Swift Weird UIAccessibility Crash [duplicate] - swift

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Weird UIAccessibility Crash On Ipad Mini 2
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I have taken over a code from someone else and the source code is written in Swift. I have made my changes but when I added the Crashlytics for crash reporting, I keep on seeing UIAccessibility crashes. Mainly 2 crashes keep repeating,
UIAccessibility _copyAttributeValueCallback
and
UIAccessibility _copyMultipleAttributeValuesCallback
I have searched every last thread of stack over flow with the keywords Swift and UIAccessbility but still cannot make out why it's occurring. Any idea what I am missing here?
Edit: This is the crash report from Crashlyitcs.

I was struggling with this same issue and have concluded it's not a crash and an issue with Crashlytics. It was pointing to the AppDelegate class definition, no actual code. I recently uploaded a copy of my app to test with TestFlight as a release version only giving myself access. I launched it a few times had no issues using the app but went back to my debug version. The next time I checked Crashlytics, my error free to me testing showed 7 of these crashes on an iPad Mini 2 while I was testing on an iPhone 6S. No one else had access to this particular build.
Also, a new release to some testing customers showed this error on my latest release for a customer who hadn't yet downloaded it. Strange things are certainly afoot at the Circle K for this particular crash.
In addition, Apple shows none of these crashes! As I type this I'm realizing these crashes only show up on builds distributed via TestFlight. We use Crashlytics for internal testing and TestFlight to test with clients prior to release. Does this match your experience?

Related

iTunes Connect Vague App Rejection - Pulling My Hair Out

So, I recently uploaded about 9 apps that were mutations of an original one, just with different content and the same framework...
So, today all 9 of the apps went into review at the exact same time although they were each uploaded a day apart, which I thought was really odd. 5 hours later I get 9 rejection emails and the same rejection as follows:
2.2
We found that your app failed to launch on iPhone 5 running iOS 6, on both Wi-Fi and cellular networks.
We encountered the issue when selecting the application on the Home screen - the app displayed a launch image then quit unexpectedly.
This may be because iOS 6 uses a watchdog timer for applications; if
an application takes too long to complete its initial startup, the
operating system terminates the application.
For information about the watchdog timer, please see Technical Q&A: Application does not crash when launched from debugger but
crashes when launched by user..
Another possibility could be a missing entitlement. For more information, please see the Technical Note: Resolving "0x800003A",
applications not launching and "missing entitlement". For discrete
code-level questions, you may wish to consult with Apple Developer
Technical Support. Please be sure to:
include the complete details of your rejection issues
prepare any symbolicated crash logs, screenshots, and steps to reproduce the issues for when the DTS engineer follows up.
For information on how to symbolicate and read a crash log, please see Tech Note TN2151 Understanding and Analyzing iPhone OS
Application Crash Reports.
If you have difficulty reproducing this issue, please try testing the workflow as described in
https://developer.apple.com/library/ios/qa/qa1764/Testing Workflow
with Xcode's Archive feature".
I've uploaded a number of apps before and have never received this sort of issue.. So, I followed their suggestions and it's not the dogwatch timer, as the app runs absolutely flawless when ran from xcode on my iPhone 4s with iOS6, and also runs without any issues when I distribute it as ad-hoc enterprise, and sync the app through a .ipa file onto my iphone...
Although, before testing any of this I went through and revoked my development and distribution certificates, went through my keychain and deleted all instances of any certificates related to apps, and keys. Then refreshed everything. All my code signing / provisioning profiles are valid, I re-added my device to the provisioning portal as well.
Does anyone else have any ideas? I'd like to be positive I fixed the problem before uploading my apps again, waiting a week just to be rejected once again and have to start all over. Any help or leads would be greatly appreciated!
I have also double checked all of my info.plist bundle identifiers and they all match the dist and development profiles associated with each app.
I finally got around to finding a friend with an iPhone 5. The crashing WAS due to armv7s architecture being used. So I stripped out all architectures and used only armv7. Worked like a charm and the app ran as smoothly on my 4s as it did on my friend's iphone 5.
Did you try compiling in armv7 only? (forget the armv7s support). By the way, yeah, it's impossible to test it without any iphone5 hardware, and the simulator actually don't simulate anything. With only armv7 feature it should (i really say "should") behave like in iPhone 3G/4/4s on ios6.
Or did you have some runtime behavior depending on the device? What are you actually set on startup?
Look at this post:
http://wanderingcoder.net/original-armv7s-psa/
Even if it talk about linker error, here is the philosophy: Don't publish something you haven't, can't test. Use armv7s only when you will get rich an have an iPhone 5

