CesiumJS WebGL library for several years, both on our website and within embedded WebViews in our iOS application. Since upgrading to iOS versions 18.2 and 18.3, we’ve started receiving numerous user complaints regarding application crashes on various iPad and iPhone models when loading CesiumJS.
The crashes occur as soon as the 3D view initializes, and the error consistently reported is:
"WebGL context lost"
This issue appears to be a WebGL-related crash potentially triggered by GPU memory handling or allocation limits. However, we are not detecting any abnormal memory consumption prior to the crash, and the same setup works perfect on older iOS versions and on all Android devices and versions.
Steps to Reproduce:
Open: https://www.flightradar24.com/30.47,-94.84/8
Click on any aircraft icon on the map.
In the aircraft details panel at the bottom, click on the “3D view” tab.
On iOS 18.2 or 18.3, the page will crash shortly after initializing CesiumJS WebGL.
Affected Devices:
This issue is occurring across a wide range of devices, including:
iPad 9th Generation
iPad Pro (11-inch, 2nd Gen)
iPhone SE (2020 and 2022)
iPhone 11, 11 Pro
iPhone XR
iPhone Mini
All of the above are running iOS 18.2 or 18.3. The problem does not occur on Android or previous iOS versions.
Request:
Has anyone else encountered similar issues with WebGL context loss after upgrading to iOS 18.2 or 18.3? Are there any known changes in memory limits or WebGL behavior in these recent iOS updates? We’d appreciate any insight or suggestions on workarounds or potential fixes.
Thank you!
We've seen a spike in crashes on iOS 18.4 across both iPhone & iPad. We can't reproduce it, but it looks like it happens when the app goes into the background.
Crash Log
We have used ::gethostname to retrieve hostname in our tunnel provider extension and found it returns "localhost" on iOS 17+. So we changed to use [[NSProcessInfo processInfo] hostName]. However it often caused 30+ delay in the extension process on a few devices and always returns "localhost".
The sysdiagnose shows a lot of DNS query logs as below:
default mDNSResponder 2025-03-19 17:15:12.453769 +0800 75281: 0x11ad501 [R80937] DNSServiceCreateConnection START PID[79767](ACExtension)
default mDNSResponder 2025-03-19 17:15:12.453892 +0800 75281: 0x11ad501 [R80938] DNSServiceQueryRecord START -- qname: <mask.hash: 'fNnSAdyuhKXqCny8+neXvw=='>, qtype: PTR, flags: 0x15000, interface index: -1, client pid: 79767 (ACExtension), name hash: 84de01e1
default mDNSResponder 2025-03-19 17:15:12.458395 +0800 75281: 0x11ad501 [R80939] DNSServiceQueryRecord START -- qname: <mask.hash: '2X6qN/YT0yh2psKwrGWokg=='>, qtype: PTR, flags: 0x15000, interface index: 0, client pid: 79767 (ACExtension), name hash: f25c923e
default mDNSResponder 2025-03-19 17:15:12.462924 +0800 75281: 0x11ad501 [R80940] DNSServiceQueryRecord START -- qname: <mask.hash: 'peyRWEblLKbNvcOXPjSeMQ=='>, qtype: PTR, flags: 0x15000, interface index: 0, client pid: 79767 (ACExtension), name hash: 83323cc4
Hello. In the iOS app i'm working on we are very tight on memory budget and I was looking at ways to reduce our texture memory usage. However I noticed that comparing ASTC8x8 to ASTC12x12, there is no actual difference in allocated memory for most of our textures despite ASTC12x12 having less than half the bpp of 8x8. The difference between the two only becomes apparent for textures 1024x1024 and larger, and even in that case the actual texture data is sometimes only 60% of the allocation size. I understand there must be some alignment and padding going on, but this seems extreme. For an example scene in my app with astc12x12 for most textures there is over a 100mb difference in astc size on disk versus when loaded, so I would love to be able to recover even a portion of that memory.
Here is some test code with some measurements i've taken using an iphone 11:
for(int i = 0; i < 11; i++) {
MTLTextureDescriptor *texDesc = [[MTLTextureDescriptor alloc] init];
texDesc.pixelFormat = MTLPixelFormatASTC_12x12_LDR;
int dim = 12;
int n = 2 << i;
int mips = i+1;
texDesc.width = n;
texDesc.height = n;
texDesc.mipmapLevelCount = mips;
texDesc.resourceOptions = MTLResourceStorageModeShared;
texDesc.usage = MTLTextureUsageShaderRead;
// Calculate the equivalent astc texture size
int blocks = 0;
if(mips == 1) {
blocks = n/dim + (n%dim>0? 1 : 0);
blocks *= blocks;
} else {
for(int j = 0; j < mips; j++) {
int a = 2 << j;
int cur = a/dim + (a%dim>0? 1 : 0);
blocks += cur*cur;
}
}
auto tex = [objCObj newTextureWithDescriptor:texDesc];
printf("%dx%d, mips %d, Astc: %d, Metal: %d\n", n, n, mips, blocks*16, (int)tex.allocatedSize);
}
MTLPixelFormatASTC_12x12_LDR
128x128, mips 7, Astc: 2768, Metal: 6016
256x256, mips 8, Astc: 10512, Metal: 32768
512x512, mips 9, Astc: 40096, Metal: 98304
1024x1024, mips 10, Astc: 158432, Metal: 262144
128x128, mips 1, Astc: 1936, Metal: 4096
256x256, mips 1, Astc: 7744, Metal: 16384
512x512, mips 1, Astc: 29584, Metal: 65536
1024x1024, mips 1, Astc: 118336, Metal: 147456
MTLPixelFormatASTC_8x8_LDR
128x128, mips 7, Astc: 5488, Metal: 6016
256x256, mips 8, Astc: 21872, Metal: 32768
512x512, mips 9, Astc: 87408, Metal: 98304
1024x1024, mips 10, Astc: 349552, Metal: 360448
128x128, mips 1, Astc: 4096, Metal: 4096
256x256, mips 1, Astc: 16384, Metal: 16384
512x512, mips 1, Astc: 65536, Metal: 65536
1024x1024, mips 1, Astc: 262144, Metal: 262144
I also tried using MTLHeaps (placement and automatic) hoping they might be better, but saw nearly the same numbers.
