Xcode Sanitizers and Runtime Issues

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Xcode Runtime Issues are reports of programming errors found at run time. Issues can be found by variety of tools, including Address Sanitizer (ASan), Main Thread Checker (MTC), Thread Sanitizer (TSan), and Undefined Behavior Sanitizer (UBSan).

Posts under Xcode Sanitizers and Runtime Issues tag

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Running Simulator on Xcode 13 crashes 'about_with_payload'
Hello, Having a bit of an issue with my application since updating to Xcode 13. Whenever I try to run on a Simulator, I get a signal SIGARBT error. I have done a backtrace and get the following output:  * frame #0: 0x0000000202a4d0ce dyld`__abort_with_payload + 10   frame #1: 0x0000000202a631cf dyld`abort_with_payload_wrapper_internal + 80   frame #2: 0x0000000202a63201 dyld`abort_with_payload + 9   frame #3: 0x000000010b0d0060 dyld_sim`abort_with_payload + 26   frame #4: 0x000000010b09008b dyld_sim`dyld4::halt(char const*) + 375   frame #5: 0x000000010b08cb15 dyld_sim`dyld4::prepare(dyld4::APIs&, dyld3::MachOAnalyzer const*) + 2807   frame #6: 0x000000010b08cd3f dyld_sim`_dyld_sim_prepare + 379   frame #7: 0x0000000202a0db24 dyld`dyld4::prepareSim(dyld4::RuntimeState&, char const*) + 1265   frame #8: 0x0000000202a0c6de dyld`dyld4::prepare(dyld4::APIs&, dyld3::MachOAnalyzer const*) + 244   frame #9: 0x0000000202a0c4b4 dyld`start + 388 The project is building fine, when I run the application on my iPhone device it is also running fine, although I have left my phone on iOS 14. Too nervous to update it as that is the only way I can develop at the moment. I have the following specs: Macbook Air M1 macOS Monterey v12.0.1 Xcode 13.1 I downgraded to Xcode 12 last week and it continued to run fine on the simulator, as it did before, I have since re-updated to Xcode 13 as I need to get it working with iOS 15, but cannot get it to run on the simulator. I have done all of the arm64 exclusion on the project, as I needed to do that in order to get it working on Xcode 12 with the M1. Has anyone else experienced this? Does anyone understand the backtrace better than I do? Many thanks in advance!
2
0
1.4k
Oct ’21
Xcode crashing Mac
I'm trying to develop a very simple app using Xcode. The app was able to build and run in a simulator last week. But, now Xcode (and two process it starts: swift-frontend and SourceKitService) just start using more and more memory (20GB - 30GB each) until the Mac crashes or hangs. I'm using Xcode 13.1, Mac Big Sur 11.6, 57G free storage in Mac I've uninstalled and reinstalled Xcode with no change in behavior.
1
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1.3k
Oct ’21
Xcrun instruments not found xcode 13
I am having a react native app which runs the command "xcrun instruments" while building. However, this command fails with error ✖ An error occurred: Command failed: xcrun instruments -s ✖ xcrun: error: unable to find utility "instruments", not a developer tool or in  PATH when i run the command separately from terminal, I am getting same error. I have checked that instruments is present and the standalone version and the version opening from xcode are same and matching with xcode version (13). Also, verified current used xcode is 13 from locations tab. Tried after clearing derived data as well. Also made sure, the path of xcode select runtime is set to commandLineTools path. Also, I have verified xcode command line tools installation and accepted license and tried all solutions mentioned in https://stackoverflow.com/questions/39778607/error-running-react-native-app-from-terminal-ios none working. This is affecting business. Please suggest.
