Terminal MacOS Fastlane/Gym/xcodebuild Error 65: GenerateDSYMFile, dsymutil malloc: pointer being freed was not allocated - fastlane

I'm trying to make an little bash script for automatisation of ipa uploading on itunes. [From Xcode uploading it works fine].
For command:
gym
from Fastlane,some projects are uploading fine, others are failing with log:
The following build commands failed:
GenerateDSYMFile [...]
Exit status: 65
In gym logs:
GenerateDSYMFile [...]
dsymutil(20223,0x7fff724c3000) malloc: *** error for object 0x610000100000: pointer being freed was not allocated
*** set a breakpoint in malloc_error_break to debug
Command /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/dsymutil failed with exit code 6
...tried all google solutions....

I've had the same issue.
I've found a reference in this thread, and also here
suggesting that it's the MallocNanoZone environment variable. after changing it (on terminal):
export MallocNanoZone=0
The build successfully completed.

Related

Unable to start the daemon process. This problem might be caused by incorrect configuration of the daemon

I Try almost all Solution That I found on Internet But my problem is Still not solved.
I Open gradle.properties and I add The Below code It doesn't help me,
org.gradle.jvmargs=-Xmx1024m -XX:MaxPermSize=512m
I also delete .gradle directory then I try building again. But The Problem Still Exists. Please I want Help?
FAILURE: Build failed with an exception.
* What went wrong:
Unable to start the daemon process.
This problem might be caused by incorrect configuration of the daemon.
For example, an unrecognized jvm option is used.
Please refer to the User Manual chapter on the daemon at https://docs.gradle.org/6.7/userguide/gradle_daemon.html
Process command line: C:\Program Files\Java\jdk1.8.0_291\bin\java.exe -Xmx1024M -Dfile.encoding=windows-1252 -Duser.country=US -Duser.language=en -Duser.variant -cp C:\Users\likec\.gradle\wrapper\dists\gradle-6.7-all\cuy9mc7upwgwgeb72wkcrupxe\gradle-6.7\lib\gradle-launcher-6.7.jar org.gradle.launcher.daemon.bootstrap.GradleDaemon 6.7
Please read the following process output to find out more:
-----------------------
#
# There is insufficient memory for the Java Runtime Environment to continue.
# Native memory allocation (malloc) failed to allocate 1048576 bytes for AllocateHeap
# An error report file with more information is saved as:
# C:\Users\likec\.gradle\daemon\6.7\hs_err_pid14492.log

Unity WebGL build error in NON-development mode only

I'm using Unity 2017.3.03f free personal edition, I've an application in unity that works normally in desktop and android platforms. However, When it's built for WebGL release (unchecked "development build" option") it gives this error in browser during loading splash screen:
> An error occurred running the Unity content on this page. See your browser JavaScript console for more info. The error was:
uncaught exception: abort(-1) at jsStackTrace (webgl-11B.asm.framework.unityweb:2:27460)
stackTrace (webgl-11B.asm.framework.unityweb:2:27631)
abort (webgl-11B.asm.framework.unityweb:4:33732)
_il2cpp_gc_disable (webgl-11B.asm.framework.unityweb:2:204426)
scripting_gc_disable() [vNc] (webgl-11B.asm.code.unityweb:10:1)
_main [eNc] (webgl-11B.asm.code.unityweb:10:1)
callMain (webgl-11B.asm.framework.unityweb:4:32097)
doRun (webgl-11B.asm.framework.unityweb:4:32800)
_String_Join_m2050845953 [run] (webgl-11B.asm.framework.unityweb:4:32986)
runCaller (webgl-11B.asm.framework.unityweb:4:31614)
removeRunDependency (webgl-11B.asm.framework.unityweb:2:34407)
processDataJob#file:.../Build/UnityLoader.js:1:17079
I've tried to enable the development option and apply the steps of this article:
https://community.gamedev.tv/t/webgl-debugging/54948
to enable debugging symbols and disable stripping code engine to see the errors in browser console. But the Development version works without error, but when I return to release build "unchecking the development option" again, the same error appears.
and the log of browser console contains the following message:
> IndexedDB is not available. Data will not persist in cache and PlayerPrefs will not be saved.
a2ab4d2b-6621-459b-b13f-f9b816ecb2f8:2:124
unreachable code after return statement[Learn More]
a2ab4d2b-6621-459b-b13f-f9b816ecb2f8:2:4519
missing function: il2cpp_gc_disable
UnityLoader.js:1:8039
-1
UnityLoader.js:1:8002
-1
UnityLoader.js:1:8039
Use of the motion sensor is deprecated.
a2ab4d2b-6621-459b-b13f-f9b816ecb2f8:2:54097
Use of the orientation sensor is deprecated.
a2ab4d2b-6621-459b-b13f-f9b816ecb2f8:2:54097
uncaught exception: abort(-1) at jsStackTrace#blob:null/a2ab4d2b-6621-459b-b13f-f9b816ecb2f8:2:27460
stackTrace#blob:null/a2ab4d2b-6621-459b-b13f-f9b816ecb2f8:2:27631
abort#blob:null/a2ab4d2b-6621-459b-b13f-f9b816ecb2f8:4:33732
_il2cpp_gc_disable#blob:null/a2ab4d2b-6621-459b-b13f-f9b816ecb2f8:2:204426
vNc#blob:null/036e0461-a7f5-4bf6-9bcd-65ad983ad95c:10:1
eNc#blob:null/036e0461-a7f5-4bf6-9bcd-65ad983ad95c:10:1
callMain#blob:null/a2ab4d2b-6621-459b-b13f-f9b816ecb2f8:4:32097
doRun#blob:null/a2ab4d2b-6621-459b-b13f-f9b816ecb2f8:4:32800
run#blob:null/a2ab4d2b-6621-459b-b13f-f9b816ecb2f8:4:32986
runCaller#blob:null/a2ab4d2b-6621-459b-b13f-f9b816ecb2f8:4:31614
removeRunDependency#blob:null/a2ab4d2b-6621-459b-b13f-f9b816ecb2f8:2:34407
processDataJob.../UnityLoader.js:1:17079
If this abort() is unexpected, build with -s ASSERTIONS=1 which can give more information.
154
UnityLoader.js:1:8002
154
UnityLoader.js:1:8039
uncaught exception: abort(154) at jsStackTrace#blob:null/a2ab4d2b-6621-459b-b13f-f9b816ecb2f8:2:27460
stackTrace#blob:null/a2ab4d2b-6621-459b-b13f-f9b816ecb2f8:2:27631
abort#blob:null/a2ab4d2b-6621-459b-b13f-f9b816ecb2f8:4:33732
Vxq#blob:null/036e0461-a7f5-4bf6-9bcd-65ad983ad95c:32:1
y7c#blob:null/036e0461-a7f5-4bf6-9bcd-65ad983ad95c:23:1
ynq#blob:null/036e0461-a7f5-4bf6-9bcd-65ad983ad95c:32:1
handlerFunc#blob:null/a2ab4d2b-6621-459b-b13f-f9b816ecb2f8:2:57395
jsEventHandler#blob:null/a2ab4d2b-6621-459b-b13f-f9b816ecb2f8:2:53935
why does this error happen? is it because of using unity free edition, or because the application reads some text file from Resources folder at loading?
thanks in advance.

