Swift Compiler Error Group - swift

Sorry to post this again. But I really got lost in solving this bug in my Xcode. I am using Xcode Version 8.0 swift 3 , I have got this error when building the project:
Command failed due to signal: Segmentation fault: 11, and it shows me in the storyboards the code in black color for a while. Also, there is a notification says An internal error occurred, Source editor functionality is limited, attempting to restore, Report a Bug.
I have searched a lot and most things I found about building, cleaning, reopening the project. Also, I tried to uncheck and recheck the Automatically managed signing for my project.
I hope to hear from you the best solution for my problem
waiting for your replay greatest coders

I had this same issue. I went to the 'Debug Session' window and saw I had type conversion issues. I was trying to determine is an object was a Set and needed to evaluate it as a Set<String>.
Not sure if that'll help you, but check out the 'Debug Session' window to see which view controller class has the issue and what it is.

Related

Unity framework for SwiftUI "Oddly Stepping" error in iOS 16.1

I am using Unity as a library for SwiftUI quite a while now. However when updating to the newest iOS version (16.1) it stopped working. Compiling runs without a problem but during runtime I get an error when Unity is starting:
in:
I even started a completely new project with Unity included to SwiftUI and get the same error. As this is some kind of assembler code and I certainly do not know how to read it I don't really know where I have to start searching.
In the console I get: "warning: UnityFramework was compiled with optimization - stepping may behave oddly; variables may not be available." I tried several ways to turn off optimization as described in related questions which did not work. When unchecking "Debug" in the scheme options the project starts normally
A similar thing happened to me. I'm not entirely sure if it's the same problem but in the console, I got a message saying UnityFramework is running optimized and may behave oddly. Unfortunately, I've tried a couple of ways to disable optimization but I've yet to find a solution.
For now, I'm able to bypass this error by disabling the debugger entirely. In order to do this, you have to go to Product -> Scheme -> Edit Scheme and uncheck debug executable.
I'm not sure if this will work for you but I figured it'd be worth a shot!

Unity3D v4.6.9 game doesn't run on iOS8 with xCode7

When we try running the game we see our splash screen and then we are getting the error Thread1:EXC_BAD_ACCESS code=1
at
il2cpp::icalls::mscorlib::System::String::RedirectToCreateString:
It happens before any of our c# code gets executed - before Awake().
It does run properly on iOS9.
We have tried it on Unity4.6.9 and on Unity4.6.9p3.
We have managed to build and run it for iOS8 only from Unity4.6.6 with xCode6.4. But we do need iOS9.
We can't find any references to this issue on the web, any help will be greatly appreciated.
xCode screen shot:
Unity Player Settings
Edited:
We have tried it from Unity5.2.3 too, no luck.
Another factor you should probably know is that before we run into the issue described above, we have edited the 'Run Debug' scheme of our product in xCode and disabled the 'GPU Frame Capture' because we had a different issue that prevented us from running our game on iOS8.
Here is the link we followed.
And here is a screen shot of our original issue:
We are really stuck here, hope you can help.
Are you sure that this Unity project is using the mscorlib.dll assembly from the Unity version of Mono? It looks like it may not be.
The RedirectToCreateString icall should never actually be executed, as the Mono mscorlib assembly used in Unity build strings via a single CreateString method. When this happens it usually means the moscorlib.dll version is out of sync with the IL2CPP runtime.
I'm not sure why this is happening, but it might be worth trying 4.6.9p3 with an empty (or simple) project to note the difference.
Its a replay for Josh Peterson, I could not replay with an image in a comment to his answer.
I was looking for the mscorlib.dll in my project but couldn't find one, so I looked in an old project and did find it. Here is an image of the file system of both projects.
Any way I don't know the origin of the file, I didn't manually played with it.
I have tried now to copy the mscorlib.dll from the old project to the new with no luck.
Any way my company decided to stop this investigation now and jump to the latest Unity 5.
Hope we will have more luck over there.
Thank you again.

