Iphone random crash issue - iphone

Recently my iphone project comes to the end, but suffer some random crash during app running, and the call stack is always located in COCOA library, tough issue, don't know how to deal with it, for some cases I even suspect that is it apple's defect?
My questions.
For those random crash issue with few reproduce rate, how do you guys handle it? Any method to help to increase reproducible rate?
How to fix these crashes located in COCOA library? How to find more clues?
Any idea or discussion will be appreciated, thanks in advance.

If the app crashes in the COCOA code it does not mean that COCOA code is wrong - much more likely you fed some invalid data to it (for example nil where it does not supposed to be). If it's happening randomly there might be some multithreading concurrency behind or some of your objects become (auto)released too early, etc. You have to carefully analyze your code which operates with the COCOA classes where your crash happens, or try memory management debugging as suggested by other answerers.

Generally, I don't start thinking that is COCOA the problem. It happens, but most cases the fault is ours.
When this kind of crashes happens the first thing to do is to run the static Analyzer, sometimes it's just a retain/release problem.
If you're using ARC, skip this part and start creating an Exception Breakpoint (search 'To add an exception breakpoint...' in linked guide). The exception breakpoint helps to have a more detailed crash log when an exception is thrown.
The third step is using Instruments, looking for waster memory, leaks and any other form of memory drain. How to use Instruments is deeply explained in a couple of WWDC videos.

Enable NSZombie flag.
project(On Top LeftCorner of xcode)>Diagnostics>enable zombie objects
It will lte u know where ur code is crashing ..find it fix it

Related

EXC_BAD_ACCESS and Address Sanitizer what's the next step?

Have an app that's an iOS app with a Messages extension app. They share a significant amount of code related to calculating & editing the dimensions of some specialized objects and then using that to create paths for drawing.
The app was running perfectly. A build of the Messages app crashed with EXC_BAD_ACCESS code=2, seemingly within the code that's shared. No luck debugging it, as the location of the crash seemed to bounce around as I added log statements and refactored the code.
So I focused on the main app. First try was turning on Address Sanitizer, and that created the crashes discussed below. Then I edited the scheme to look for Zombies, and none were identified, including in Instruments. No memory leaks or other obvious allocation errors via Instruments. I edited the scheme to turn on Malloc Scribble, Malloc Guard Edges, and Guard Malloc, and the app ran fine with no crash or console log message.
So back to Address Sanitizer, which is the only option that caused the main app to crash, and it crashed in the same area as the Messages app. I figured if I solved one, I might solve both, and the app might be easier to debug without the complication of being an extension.
Every link I searched and read seemed to say that these Xcode diagnostics will (or should) identify the offending code, and in years of writing Swift, that's the typical case. This one has me stumped.
The main view controller is a UICollectionViewController, and the crash occurs at the very first collectionView(:cellForItemAt) call. There's nothing unusual about the other delegate calls, afaik, with normal (and accurate) counts and sizes. (And again, this is just with Address Sanitizer.) After getting the reusable cell, I call getObjectEffects with some default values (the app is more complex, but it crashed also on this ultra-simple hard-coded values case too, so I'm keeping the debugging as simple as possible), and the EXC_BAD_ACCESS is identified for the func definition of that function.
That's what stumps me. It's not identifying code where there's an assignment or allocation, but a func statement. And the parameters are Int and Bool. And there's zero output to the console, where I've also tried (lldb) command script import lldb.macosx.heap and (lldb) malloc_info —type 0x... with no result. As mentioned, I tried Zombies and the other Xcode memory management diagnostics with no insight into why Address Sanitizer is crashing at a func statement with an EXC_BAD_ACCESS, and I'm not sure how to diagnose this further.
What have I missed? Thanks for any insights.
Edit: Eventually made progress by switching code around and looking for different results. The eventual 'solution' is illogical in that I can't figure out how it should logically create any different result, but it does. And since it offers no insight into the original question of how to diagnose the cause of the EXC_BAD_ACCESS, I won't belabor it further here. For now, it'll be a 'solved' mystery.

EXC_BAD_ACCESS after convert to ARC but can profile properly with no Zombies

It's a weird situation for me that I cannot run my project on device or emulator but when I choose profile instead of run option, the app run flawlessly without any zombie guys.
It happens after I convert my project to ARC. I just modify code as Xcode tell me todo and due to the size of this project, I cannot look through every line of code.
ps. I'm the third hand on this application, so it's almost impossible for me to understand 10k lines of code.
Have you tried enabling Zombies in Xcode itself without profiling? This will set objects to never dealloc so that when you message an object that has a zero retain count, it will know what the object is and tell you. Just make sure you turn it on again so that objects will dealloc as normal.
See how to do that here:
How to enable NSZombie in Xcode?
the following can help you after the fact, but it's best IMO to perform them before migration; if a problem exists, ARC will solve some issues while abstracting others from you:
1) Create more Autorelease Pools one approach which might help you narrow things down is to explicitly create autorelease pools -- this can help localize some of your app's memory related issues. explicitly adding autorelease pools has other benefits, so this can be done not only for bug-seeking.
2) Use GuardMalloc as well, there are other memory related tools -- your app should also run fine with GuardMalloc enabled. switching to ARC could change the point of destruction -- you may be holding on to a dangling pointer.
3) Remove all Leaks finally, this may sound backwards -- remove all leaks possible. you want memory operations and lifetimes well defined. if you have an occasional leak, your issue could be hard to detect. oftentimes, reducing leaks can help you isolate the problem by making the problem easier to reproduce.

