I have been developing a monotouch opengl iphone game for some weeks now. As recently as yesterday, it was building and running properly on my test hardware (an iPhone 4). But when I loaded the project yesterday, it gave me the compiler error:
Framework 'Mono for iPhone' not Installed.
I can't think of any reason for this, I had not changed my system or source code. Luckily Monodevelop was already harassing me with a download link for the latest api download. I installed and the error went away. But instead, I now get a runtime error when the app starts http://screencast.com/t/EXyNqqhNoEsu :
System.ExecutionEngineException has been thrown. Attempting to JIT compile method ... FirstOrDefault ... while running with --aot-only.
This occurs while trying to create a new DataContractSerializer to load some XML settings: http://screencast.com/t/4SDzU5ygg
This compelled me for the first time to change the Linker behavior setting under the app's project options. It was set to 'Don't link', as it has been. When I switch to 'Link SDK assemblies only', it runs without the above exception.
This would be great, problem solved, except that it takes almost half an hour (!) to compile and deploy to the phone in this mode. The build output sits on 'Linking SDK only for assembly...'. Is this normal? I don't think I can keep my sanity with build times that long. Even 'Don't Link' takes about five minutes which is a grueling pace when you're trying to troubleshoot.
To reiterate, this is code that was working every day for weeks, and to my knowledge has not been changed from its working state. Does anyone know why this error is occurring now, and what a resolution might be to continue using the 'Don't Link' option?
Framework 'Mono for iPhone' not Installed.
For some reason MonoDevelop could not find your MonoTouch installation. I can't say why, but restarting MonoDevelop and checking the MD preferences for SDK Locations (and fix the path if MonoTouch was not found) would have been the best options to try.
System.ExecutionEngineException has been thrown. Attempting to JIT compile method ... FirstOrDefault ... while running with --aot-only.
MonoTouch 4.2[.1] can sometime throw a ExecutionEngineException when the "Don't link" linker option is selected. This bug was fixed and will be part of future releases of MonoTouch.
FWIW Link SDK assemblies is the default and should always be used for device builds. The linker will produce much smaller applications and it also allows faster builds in most circumstances (because the linker can save 100kb faster than the AOT compiler can process that 100kb).
If you hit a case where the linker takes a very long time then something is wrong (or at least weird) in your project. Please take the time to fill a bug report at http://bugzilla.xamarin.com so we can investigate why this takes so long.
Related
Yesterday i was testing my app in the iOS simulator and everything was working fine. I then decided to run the app on my iPhone and i got the error unable to install application, Unknown error occurred this has happened before so I cleaned my build folder (as this has fixed this issue before) however, the same error occurred. I then ran the app in the iOS simulator again and now i get the error Unable to run app in Simulator, An error was encountered while running (Domain = LaunchServicesError, Code = 0). I find this very weird as i didn't change anything besides trying to run the app on my iPhone. I have tried every solution given on this post and still no luck.
I'm sorry if my question doesn't contain much detail but as I said I didn't change anything and it was building and running fine a minute before plugging in my iPhone and trying to run it on there.
Any help would be much appreciated.
edit
I tried running other projects (with and without extensions) and they are working on both simulator and iPhone, therefore the problem must be within my project. (my project does have a today extension)
In that kind of cases I usually :
Product > Clean
Close xCode
Delete the Derived Data (in ~/Library/Developer/Xcode/DerivedData subfolders)
Delete the app on the iPhone
Reboot the iPhone
Restart and rebuild
I had this problem. In my case, it was caused by the Build value being blank. After putting a value there, and resetting the simulator once more, the issue went away.
I had the same problem and checking the system log carefully helped me to identify a coliding library that was causing this error. You can also check this answer if you are using extensions.
Generally it means there is a problem with the build, it may be due to old cache (solved by a clean build) or a project definition error (missing library, bad definition in info.plist, etc).
In my case it happened only on iOS 8, turns out that my widget had the wrong bundle ID.
I have noticed that when performing native debugging on Xcode 4 if I have my app installed, then delete the app, then attempt to debug again from Xcode 4, the time it takes to perform the step "Transferring package" is pathologically slow. Has anyone else experienced this? I dread deleting the app as it will take 20-30 minutes to load the app.
Our app has lots of user files that get deleted when app is deleted. Perhaps some sort of sync-like process is running at same time. Killing Xcode 4 does not fix the issue.
I think now you must use Xcode 6.3 and it will allow you to do everything in easiest way. Here this version of Xcode is most stable version I have worked with for last few years.
I would like to offer some general guidance on this as the symptom you see can have many causes. In fact most versions of Xcode have had these symptoms for differing reasons in my experience.