Is there any way to have metal allocate these textures in a more compact way to save on memory?
I will give some suggestions and action buttons about dynamic islands on iPhonesAfter dragging and dropping an application or file on dynamic islands, when I switch to any application or site, I can switch to that file or application by holding down the Dynamic Island As for the action button, we can assign features to the action button. A feature like this can come to it. When we press it twice, it will open the camera, when we press it once, it will open the flash. If such a feature comes, it will be easier to use
We are using XC Test case framework for the unit test cases after running test cases the code coverage is not visible. In previous version of Xcode it was working properly (like Xcode 15 and earlier).
If an iOS app gets terminated by watchdog due to, for example, hanging the main thread, is that considered to be a crash or something different.
I'm asking because, according to google and AI, Crashlytics can detect and report these,but in my experience it does not.
If I deliberately cause a watchdog termination by for example sleeping on the main thread for a long time then these never appear in Crashlytics.
I know Apple folks here don't comment on non Apple software, so I'm not asking about Crashlytics, just wondering and interested about watchdog timeout terminations and how they differ from a "regular" crash.
We have a macOS application which interacts with our USB and PCI devices to perform SCSI and NVME commands on them.
We use IOUSBHost, IOUSBLib and IOKitLib for USB interface and have created a custom driver to interact with PCI devices.
Is there a way we can implement a similar functionality for iOS as well if we connect the cards and readers using OTG?
Hello,
I am currently attempting to use declarative management to install enterprise application, however I am running into errors. Initially the device was failing to unpac the initial manifest it downloaded. After pulling logs from the device it was revealed that the manifest must include the bundle-version for it to parse as valid.
Adding this has allowed for the ipa to be fetched from the server however there is a secondary issue. The application is on the device but is unable to be opened due to the device being unable to validate its integreti. Any additional information would be useful. For completion the working manifest will be pasted below.
It should be noted that the manifest below does work when requesting application installs through MDM commands.
<***>
<items type="array">
<dict>
<assets type="array">
<dict>
<kind type="string">software-package</kind>
<url type="string">https://domain/web/mdm/ios/enterpriseipa/bundle.id</url>
</dict>
</assets>
<key type="dict" name="metadata">
<bundle-identifier type="string">bundle.id</bundle-identifier>
<kind type="string">software</kind>
<subtitle type="string">app</subtitle>
<title type="string">app</title>
<bundle-version type="string">x.x.x</bundle-version>
</key>
</dict>
</items>
</***>
</plist>
I would like to know if there is a way to disable Smart Punctuation from the webpage rather than requiring the user to do so from the settings. Adding a "inputmode=verbatim" attribute to the input HTML tags for my webpage did that for all the web browsers I tested on Windows, Ubuntu, Android, and MacOS. I tested Chrome and Firefox on all platforms, as well as Edge on Windows and Safari on Mac and iOS. So far the only time it did not disable Smart Punctuation was on Safari on iOS, but it did on MacOS.
We're embedding the Power BI reports into our portal by using JS library. While testing them, we found that mobile layout of the reports don't work as we expect on iOS devices (tested in Chrome and Safari). There are two principals issues: 1) the site is automatically refreshed when the users filter the data (we reduced them to lower expression) and 2) the site also crashes after a while using the dashboard by applying different filters.
Hi,
I saw that almost each OS version, on ios and macos, handles differently changing includeAllNetworks while the tunnel is running. On some the entire OS reports no-net, while others, specially latest versions, handle this fine.
Can includeAllNetworks be changed while the tunnel is running, or the tunnel must be stopped and restarted with the new value? e.g. the tunnel is started with it set to false, but later is changed to true into VPN profile.
And on the same note, regarding setTunnelNetworkSettings, can this be called multiple times while the tunnel is running? For example if the VPN server IP changes. Because what I've saw each call to setTunnelNetworkSettings after VPN connected results in at least DNS leaks, because the routing table is recreated.
Let me know if it is easier to track to create separate questions.
Thanks
Hello, aspiring programmer here.
I am developing a StepCounter APP, which keeps track of how many steps I have taken and sends to an MQTT server. I am trying to make this happen even while the app is not in focus, but so far I have not been able to get this working.
First tried with silent background music, which seemed pretty inconsistent and inpractical, since I usually play youtube videoes while walking, making the app stop with its silent audio. Then tried GPS, which didnt really do anything (could be implementation problem).
Has anyone made background processing work for their apps?