I have uploaded my app to App Store Connect TestFlight. Then I have downloaded it in TestFlight on my iPad. But the app always crashes a few seconds after opening. It seems to be always the same issue. I have a few crash reports in App Store Connect-->App name-->TestFlight-->Feedback-->Crashs. I have opened a crash report in Xcode but I don´t find the error that causes the crash. How can I find the error in Xcode? Is it possible to find the class and line in the class where the crash happened? In addition, how can I export a crash report from Xcode?
The crash doesn´t happen in debug mode on my iPad, it only happens when I install and open my app after downloading it from TestFlight on my iPad.
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Looking at your crash report, I see that the process crashed because it accesses unmapped memory:
Exception Type: EXC_BAD_ACCESS (SIGILL)
Exception Subtype: KERN_INVALID_ADDRESS at 0x000000016d3d93b0
The crashing thread backtrace looks like this:
Thread 0 Crashed:
0 MyGameiOS … 0x1028c4000 + 764260
1 MyGameiOS … 0x1028c4000 + 8565972
2 MyGameiOS … 0x1028c4000 + 24000068
3 MyGameiOS … 0x1028c4000 + 59941520
4 QuartzCore … CA::Display::DisplayLinkItem::dispatch_(CA::SignPost::Interval<(CA::SignPost::CAEventCod…
5 QuartzCore … CA::Display::DisplayLink::dispatch_items(unsigned long long, unsigned long long, unsigne…
6 QuartzCore … CA::Display::DisplayLink::dispatch_deferred_display_links(unsigned int) + 352 (CADisplay…
7 UIKitCore … _UIUpdateSequenceRun + 84 (_UIUpdateSequence.mm:136)
8 UIKitCore … schedulerStepScheduledMainSection + 172 (_UIUpdateScheduler.m:1171)
9 UIKitCore … runloopSourceCallback + 92 (_UIUpdateScheduler.m:1334)
10 CoreFoundation … __CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE0_PERFORM_FUNCTION__ + 28 (CFRunLoop.c:1970)
11 CoreFoundation … __CFRunLoopDoSource0 + 176 (CFRunLoop.c:2014)
12 CoreFoundation … __CFRunLoopDoSources0 + 244 (CFRunLoop.c:2051)
13 CoreFoundation … __CFRunLoopRun + 840 (CFRunLoop.c:2969)
14 CoreFoundation … CFRunLoopRunSpecific + 588 (CFRunLoop.c:3434)
15 GraphicsServices … GSEventRunModal + 164 (GSEvent.c:2196)
16 UIKitCore … -[UIApplication _run] + 816 (UIApplication.m:3846)
17 UIKitCore … UIApplicationMain + 340 (UIApplication.m:5503)
18 MyGameiOS … 0x1028c4000 + 57228016
19 MyGameiOS … 0x1028c4000 + 9503152
20 MyGameiOS … 0x1028c4000 + 56185028
21 MyGameiOS … 0x1028c4000 + 24385964
22 MyGameiOS … 0x1028c4000 + 58824544
23 MyGameiOS … 0x1028c4000 + 58461856
24 MyGameiOS … 0x1028c4000 + 58487588
25 MyGameiOS … 0x1028c4000 + 58846524
26 MyGameiOS … 0x1028c4000 + 57271876
27 MyGameiOS … 0x1028c4000 + 59818024
28 dyld … start + 2724 (dyldMain.cpp:1338)
Frames 28 through 14 are typical of an app’s main thread. Frames 13 through 10 show the run loop running a run loop source. Frames 9 through 4 suggest that this is a CADisplayLink
. Frames 3 through 0 are your code. None of your frames are symbolicated, so it’s hard to tell what’s going on.
So, my best guess here is that your have a CADisplayLink
and somewhere in its callback you’re crashing due to unmapped memory. To make further process you’re gonna need to symbolicate your frames in the crash report. See Adding identifiable symbol names to a crash report.
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Quinn “The Eskimo!” @ Developer Technical Support @ Apple
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