Mysterious inadequate stack traces in XCode give no context to where the error is occurring

I'm running into lots of instances with the latest version(s) of XCode (I believe this has been happening since 4.2 or so) where the stack trace when an exception is thrown is woefully devoid of details.
The screeshot here illustrates one such case; in fact, this scenario at least has SOME context (it shows me that it happened in the JKArray class), where many times I get nothing but "internal" stack items (just 2-3 entries in the thread, none of which reside in user code or anything I can look at). Even in this example, I don't know where the JKArray was allocated or released, so I have no idea what instance or where the problem is.
Thoughts:
I've tried adding a generic "on exception" breakpoint
There is some minor information available in the output; in this case: " malloc: * error for object 0x10e18120: pointer being freed was not allocated * set a breakpoint in malloc_error_break to debug". Doing this doesn't get me any further, though, since the breakpoint gets hit in the same stack as the exception...
I've tried switching to the other debugger
I've tried using my own custom exception handler
I've tried using the Profiler to look for leaks. There are no leaks that I can find.
No matter what I do, I can't seem to isolate the issues plaguing my app. Furthermore, the issues do not seem to be exactly the same each time, likely due to the high amount of concurrency in my app... so I'm left without a good way to fix the problems.
Edit: in the case of this particular exception, I did end up finding the cause. I had attempted to [release] and object that was [autoreleased]d. However, all of this was happening within my code; I can't understand why XCode would not give me a decent stack trace to help me find the problem, rather than forcing me to hunt through my whole app...
Sometimes it is impossible to pinpoint the real problem, because the issue that causes the symptom has happened much earlier.
Your issue provides a great example: when you release your object, cocoa has no idea that you've done anything wrong: you are releasing an object that you own, this is precisely what you should be doing, so there's no red flags. The code that leads to a breakdown is executed well after your method has finished, and gave the control back to the run loop. It is at this point that the run loop gets around to draining its autorelease pool, causing the second deallocation. All it knows at this point, however, is that the run loop has made an invalid deallocation, not your code. By the time the error happens the culprit is safely off the stack (and off the hook), so there is nothing else Xcode can report back to you.
A solution to problems like this is to profile your memory use: the profiler should catch issues like that, and pinpoint the places where they happen.
It goes without saying that switching to automatic reference counting will save you lots of troubles in the memory management department.

Is it ok to submit application with following issue?

I have developed application and all is well. As well, I also keep memory foot print very low.No leaks show during application run. I tested application more than two hour and there is no crashing report. But when i checked application on instruments at that time it's show me following leaks.I have checked my app but there is no such leaking object. "Even I used app continue 12 hour and it didn't crash or stop".
//Here the screen shot of instruments.
///>>>>>>Here, I uploaded latest screenshot of leaks.It may help somebody to understand where the leak is.
// I think it's library file leaks(CoreFoundation)...Please Suggest What to do..
Please help me, This is really screw me up.
Thanks.
Not all of the 'memory leaks', are actual leaks. And some of the reported issues may be caused by Apple libraries themselves. Typically all the singletons, static variables, and some c level variables are 'leaked', but only once and are not considered a threat to memory.
Foundation classes such as NSString, NSArray, etc. are optimized to handle heavy workload. And some objects may be kept in the memory to be reused later. Such as #"".
So unless the issue is accumulating over time, just go for it, submit your app as it is. You still can fix it later, if necessary.
Hey analyze you code using "command+shift+b" and fix all leaks whatever coming after analyzing, submit it to app store. I don't think we can fix all leaks shown by instrument, so better to go with command+shift+b. I think we should use instrument only when getting memory warning and crashes due to insufficient memory.

Getting rid of Autorelease pools

I have an iPhone app that is crashing without explanation. After reading that Autorelease pools are ill advised for iOS I went to search them out in my app and have discovered three (including one in main.m and one in a NSThread).
What exactly do I need to do to eliminate these from my code?
Thanks!
EDIT 1
I am printing, but can't see why it's crashing. Basically I start a thread which calls a method and then the app crashes. The first thing the method is set to do is to print to the console (with no values, just to show that the call worked), but it doesn't even get to that point. Very strange. Any ideas on how I could debug this?
Where did you read that autorelease pools are ill advised? I suggest you find some better sources of information.
Granted, you shouldn't be using autorelease pools haphazardly, and improper usage can cause problems, but certain situations require them. At a minimum, that one you found in main.m should be there. As should the one you found in your NSThread. It is very unlikely that they are responsible for your crash, assuming that your code is using them correctly.
When you application crashes do you get anything at all when running in debug mode? Any stack trace in the console, or log messages talking about memory warnings? Does the app crash randomly or only after performing a particular action? More information and/or code would be useful.
Autoreleases that are part of the iOS templates are not the problem. Autorelease pools are often necessary, and may not be why your app is crashing.
To address your problem
Add NSLog statements to your code to try and find out where your app is crashing
Use Instruments to detect memory problems and leaks
You may be over releasing objects. Here's an excellent Memory Management Guide.
Autorelease in main function and in new thread is required as per apple documentation. because when app launch some memory is reserved for launching the app. and if autorelease pool rempoved from the main function memory leak will be shown by simulator same in creating new thread.
Autorelease pools are required and the presence of an Autorelease pool is certainly not your problem. If your app is failing without a helpful log, try setting a breakpoint on exceptions.
http://developer.apple.com/library/mac/#documentation/IDEs/Conceptual/Xcode4TransitionGuide/Debugging/Debugging.html