Triage TestFlight crashes in Xcode Organizer

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Discuss the WWDC21 session Triage TestFlight crashes in Xcode Organizer.

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I've developed my app using expo which works perfectly fine in development but crashes in testflight. In few devices the app works fine for first 5-6 seconds on first installation. Crash Logs: Exception Codes: 0x0000000000000000, 0x0000000000000000 Exception Note: EXC_CORPSE_NOTIFY Termination Reason: FRONTBOARD 2343432205 <RBSTerminateContext| domain:10 code:0x8BADF00D explanation:[application<com.ssingularity.flavoya>:6922] failed to terminate gracefully after 5.0s ProcessVisibility: Unknown ProcessState: Running WatchdogEvent: process-exit WatchdogVisibility: Background WatchdogCPUStatistics: ( "Elapsed total CPU time (seconds): 18.930 (user 18.930, system 0.000), 60% CPU", "Elapsed application CPU time (seconds): 6.587, 21% CPU" ) reportType:CrashLog maxTerminationResistance:Interactive> Triggered by Thread: 0 Complete Logs: Complete log
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by avik_bha.
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i used dev c++ on windows before this and it works just fine when i use command like this system("color E0"); system("cls"); system("pause"); system("title test"); but in Xcode, when i run it they said the command is not found. may i know how to fix this ? thank you
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by yanhaiqin.
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when i run my app in the simulator all checks out but when i create an achieve and sent to test-flight i get different result. the App doesn't change from my previous version I uploaded earlier, its the same version even though it's a different version or build number. what could i be doing wrong. i am using XCode 13.3. i do clear the project build and also clear the xcode cache from disk
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by Paa-Kofi.
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I can build app on Xcode 13.3 but archiving is getting failed Ld /Users/rikenshah/Library/Developer/Xcode/DerivedData/Cinepolis-apsijryfwwishxfcmompjkbicqrg/Build/Intermediates.noindex/ArchiveIntermediates/Cinepolis/IntermediateBuildFilesPath/UninstalledProducts/iphoneos/Cinépolis\ Cinemas\ Indonesia.app/Cinépolis\ Cinemas\ Indonesia normal (in target 'Cinepolis' from project 'Cinepolis')     cd /Users/rikenshah/Downloads/kall28-ios_cinepolis-c0dafec22267\ 3/Cinepolis     /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang -target arm64-apple-ios11.1 -isysroot /Application Undefined symbols for architecture arm64:   "generic pre-specialization <Swift.UInt64> of Cinépolis_Indonesia.arrayOfBytes(value: A, length: Swift.Int) -> [Swift.UInt8]", referenced from:       Cinépolis_Indonesia.SHA3.update(withBytes: Swift.ArraySlice<Swift.UInt8>, isLast: Swift.Bool) throws -> [Swift.UInt8] in SHA3.o       function signature specialization <Arg[3] = Dead> of generic specialization <Cinépolis_Indonesia.AEADChaCha20Poly1305> of static (extension in Cinépolis_Indonesia):Cinépolis_Indonesia.AEAD.calculateAuthenticationTag(authenticator: Cinépolis_Indonesia.Authenticator, cipherText: [Swift.UInt8], authenticationHeader: [Swift.UInt8]) throws -> [Swift.UInt8] in AEADChaCha20Poly1305.o       Cinépolis_Indonesia.(buildCounterValue in EFCCD681F028D77A9B25B97C634FD096)(: [Swift.UInt8], counter: Swift.UInt64) -> [Swift.UInt8] in CTR.o       Cinépolis_Indonesia.CTRModeWorker.seek(to: Swift.Int) throws -> () in CTR.o       function signature specialization <Arg[0] = Exploded> of Cinépolis_Indonesia.CTRModeWorker.encrypt(block: Swift.ArraySlice<Swift.UInt8>) -> [Swift.UInt8] in CTR.o       function signature specialization <Arg[1] = Owned To Guaranteed, Arg[3] = Owned To Guaranteed, Arg[4] = Dead> of Cinépolis_Indonesia.CTRModeWorker.init(blockSize: Swift.Int, iv: Swift.ArraySlice<Swift.UInt8>, counter: Swift.Int, cipherOperation: (Swift.ArraySlice<Swift.UInt8>) -> [Swift.UInt8]?) -> Cinépolis_Indonesia.CTRModeWorker in CTR.o ld: symbol(s) not found for architecture arm64 clang: error: linker command failed with exit code 1 (use -v to see invocation)
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by OSPLabs.