2
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6.8k
Oct ’21
Xcode 13 beta 5 Wont Build, eats memory
Im making app in SwiftUI, Xcode 13 beta 5 on both Big Sur and Monterey. When I press Build, Xcode endlessly shows status:  Indexing | Processing files won't build. won't exit error. After pressing "Stop" building, Xcode might show:  Command CompileSwiftSources failed with a nonzero exit code. The more I wait the hotter MacBookPro gets and fan goes crazy. Activity Monitor's Memory tab shows: 4 rows of swift-frontend processes, each takes up to 35GB. Eventually I starting to get memory warning from OS and all of other apps being stopped and Mac becomes unusable until reboot. If needed I can share my project. But the things is that it happens with most of them. My work is completely stopped for now. Any ideas? p.s. looks like Xcode doesn't even need to try building my project – my fan immediately start speeding up as soon as I open my project and Xcode tries to index my code.
0
0
544
Oct ’21
unable to debug issue caused by SwiftUI
Debugging an issue caused by SwiftUI is quite tough, a few of our users have been complaining of a crash. The crash logs have a couple of different issues the two most prominent being, ViewCache.commitPlacedChildren(from:to:) StackLayout.UnmanagedImplementation.placeChildren1(in:minorProposalForChild:) Unable to identify what's causing the crash as can't easily replicate this and the logs aren't helping. Any pointers will be very much appreciated.
0
1
500
Oct ’21
Xcode 10 Unity Command CodeSign failed with a nonzero exit code
Hi all, been stuck on this for a week now searching all forums and trying every answer but none seem to work. my game is built with unity and is published on play store with no problems and wish to experiment with IOS so I am new to the Xcode and mac etc and trying to learn a complete new system, I recently purchased a late 2012 mini mac which I upgraded the ram to 16gb and have Xcode 10 installed, version of unity used is 2021.1.16f1. when running the unity project in Xcode to test on an iPhone i also recently purchased iPhone(6) I get the error message :- CodeSign /Users/MacMini/Library/Developer/Xcode/DerivedData/Unity-iPhone-BUNCH OF LETTERS /Build/Products/ReleaseForRunning-iphoneos/JumpingJacks.app/Frameworks/UnityFramework.framework (in target: Unity-iPhone)     cd /Users/MacMini/Desktop/Jumping\ Jacks/FILE NAME     export CODESIGN_ALLOCATE=/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/codesign_allocate      Signing Identity:     "iPhone Developer: NAME (IPHONE CODE NAME)" Provisioning Profile: "jj test"                       (BUNCH OF LETTERS/NUMBERS)     /usr/bin/codesign --force --sign BUNCH OF LETTERS NUMBERS --preserve-metadata=identifier,entitlements,flags --timestamp=none /Users/MacMini/Library/Developer/Xcode/DerivedData/Unity-iPhone-BUNCH OF LETTERS/Build/Products/ReleaseForRunning-iphoneos/JumpingJacks.app/Frameworks/UnityFramework.framework Warning: unable to build chain to self-signed root for signer "iPhone Developer: NAME (LETTERS/NUMBERS)" /Users/MacMini/Library/Developer/Xcode/DerivedData/Unity-iPhone-BUNCH OF LETTERS/Build/Products/ReleaseForRunning-iphoneos/JumpingJacks.app/Frameworks/UnityFramework.framework: errSecInternalComponent Command CodeSign failed with a nonzero exit code please could someone help me out, tried redoing certs for both apple.developer and keychain, checked unity iOS player settings, build options etc. Thank you.
1
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1.6k
Sep ’21
UI gets distorted in iPhone mini series.
I observed that while testing application in the simulator of iPhone12 and iPhone13 mini in Xcode 13.0 with release version is not working properly. As I am facing few issues like screen gets blur when I am scrolling page up and down. Sometime image is breaking etc. I have tested on other devices its working fine only facing this issue in the mini series only.