Swift Perfect Docker Debugging the build process

I am woking on Swift Perfect server programming. My code is compiling on MacOS successfully and able to run on localhost. But, when I try with Linux build in Perfect Assistant, it is giving following error
unable to execute command: Killed
<unknown>:0: error: compile command failed due to signal (use -v to see invocation)
Failed: systemError(1, "sh: no job control in this shell\n<unknown>:0: error: build had 1 command failures\nswift-build: error: exit(1): /swift-3.0.2-RELEASE-ubuntu16.04/usr/bin/swift-build-tool -f /perfectbuild/.build_lin/release.yaml\n")
Tired of figuring out where the problem is and how to debug it. I'm new to docker as well. Please guide me regarding this.
When I try making linux executable I'm getting the following error
docker: Error response from daemon: oci runtime error: container_linux.go:247: starting container process caused "exec: \".build_lin/debug/S-server\": stat .build_lin/debug/S-server: no such file or directory".

Instruments, Target Failed to run : Remote exception encountered : 'Failed to get task for pid'

I have no control over the builds. I dont have an apple dev account either. I can use a debug/checked/release build. When running test automation I continue to run into this error: Target failed to run : Remote exception encountered : 'Failed to get task for pid 506'
The automation starts, the application opens and then promptly closes. here is some console output
Oct 25 09:46:48 iphone com.apple.launchd[1] (UIKitApplication:com.something.dogfood[0xd456][504]) : (UIKitApplication:com.something.dogfood[0xd456]) Exited: Killed: 9
Oct 25 09:46:48 iphone SpringBoard[29] : Application 'MyApplicaton' exited abnormally with signal 9: Killed: 9
Any suggestions?
Instruments basically does its work by becoming the debugger for the app. Sometimes after using XCode to debug apps, I find I can't use Instruments until I reboot the device.
Unlike XCode, Instruments can be confused between two apps with the same name, but different bundle IDs. (Or perhaps same name and similar bundle IDs.) When I have multiple versions of an app on a device, I often have to delete the extra to get Instruments to connect to the correct app.
So, delete any duplicates of your app and restart the device.

NSZombie Enabled, MallocStackLogging

I am testing an EXE_BAD_ACCESS error. I have set NSZombieEnabled, MallocStackLogging, MallocStackLoggingNoCompact to YES. now in the debugger I get this message when I run my app in the debug mode from the device I could see this:
iota(3586) malloc: recording malloc stacks to disk using standard recorder
iota(3586) malloc: stack logs being written into /private/var/mobile/Applications/8E21A85B-369E-4487-962B-1550E56602DC/tmp/stack-logs.3586.iota.index
iota(3586) malloc: Please issue: cp /private/var/mobile/Applications/8E21A85B-369E-4487-962B-1550E56602DC/tmp/stack-logs.3586.iota.suRQjy.link /tmp/
and when I am about to hit the error I get,
2011-02-14 14:29:44.350 iota[3586:307] *** -[CFString autorelease]: message sent to deallocated instance 0x81eab70
Finally when I give the command in debugger to see the stack trace
(gdb) shell malloc_history 3586 0x81eab70
I get
malloc_history cannot examine process 3586 because the process does not exist.
Can anyone tell me what I am doing wrong, before the error is about the occur , I set
set env MallocStackLogging 1 in the debugger too
Thanks in Advance
You might not be able to look at the malloc_history because you're running this on the device. I had the same error and Instruments was also freezing or not starting my application.
But - if I ran in the iOS simulator and then configured the allocations tool to handle zombies (this option wasn't available on the device) then I can see pretty quickly the object which was prematurely released.
From what I understand you are releasing manually a string that is already on the autorelease Pool.
All strings created with
[NSString stringWithFormat:#"some %#", #"text"];
And
[NSString stringWithString:#"some text"];
must not be manually released.