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This is a Unity APP that uses the Apple Lidar camera to record 3D Human movement. Was looking for an extra set of eyes to review the logs. When running the App we have about 300 MB of free memory on the IPAD Pro 8 GB. The Crash logs are consistent. Is this a memory resource issue? Could we extend the memory to beyond 5 GB to help with this issue? Kernel Triage: VM - pmap_enter failed with resource shortage VM - pmap_enter failed with resource shortage VM - pmap_enter failed with resource shortage VM - pmap_enter failed with resource shortage VM - pmap_enter failed with resource shortage Thread 0 crashed with ARM Thread State (64-bit): x0: 0x0000000000000104 x1: 0x0000000000000000 x2: 0x0000000000008400 x3: 0x0000000000000000 x4: 0x0000000000000000 x5: 0x00000000000000a0 x6: 0x0000000000000000 x7: 0x0000000000000000 x8: 0x000000016f064098 x9: 0x0000000000008401 x10: 0x0000000130421820 x11: 0x0000000000000002 x12: 0x0000000000000000 x13: 0x0000000000000000 x14: 0x0000000000000000 x15: 0x0000000000000001 x16: 0x0000000000000131 x17: 0x0000000000000000 x18: 0x000000013dd2486c x19: 0x0000000130421808 x20: 0x0000000130421848 x21: 0x00000001010b4660 x22: 0x0000000000000000 x23: 0x0000000000000000 x24: 0x0000000000008400 x25: 0x0000000000008401 x26: 0x0000000000008500 x27: 0x00000000000003e8 x28: 0x00000000000f4240 fp: 0x000000016f064110 lr: 0x00000001f2e3a254 sp: 0x000000016f064080 pc: 0x00000001b973df90 cpsr: 0x60001000 esr: 0x56000080 Address size fault crashlog.crash
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I was not able to get additional information regarding the app crash but the main changes are: Created a new provision and Apple ID to enable push notification Implementation of Firebase Push Notification See crash log below: Crash Log After this logs its all binary reference then EOF...
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Hello Everybody, My game can not publish to Itunes Connect in Xcode because only show "Distribution Content" after click “Product” → “Archive”. I try google search and setup “Skip install” to “No” in build settings but not affect. Please help me i struggle in this problem one week Notes: My game develop by cocos2d-x c++.
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by HongNhung.
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My application crashes on the apple review team side and another user testing using test flight, but on my end, I have tested the app on both simulator and physical device but no crash or error appears anywhere. Below is the crash report that I opened in XCode but I do not understand the reason exactly what's happening.
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by yDjerar.
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Recently I got a crash with KERN_PROTECTION_FAILURE message while testing the TestFlight build. Any idea why this is happening? When this happened I am using a TableView which is kind of a form submission with multiple cell types being reused AppleCrash.crash
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by JatinGarg.
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its been 2 weeks i have trying to down load simulator on my device but i keep on getting "There are no valid accounts registered with Xcode that have the ability to access this resource." Contact Apple Developer Program Support to resolve account access issues.
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by jakesuche.
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Hi, I work on react-native and use mac mini. After many research I could compile and link my project it works fine in Andriod but ios app crashes on launch. Crash report attached. Need help to resolve it Crash_report
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by SMTech25.
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I have made an app with Python and Kivy and am trying to get it going on TestFlight. The app also uses the Pyrebase module and its dependencies. I am Archiving it just fine with Xcode and moving through the steps just fine except when I try upload it. It fails and has about 38 very similar errors pop up saying: App Store Connect Operation Error ERROR ITMS-90171: "Invalid Bundle Structure - The binary file 'weatherstrip.app/lib/python3.9/site-packages/Cryptodome/Hash/_MD2.abi3.so' is not permitted. Your app can’t contain standalone executables or libraries, other than a valid CFBundleExecutable of supported bundles. Refer to the Bundle Programming Guide at https://developer.apple.com/go/?id=bundle-structure for information on the iOS app bundle structure." But with different file names in each error. It seems that all of the listed errors are from the Cryptodome module from either the Hash or Cipher folders. All of the listed errors also happen to be .so files... I have tried to find answers all over but nothing conclusive, I have tried playing around with my "Info.plist" file as well as "Frameworks, Libraries and Embedded Content" but not too sure what I can change without ruining everything. I see a lot of solutions saying that they've just deleted the files that are causing the problem, but I need the files in question. The Cryptodome folder that all of these files are in is a dependancy of the Pyrebase module (which has been difficult to work with). Actually I've seen posts that says maybe the executables shouldn't be in the "Copy Bundle Resources" build phase. I have had a look and there is a "lib" folder in there which has the site-packages and afore mentioned .so files in there. Should I delete this folder?? What could I do to trial? I tried removing the 'lib' folder from 'Copy Bundle Resources' and I was able to get the app uploaded to app store connect. But the app now doesn't work via Xcode. I have re added the lib but not am running into the same issue as before. Please Help.....
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We are building an app that accesses API data from a https protected server. The API key is all ok on my side, either installing the app through Xcode or through TestFlight, on my devices, everything works. However when my partner installs the app for testing on his device (iOS version compatible) according to crash reports, he does not get API data. The API is a paid API and we have a lot of calls left on our plan. I have verified if there were any issues with encryption compliance, and from what I have, we are ERA compliant. I don't know what else to do or check.
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by aldomm.
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Getting this XCODE error in Apple M1 System. Xcode version - 12.4. Reproduce issue- Cloning application from Git Update Carthage file Getting error- Could not find module Alamofire for target 'x86_64',- apple -ios -simulator After Excluding x86_64 architecture getting error - Module 'Alamofire was created for incompatible target arm64-ios 10.0 6.after excluding arm64 architecture this error I am getting please help me to short out this issue.
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by imarindam.
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