4
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1.6k
Sep ’21
Xcode Error: displayModeButtonItem is internally managed and not exposed for DoubleColumn style. Returning an empty, disconnected UIBarButtonItem to fulfill the non-null contract
I am working a lot with SwiftUI recently and encountered a problem when controlling NavigationLinks from outside the NavigationView with a @State. Error Message: [Assert] displayModeButtonItem is internally managed and not exposed for DoubleColumn style. Returning an empty, disconnected UIBarButtonItem to fulfill the non-null contract What Do I do? I am using a Button outside a NavigationView to control a hierarchy of NavigationLinks inside the NavigationView via @State Properties which the Button is manipulating. struct OnboardingRoot: View { 		@State var didCompletFirstView: Bool = false 		@State var didCompleteSecondView: Bool = false 		@State var didCompleteThirdView: Bool = false 		var body: some View { 				ZStack { 						 						NavigationView { 								Text("View 1") 										.background( 												NavigationLink(destination: Text("View 2"), isActive: $didCompleteFirstView) { EmptyView() } 										) 								/* This Hierarchy contains a Total of 4 Screens !!! */ 						} 						 						VStack { 								Spacer() 								Button(action: { print("Calls a Function that updates the States accordingly.") }) { CustomButton(text: "Start") } 						} 				} 		} } The Problem: As soon as I move to the Third Screen, I get the Error Message above. And also when moving between the Third and Fourth Screen, thee behavior is changing more or less to Random. *For example when finishing Screen 3, it comes again instead of Screen 4 and more.* My Solution for this Problem: I was browsing for possible Solutions and found one Solution that seems to does the Job .navigationViewStyle(StackNavigationViewStyle()) My Question: Although this Line of Code does the Job, removes the Error Messages and prevents this Random Behavior, I could't find an Explanation of what causes the Error and why this is able to solve it. So if you have an Idea, please share it with me. Thanks for your Help.
5
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4.9k
Sep ’21
Failed to start remote service fetchsymbols, Xcode 12.5.1, TVOS 15
On the newest AppleTV 4K, I have updated to TVOS 15. Because of that, Xcode 12.5.1 is building, but never runs the project because of the fetchsymbols issue: Failed to start remote service "com.apple.dt.fetchsymbols" on device. Please help! My option was to downgrade, however, it is not doable on the newest AppleTV 4K, 2021.
2
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2.0k
Sep ’21
jetsam per-process-limit: New iPhones with 4GB RAM suffer memory crash, iPhone 7 does not
The newer more powerful iOS devices are signaling memory limits where older devices did not. Has any iOS developer written about or confronted this problem? With an iOS SpriteKit game in production that demands a lot of memory (1.5GB) on start up, there have been no memory limit crashes in development (Xcode) and no memory crashes on the same devices running the production app available on the AppStore. Recently, users with iPhone 12, iPhone 12 mini, or other iPhone with 4GB RAM, report crash with error: jetsam per-process-limit, or jetsam mem limit: ActiveHard 2098 MB (fatal) iPhone 7, rated at 2GB RAM, runs the downloaded production app with no problem and no memory warnings in the log. iPhone XR, rated at 3GB RAM, runs the app with no problems. iPhone 12 Pro, rated at 6GB runs the app with no problem.