XCode 4.2 Debugger Issue: Showing incorrect values + addresses for pointers

I've taken a screenshot of the compiler inconsistencies that I have been getting when creating new ViewControllers in my current project.
In this example, the debugger shows a different value for my variables 'kim', 'fakekim', and 'blah' from my log output (which shows the correct values). The debugger consistently shows the next instance variable obtaining the current instance variable's value ('fakekim' is assigned the value that 'kim' is supposed to have).
The issue seems to be project-specific. I've been able to reproduce the issue by importing my project on another Mac. However, if I create a new project, the debugger works fine. Was hoping to figure out the issue to prevent this from happening in the future.
Thanks for your help, StackOverflow community!
Edit: Larger screenshot image: http://i.imgur.com/QfZme.png
This was a (very annoying) bug with LLDB in Xcode 4.3. It has been fixed in 4.3.2.
Probably an Xcode bug. Try dragging the .xcuserstate file from you working project to your real one, and see whether that fixes it.
You could also try a clean build (shift-command-k).

xcode 4 debugging shows 'Summary Unavailable' for most objects

Whilst using Xcode 4.0 and trying to debug and see what value is held in what variable - or see what objects are in an array etc, I always seem to get "Summary Unavailable" or "Invalid Summary".
The problem seems much like the one in 3.2.6 if you built and ran a release version with the symbols stripped.
Any chance that any one knows where I am going wrong, or what the resolution is
For years things worked smoothly - then Apple stepped in - again.
Thanks
You're not going wrong, Xcode 4 is. This problem is pretty common, unfortunately. Report it at http://bugreport.apple.com/ and hope for the best.
In the meantime you can inspect variables using the console, which appears at the bottom of Xcode 4's window during debugging. If you have an object "myObj", you can inspect it in the console by typing "po myObj". It's a lot less convenient but it's better than not getting the information at all.
You can also try changing the "Summary Format" in the GDB window. Try something like {(NSString *)[$VAR description]}:s as the Summary format - this works for NSManagedObject derived objects.
While waiting for Apple to fix Xcode 4 you can try using "Print Description", which prints the value to console.
Start your app up in debug
IN XCODE 4.02, go to Product/Debug/Shared Libraries
The window that appears tells you which dynamicLibs are loaded
Scroll down until you see "libXcodeDebuggerSupport.dylib
Click the "Load" button, and then "Done"
After stopping on a breakpoint, the contents of a string should be printed in blue after the object's address.
Hope this helps!
This happened to me upon upgrade to xCode 4.3.1.
I found that editting the Run/Debug scheme and changing the Debugger setting in the Info tab from LLDB to GDB fixed the problem.
I had that problem. If you explicitly declare the ivars in your h file, they should show up in the debugger as expected.
#synthesize will create the proper ivers for you, but it does not always make them accessible in the debugger endless you use the command line po to look at them.
I have battled this issue for quite a while and I finally figured out the issue. I have several build configurations in my application (Debug, Release, UAT). When I hit 'Run' on my main scheme then I am using the 'UAT' configuration -- not 'Debug'. I realized that I was stripping debug symbols for my 'UAT' and 'Release' configurations. I simply modified my build settings to not strip debug symbols for the 'UAT' build configuration and voila, all my symbols are available again.
I am using XCode 4.5.1, but have seen this issue for quite a while on various projects. I assume that most of my projects use the 'Debug' build configuration by default and therefore were working fine. Only when I started getting fancy with my schemes and build configurations did I come across this issue.

SentTestCase doesn't highlight UnitTest failures as errors in code

I have setup UnitTests for some of the logic of my iphone app, I followed apple's guide for UnitTests in XCode, however when some of the assertions fail - instead of highlighting the place directly in code like a regular compilation error - XCode just displays the number of errors in the bottom-right corner and I have to look up the errors in the output log. Does anyone know what additional steps one has to take to make XCode highlight assertion failures in UnitTests like regular errors in code?
This is a known bug in Xcode. I don't think it has worked for at least as long as version 3.2.x but it might have broken earlier. I filed a bug report with Apple back in march but it got closed as a duplicate so they are aware of the problem. I don't imagine it will get fixed in the 3.X incarnation since Xcode 4 is on its way.