More unspecified crashes on Xcode 4.2

I've been using Xcode to develop iPhone Apps for a couple of years now. In the last couple of months I've updated to Xcode 4.2 for iOS 5 development.
On previous versions of Xcode I've found it very rare that I get a crash without any log of where the error happened. With Xcode 4.2 / iOS 5 I find that I regularly get crashes without any log. I just end up with the code stopped in main.m with a message like "program received signal SIGABRT" (or a couple of other messages) but no log messages at all. (I'm looking in the "All Output" window at the bottom of the Xcode gui).
For example, my last one was where I used the initWithNibName:bundle: method but typed in the incorrect nib name. The code passed this line without error, but when I got to the pushViewController:animated: method the code crashed with the SIGABRT message but no log messages. It took a while for me to find my typo...
I'm sure in previous versions of Xcode I would see a far more informative message...
Is there something I'm missing in Xcode 4.2? Should I enable some extra debugging feature? Any way to get it to give more useful crash information? Or is this a know problem with iOS 5 / Xcode 4.2?
Thanks for any pointers...
You are not alone, I have found this too. I often find there is not enough information in the log to diagnose the crash with the lastest xcode. I have two tips that might help.
Run on the actual device. I often find for some reason I get more detailed logs when it crashes on the device.
Worst case, you can go into the organiser and check the crash logs of the device, this will give you what thread crashed and what you call stacks looked like when it crashed.
Switch between the GDB and LLVM compiler and or debugger. I havent experitmented enough with this but I believe this has helped on occasion.

App Crashes at Apple but not in test

My app has been (correctly) rejected by Apple as it crashes when you try to use the offline maps. The crash is in the route-me code libraries so the crash log isn't that helpful. In test it is fine, and does not crash, so I can't recreate the test condition successfully.
I am running on the same version of iOS (4.3.3) as Apple. I've tried forcing the location code to return a location on California.
Has anyone else experienced the same problem?
When I had problems with getting an app accepted to the App Store on Apple's end but not my own it ended up being some of the build dependencies for an external library I was using. I had set them in my Debug build but not my Release builds. Since I didn't test on Release builds, I never noticed the crashing. Apple did however, since that's what I sent them.
It may be an issue on their end.
This happened to me ( iPhone Crash with "No Backtrace" ). I resubmitted with no changes and my app was approved. Months later I have never reproduced or heard complaints of a single crash.
I'd recommend resubmitting an identical binary. While you wait for approval, try re-running a clean build, deleting and reinstalling the app from your device, and ad-hoc testing on "clean" devices that you haven't deployed to before to try and reproduce the crash.
I had the same problem with Apple. When I was running my app with offline maps on the iPhone simulator, iPhones or iPad, I had no problem. But with Instrument, the app was crashing when I set the delegate of the MapView to the ViewController.
The way to fix is really simple :
Had the code [RMMapView class]; just before the [mapView setDelegate:self];.
If I remember correctly, the compiler was not able to find a .xib file. Sorry don't remember exactly why I made this, but it works.

Apple's iAd's sample code not working as expected

I am trying to implement iAd's in my app and written all the required code for this... But for reasons unknown to me and my pals, my code is not working and i am not able to see the iAd's in my app. Even sample code from apples regarding iAd's is not working on my mac. The same code worked absolutely fine when ran on another system from another location. me and my pals are scratching our heads due to this from the past 3 days. I am posting two screenshots of the same code ran from two different locations and machines.... i am using X-code version 3.2.5, SDK version 4.2, Mac version 10.6.
All the inputs of any kind are appreciated....
When testing iAd on your iPhone simulator you will obtain a couple of positive and negative feedbacks for each iAd request. This is made to give you the possibility to test what will happen when you receive an ad, and when you do not receive it.
Generally, if you launch the application a couple of times, you should be able to see the ads appear almost once.
Otherwise, to better investigate the problem, you should post some example code from your app, to understand how you implemented the delegate methods to handle iAd events.

What does that mean? "mi_cmd_stack_list_frames: Not enough frames in stack."

Debugger is telling me this, when I run my app on device:
Program received signal: “EXC_BAD_ACCESS”.
mi_cmd_stack_list_frames: Not enough frames in stack.
mi_cmd_stack_list_frames: Not enough frames in stack.
I don't get information about where in code that happens. That's all I get. Any idea what that could mean?
The app crashes after that. When the device is not connected to the mac, it still crashes, so not a debugger problem.
Building on the 4.0 sdk onto a 3.1.3 phone caused this for me.
Fixed by weak linking UIKit in the target.
EXC_BAD_ACCESS happens when a message is sent to an object that has already been released.
I've seen "mi_cmd_stack_list_frames: Not enough frames in stack" before when trying to release something that's already been released as well.
My suggestion is to set the NSZombieEnabled environment variable and see which released object you are trying to access.
This site has a great tutorial on it:
http://www.codza.com/how-to-debug-exc_bad_access-on-iphone
I've seen this caused by at least three different kinds of problems:
• As described in the other answer, overrelease errors can do it.
• I had it happen when I was upgrading an app to use iAd and IOS 4.0. I think the problem was that I tried to use the iAd framework in the 3.0 version of the app as well, which of course isn't possible because iAd is only around in 4.0 and above.
• I had it happen when I removed a bunch of stuff from an app and recompiled, but vestiges of the old stuff were still around on the simulator. Resetting the simulator cleared the problem. What I was removing was the Flurry API. I'm afraid I don't know what, specifically, in there stuck around and caused the problem.
I have the same issue. My solution is:Quit the Xcode and then restart it after waiting some time.
I've got such a message when was trying to launch an app on iPhone under iOS 3.1.2 with a string like that
Class messageClass = (NSClassFromString(#"MFMessageComposeViewController"));
At the same time that works well when I use a device with iOS 4.
So I can assume that app could crash when start running on device if there are any references to iOS4-only classes.
Creating a new project and copying all the existing files in it solved this problem for me.