1
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1.6k
Sep ’21
IOS SwiftUI - @main -> Thread 1: EXC_BAD_ACCESS (code=2, address=0x7ffee1a57ff0)
In the code below you can see the error and the code used in my xxApp.swift folder. I was creating Sign In and a Sign Up function, and everything worked very well, but then I got this error when clicking on the register button. If you need more code just let me know, thanks in advance! Here is the code of the @main : import Firebase final class AppDelegate: NSObject, UIApplicationDelegate { func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey : Any]? = nil) -> Bool { FirebaseApp.configure() return true } final class AppDelegate: NSObject, UIApplicationDelegate { func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey : Any]? = nil) -> Bool { FirebaseApp.configure() return true }`final class AppDelegate: NSObject, UIApplicationDelegate { func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey : Any]? = nil) -> Bool { FirebaseApp.configure() return true } } @main //"Thread 1: EXC_BAD_ACCESS (code=2, address=0x7ffee1a57ff0)" struct PSMAApp: App { @UIApplicationDelegateAdaptor(AppDelegate.self) var delegate @StateObject var sessionService = SessionServiceImpl() var body: some Scene { WindowGroup { NavigationView{ switch sessionService.state { case .loggedIn: HomeView() .environmentObject(sessionService) case .loggedOut: LoginView() } } } } }
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929
Aug ’21
Xcode crashes on app launch
dyld: Symbol not found: _vfork  Referenced from: /Users/dani/Library/Developer/CoreSimulator/Devices/71E4AEC2-1486-40B2-AE9B-CE743E3D0A82/data/Containers/Bundle/Application/CF2583D6-6363-4B2C-ADA8-80A1E694B2B3/ColorFull.app/Frameworks/libclang_rt.tsan_iossim_dynamic.dylib  Expected in: /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Library/Developer/CoreSimulator/Profiles/Runtimes/iOS.simruntime/Contents/Resources/RuntimeRoot/usr/lib/libSystem.B.dylib dyld: launch, loading dependent libraries DYLD_SHARED_CACHE_DIR=/Users/dani/Library/Developer/CoreSimulator/Caches/dyld/21A5304g/com.apple.CoreSimulator.SimRuntime.iOS-14-5.18E182 DYLD_ROOT_PATH=/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Library/Developer/CoreSimulator/Profiles/Runtimes/iOS.simruntime/Contents/Resources/RuntimeRoot DYLD_LIBRARY_PATH=/Users/dani/Library/Developer/Xcode/DerivedData/ColorFull-cxygeqscqoehbndebjcqlvytvubm/Build/Products/Debug-iphonesimulator:/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Library/Developer/CoreSimulator/Profiles/Runtimes/iOS.simruntime/Contents/Resources/RuntimeRoot/usr/lib/system/introspection DYLD_INSERT_LIBRARIES=@executable_path/Frameworks/libclang_rt.tsan_iossim_dynamic.dylib:/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Library/Developer/CoreSimulator/Profiles/Runtimes/iOS.simruntime/Contents/Resources/RuntimeRoot/usr/lib/libBacktraceRecording.dylib:/Applications/Xcode.app/Contents (lldb)
4
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1.7k
Aug ’21
Upload to the store Error
ERROR ITMS-90347: "Bad bundle identifier. The bundle identifier 'com.legacylouisvillellc.legacylouisville' of the application extension Legacy Louisville.app/PlugIns/OneSignalNotificationServiceExtension.appex should start with the application's bundle identifier 'com.legacylouisvillellc.legacylouisville' and not contain more than one period “.” after the application's bundle ID." ERROR ITMS-90685: "CFBundleIdentifier Collision. There is more than one bundle with the CFBundleIdentifier value 'com.legacylouisvillellc.legacylouisville' under the iOS application 'Legacy Louisville.app'." Hello, each time I am trying to upload this to the App Store for submission, I can't avoid these two error codes. Can anyone assist me? Thank you so much... Dave
3
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3.1k
Aug ’21
How to fix “App Store Connect Operation Error”?
I am trying to upload my app to App Store, but Validation process fails with the error: Unable to process app at this time due to a general error I have uploaded several apps earlier but this one is failing to validate. It's been about a week since this error occurred. I have tried several times but always the same error occurs. My current Xcode version is 12.5.1 MacOs Big Sur 11.5.1
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673
Aug ’21
Running Simulator on Xcode 13 crashes 'about_with_payload'
Hello, Having a bit of an issue with my application since updating to Xcode 13. Whenever I try to run on a Simulator, I get a signal SIGARBT error. I have done a backtrace and get the following output:  * frame #0: 0x0000000202a4d0ce dyld`__abort_with_payload + 10   frame #1: 0x0000000202a631cf dyld`abort_with_payload_wrapper_internal + 80   frame #2: 0x0000000202a63201 dyld`abort_with_payload + 9   frame #3: 0x000000010b0d0060 dyld_sim`abort_with_payload + 26   frame #4: 0x000000010b09008b dyld_sim`dyld4::halt(char const*) + 375   frame #5: 0x000000010b08cb15 dyld_sim`dyld4::prepare(dyld4::APIs&, dyld3::MachOAnalyzer const*) + 2807   frame #6: 0x000000010b08cd3f dyld_sim`_dyld_sim_prepare + 379   frame #7: 0x0000000202a0db24 dyld`dyld4::prepareSim(dyld4::RuntimeState&, char const*) + 1265   frame #8: 0x0000000202a0c6de dyld`dyld4::prepare(dyld4::APIs&, dyld3::MachOAnalyzer const*) + 244   frame #9: 0x0000000202a0c4b4 dyld`start + 388 The project is building fine, when I run the application on my iPhone device it is also running fine, although I have left my phone on iOS 14. Too nervous to update it as that is the only way I can develop at the moment. I have the following specs: Macbook Air M1 macOS Monterey v12.0.1 Xcode 13.1 I downgraded to Xcode 12 last week and it continued to run fine on the simulator, as it did before, I have since re-updated to Xcode 13 as I need to get it working with iOS 15, but cannot get it to run on the simulator. I have done all of the arm64 exclusion on the project, as I needed to do that in order to get it working on Xcode 12 with the M1. Has anyone else experienced this? Does anyone understand the backtrace better than I do? Many thanks in advance!
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2
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1.4k
Activity
Oct ’21
Xcode crashing Mac
I'm trying to develop a very simple app using Xcode. The app was able to build and run in a simulator last week. But, now Xcode (and two process it starts: swift-frontend and SourceKitService) just start using more and more memory (20GB - 30GB each) until the Mac crashes or hangs. I'm using Xcode 13.1, Mac Big Sur 11.6, 57G free storage in Mac I've uninstalled and reinstalled Xcode with no change in behavior.
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1
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0
Views
1.3k
Activity
Oct ’21
Xcrun instruments not found xcode 13
I am having a react native app which runs the command "xcrun instruments" while building. However, this command fails with error ✖ An error occurred: Command failed: xcrun instruments -s ✖ xcrun: error: unable to find utility "instruments", not a developer tool or in  PATH when i run the command separately from terminal, I am getting same error. I have checked that instruments is present and the standalone version and the version opening from xcode are same and matching with xcode version (13). Also, verified current used xcode is 13 from locations tab. Tried after clearing derived data as well. Also made sure, the path of xcode select runtime is set to commandLineTools path. Also, I have verified xcode command line tools installation and accepted license and tried all solutions mentioned in https://stackoverflow.com/questions/39778607/error-running-react-native-app-from-terminal-ios none working. This is affecting business. Please suggest.
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2
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0
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6.8k
Activity
Oct ’21
XCode13
After updating to Xcode13 on my iMac and MacBookAir, I have the same problem on both devices? Xcode13 takes all the resources of my computer, long waiting times and crashes!? "Command CompileSwiftSources failed with a nonzero exit code" Unfortunately I do not know what to do? Any ideas or suggestions? Thanks for any help!!!
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5
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1.8k
Activity
Oct ’21
Xcode 13 beta 5 Wont Build, eats memory
Im making app in SwiftUI, Xcode 13 beta 5 on both Big Sur and Monterey. When I press Build, Xcode endlessly shows status:  Indexing | Processing files won't build. won't exit error. After pressing "Stop" building, Xcode might show:  Command CompileSwiftSources failed with a nonzero exit code. The more I wait the hotter MacBookPro gets and fan goes crazy. Activity Monitor's Memory tab shows: 4 rows of swift-frontend processes, each takes up to 35GB. Eventually I starting to get memory warning from OS and all of other apps being stopped and Mac becomes unusable until reboot. If needed I can share my project. But the things is that it happens with most of them. My work is completely stopped for now. Any ideas? p.s. looks like Xcode doesn't even need to try building my project – my fan immediately start speeding up as soon as I open my project and Xcode tries to index my code.
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0
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544
Activity
Oct ’21
unable to debug issue caused by SwiftUI
Debugging an issue caused by SwiftUI is quite tough, a few of our users have been complaining of a crash. The crash logs have a couple of different issues the two most prominent being, ViewCache.commitPlacedChildren(from:to:) StackLayout.UnmanagedImplementation.placeChildren1(in:minorProposalForChild:) Unable to identify what's causing the crash as can't easily replicate this and the logs aren't helping. Any pointers will be very much appreciated.
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0
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1
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500
Activity
Oct ’21
Xcode 10 Unity Command CodeSign failed with a nonzero exit code
Hi all, been stuck on this for a week now searching all forums and trying every answer but none seem to work. my game is built with unity and is published on play store with no problems and wish to experiment with IOS so I am new to the Xcode and mac etc and trying to learn a complete new system, I recently purchased a late 2012 mini mac which I upgraded the ram to 16gb and have Xcode 10 installed, version of unity used is 2021.1.16f1. when running the unity project in Xcode to test on an iPhone i also recently purchased iPhone(6) I get the error message :- CodeSign /Users/MacMini/Library/Developer/Xcode/DerivedData/Unity-iPhone-BUNCH OF LETTERS /Build/Products/ReleaseForRunning-iphoneos/JumpingJacks.app/Frameworks/UnityFramework.framework (in target: Unity-iPhone)     cd /Users/MacMini/Desktop/Jumping\ Jacks/FILE NAME     export CODESIGN_ALLOCATE=/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/codesign_allocate      Signing Identity:     "iPhone Developer: NAME (IPHONE CODE NAME)" Provisioning Profile: "jj test"                       (BUNCH OF LETTERS/NUMBERS)     /usr/bin/codesign --force --sign BUNCH OF LETTERS NUMBERS --preserve-metadata=identifier,entitlements,flags --timestamp=none /Users/MacMini/Library/Developer/Xcode/DerivedData/Unity-iPhone-BUNCH OF LETTERS/Build/Products/ReleaseForRunning-iphoneos/JumpingJacks.app/Frameworks/UnityFramework.framework Warning: unable to build chain to self-signed root for signer "iPhone Developer: NAME (LETTERS/NUMBERS)" /Users/MacMini/Library/Developer/Xcode/DerivedData/Unity-iPhone-BUNCH OF LETTERS/Build/Products/ReleaseForRunning-iphoneos/JumpingJacks.app/Frameworks/UnityFramework.framework: errSecInternalComponent Command CodeSign failed with a nonzero exit code please could someone help me out, tried redoing certs for both apple.developer and keychain, checked unity iOS player settings, build options etc. Thank you.
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1
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0
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1.6k
Activity
Sep ’21
UI gets distorted in iPhone mini series.
I observed that while testing application in the simulator of iPhone12 and iPhone13 mini in Xcode 13.0 with release version is not working properly. As I am facing few issues like screen gets blur when I am scrolling page up and down. Sometime image is breaking etc. I have tested on other devices its working fine only facing this issue in the mini series only.
Replies
4
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0
Views
1.6k
Activity
Sep ’21
Xcode to iPhone preview unsupported device 14.7.1
Hello, I'm trying to preview my app on my iPhone device but Xcode displays an unsupported device error... Xcode version 12.4 and iPhone device is an iPhoneXr 14.7.1... please provide solution for this issue. thanks
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640
Activity
Sep ’21
Xcode Error: displayModeButtonItem is internally managed and not exposed for DoubleColumn style. Returning an empty, disconnected UIBarButtonItem to fulfill the non-null contract
I am working a lot with SwiftUI recently and encountered a problem when controlling NavigationLinks from outside the NavigationView with a @State. Error Message: [Assert] displayModeButtonItem is internally managed and not exposed for DoubleColumn style. Returning an empty, disconnected UIBarButtonItem to fulfill the non-null contract What Do I do? I am using a Button outside a NavigationView to control a hierarchy of NavigationLinks inside the NavigationView via @State Properties which the Button is manipulating. struct OnboardingRoot: View { 		@State var didCompletFirstView: Bool = false 		@State var didCompleteSecondView: Bool = false 		@State var didCompleteThirdView: Bool = false 		var body: some View { 				ZStack { 						 						NavigationView { 								Text("View 1") 										.background( 												NavigationLink(destination: Text("View 2"), isActive: $didCompleteFirstView) { EmptyView() } 										) 								/* This Hierarchy contains a Total of 4 Screens !!! */ 						} 						 						VStack { 								Spacer() 								Button(action: { print("Calls a Function that updates the States accordingly.") }) { CustomButton(text: "Start") } 						} 				} 		} } The Problem: As soon as I move to the Third Screen, I get the Error Message above. And also when moving between the Third and Fourth Screen, thee behavior is changing more or less to Random. *For example when finishing Screen 3, it comes again instead of Screen 4 and more.* My Solution for this Problem: I was browsing for possible Solutions and found one Solution that seems to does the Job .navigationViewStyle(StackNavigationViewStyle()) My Question: Although this Line of Code does the Job, removes the Error Messages and prevents this Random Behavior, I could't find an Explanation of what causes the Error and why this is able to solve it. So if you have an Idea, please share it with me. Thanks for your Help.
Replies
5
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4.9k
Activity
Sep ’21
Please help I can't use xcode
I keep being unable to preview my app in the content view file. It keeps bringing up the same error message: HumanReadableNSError: Failed to start launchd_sim: could not bind to session, launchd_sim may have crashed or quit responding I saw a couple of posts about this that were a few months old but none of the answers seemed to fix my problem.
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2
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686
Activity
Sep ’21
Failed to start remote service fetchsymbols, Xcode 12.5.1, TVOS 15
On the newest AppleTV 4K, I have updated to TVOS 15. Because of that, Xcode 12.5.1 is building, but never runs the project because of the fetchsymbols issue: Failed to start remote service "com.apple.dt.fetchsymbols" on device. Please help! My option was to downgrade, however, it is not doable on the newest AppleTV 4K, 2021.
Replies
2
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2.0k
Activity
Sep ’21
Error fetching auto tokens from server
what do you do if your document says error fetching auto tokens from server quota exceeded
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0
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434
Activity
Sep ’21
jetsam per-process-limit: New iPhones with 4GB RAM suffer memory crash, iPhone 7 does not
The newer more powerful iOS devices are signaling memory limits where older devices did not. Has any iOS developer written about or confronted this problem? With an iOS SpriteKit game in production that demands a lot of memory (1.5GB) on start up, there have been no memory limit crashes in development (Xcode) and no memory crashes on the same devices running the production app available on the AppStore. Recently, users with iPhone 12, iPhone 12 mini, or other iPhone with 4GB RAM, report crash with error: jetsam per-process-limit, or jetsam mem limit: ActiveHard 2098 MB (fatal) iPhone 7, rated at 2GB RAM, runs the downloaded production app with no problem and no memory warnings in the log. iPhone XR, rated at 3GB RAM, runs the app with no problems. iPhone 12 Pro, rated at 6GB runs the app with no problem.
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1
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1.6k
Activity
Sep ’21
IOS SwiftUI - @main -> Thread 1: EXC_BAD_ACCESS (code=2, address=0x7ffee1a57ff0)
In the code below you can see the error and the code used in my xxApp.swift folder. I was creating Sign In and a Sign Up function, and everything worked very well, but then I got this error when clicking on the register button. If you need more code just let me know, thanks in advance! Here is the code of the @main : import Firebase final class AppDelegate: NSObject, UIApplicationDelegate { func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey : Any]? = nil) -> Bool { FirebaseApp.configure() return true } final class AppDelegate: NSObject, UIApplicationDelegate { func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey : Any]? = nil) -> Bool { FirebaseApp.configure() return true }`final class AppDelegate: NSObject, UIApplicationDelegate { func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey : Any]? = nil) -> Bool { FirebaseApp.configure() return true } } @main //"Thread 1: EXC_BAD_ACCESS (code=2, address=0x7ffee1a57ff0)" struct PSMAApp: App { @UIApplicationDelegateAdaptor(AppDelegate.self) var delegate @StateObject var sessionService = SessionServiceImpl() var body: some Scene { WindowGroup { NavigationView{ switch sessionService.state { case .loggedIn: HomeView() .environmentObject(sessionService) case .loggedOut: LoginView() } } } } }
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929
Activity
Aug ’21
Main thread checker does not show warning as before
Previous version of Xcode 12.2 Main Thread Checker showed in code warnings if you had any potential code that code update UI from background threads... I can't see this warnings anymore in Xcode 12.2. Main Thread Checker is set in Diagnostic and a Runtime Issue Breakpoint is set to the Main Thread Checker. What am I missing ??
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589
Activity
Aug ’21
Xcode - Developing IOS Applications
What is the bare minimum requirement of iMac/Macbook/Mac processors to create, run and test an IOS application? Also, feel free to share the device name.
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2
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788
Activity
Aug ’21
Xcode crashes on app launch
dyld: Symbol not found: _vfork  Referenced from: /Users/dani/Library/Developer/CoreSimulator/Devices/71E4AEC2-1486-40B2-AE9B-CE743E3D0A82/data/Containers/Bundle/Application/CF2583D6-6363-4B2C-ADA8-80A1E694B2B3/ColorFull.app/Frameworks/libclang_rt.tsan_iossim_dynamic.dylib  Expected in: /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Library/Developer/CoreSimulator/Profiles/Runtimes/iOS.simruntime/Contents/Resources/RuntimeRoot/usr/lib/libSystem.B.dylib dyld: launch, loading dependent libraries DYLD_SHARED_CACHE_DIR=/Users/dani/Library/Developer/CoreSimulator/Caches/dyld/21A5304g/com.apple.CoreSimulator.SimRuntime.iOS-14-5.18E182 DYLD_ROOT_PATH=/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Library/Developer/CoreSimulator/Profiles/Runtimes/iOS.simruntime/Contents/Resources/RuntimeRoot DYLD_LIBRARY_PATH=/Users/dani/Library/Developer/Xcode/DerivedData/ColorFull-cxygeqscqoehbndebjcqlvytvubm/Build/Products/Debug-iphonesimulator:/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Library/Developer/CoreSimulator/Profiles/Runtimes/iOS.simruntime/Contents/Resources/RuntimeRoot/usr/lib/system/introspection DYLD_INSERT_LIBRARIES=@executable_path/Frameworks/libclang_rt.tsan_iossim_dynamic.dylib:/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Library/Developer/CoreSimulator/Profiles/Runtimes/iOS.simruntime/Contents/Resources/RuntimeRoot/usr/lib/libBacktraceRecording.dylib:/Applications/Xcode.app/Contents (lldb)
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4
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1.7k
Activity
Aug ’21
Upload to the store Error
ERROR ITMS-90347: "Bad bundle identifier. The bundle identifier 'com.legacylouisvillellc.legacylouisville' of the application extension Legacy Louisville.app/PlugIns/OneSignalNotificationServiceExtension.appex should start with the application's bundle identifier 'com.legacylouisvillellc.legacylouisville' and not contain more than one period “.” after the application's bundle ID." ERROR ITMS-90685: "CFBundleIdentifier Collision. There is more than one bundle with the CFBundleIdentifier value 'com.legacylouisvillellc.legacylouisville' under the iOS application 'Legacy Louisville.app'." Hello, each time I am trying to upload this to the App Store for submission, I can't avoid these two error codes. Can anyone assist me? Thank you so much... Dave
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3
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3.1k
Activity
Aug ’21
How to fix “App Store Connect Operation Error”?
I am trying to upload my app to App Store, but Validation process fails with the error: Unable to process app at this time due to a general error I have uploaded several apps earlier but this one is failing to validate. It's been about a week since this error occurred. I have tried several times but always the same error occurs. My current Xcode version is 12.5.1 MacOs Big Sur 11.5.1
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673
Activity
Aug ’21