I've seen the slow transfer problem before (Xcode 4 I think), when I switched my app to be an app that could run in the background. To get around that, I would either force kill the app from the phone itself, or I would change the bundle id of the app when deploying it (as a hack).
68cherries commented on seeing the problem after profiling. Doing profiling of a device generates a lot of data on your Mac, and perhaps also on the device but I don't know. So its worth switching phones with another phone, ideally one that has a lot of free space; does the problem follow the phone?
Sometimes deploying has a problem when resources are missing; resources are rebuilt upon clean. Try pressing the option button and then doing a clean - it cleans intermediate files. (option-shift-command-k). This can happen in particular when you delete a resource but still reference it from a story board. Going through the story board looking for exclamation mark warnings is helpful (particularly with Apple Watch apps).
Periodically it is worth doing a resource file audit. Quite often we deploy files not actually needed by the target device. For example, bash script files, old icons, etc. The fewer resources, the fewer things that can be incorrect, and can often trigger an idea about what has changed with your resources that might explain the problem. It also makes the deployment smaller for your customers.
Note with this problem its worth debugging it from both sides. For example, look at your Mac console logs to see any errors, or your activity monitor for unexpected behaviours and tasks. On the device side, its worth installing iOS console from lemonjar.com to see if anything got to the device end and if there were errors there.
I've imported an iPhone app that I have developed for iOS and am now maintaining it. I've came across a couple of bugs when trying to add to the iPhone's calendar, which I'm happy to try and sort out myself with a bit of debugging.
One problem is that when I go to run the application on the iPhone simulator, it seems to run an older version of the app than the one I am running. I've removed and added another button since then and the old button is still showing when I run it in the simulator. However, when I compile and run this on a device, it loads the correct version and displays the correct version number in the 'about' view.
But... my main problem is that it doesn't seem to debug on the device properly. The app actually works fine except for the calendar problems, but if I put a few breakpoints in so I can see exactly where this is going wrong, it just doesn't seem to step through! The app pauses, and Xcode says the app has paused! I can press step over and continue execution etc and it appears to work, but I can't see it stepping over the code, nor can I hover over variables to see their values.
I've tried reinstalling Xcode multiple times (I did have a problem installing an older version, so I had to wait until the next version was available before Xcode would install).
The stress is: Today is my last day at work, and I'd really like to get this app ready for iOS 5 before I leave.
Has anyone seen these symptoms before? Is there a debug setting that I've missed? Or is it a corrupted installation?
I wish I could help people a bit with more information, but I don't even know where to start looking here. Any code I can post? any settings? (not too familiar with this, I'm a .NET guy usually).
Thanks!
Sorry you're going through a tough moment there Connell; as you said you're not too familiar with all this, I'm laying down a few steps which might help you out. Some are pretty basic, yes, but I've resolved to these steps myself several times when I've encountered similar scenarios;
If you're testing on the simulator, do a 'Reset Content and Settings' from the 'iOS Simulator' main menu. This will remove all old data and settings and give you a clean start.
Do a 'Clean All Targets' from the Build menu. Then go to your physical project folder and delete the Build folder from it altogether before starting to build again.
Restart both XCode and the Simulator (and your Mac too if possible)
Make sure the mode is set to Debug and not Release or Distribution
Even on the device, remove the old app before putting the new one in, and restart it for good measure.
Delete all Provisioning Profiles from the device and install just the one you need.
On the code;
I've noted that the app appears to 'pause' like this a couple of times when I had accidentally created an infinite loop in the code. Double check to see whether there's something which may cause this.
Unless you haven't already done so, throw an NSLog or two in there to see if its really not being executed beyond the breakpoint.
I've had the exact same problem with a project that I started on xcode 3 and then switched to xcode 4. What fixed it for me was changing the compiler in the project settings.
The default compiler up to xcode 3 was gcc, while the default compiler on xcode 4 is LLVM gcc.
Now, I don't know exactly what's the issue that gdb could have with LLVM gcc, but switching the compiler back to gcc in my project settings and doing a clean build fixed my debugging issues.
Might be worth a try.
Have you checked which debugger is being used GDB or LLDB? Select Edit Scheme from the Product menu, and see what the Debugger setting is under the Debug scheme. You could try switching between GDB, LLDB, and None and running in between.
I have an iPhone app that's been in development for about 2 weeks. We recently tried the "release" version of the build on a device, and to our great unhappiness, it crashes in one of the views with an "EXC_BAD_ACCESS".
This crash only occurs on devices, and only in the "release" build. Not only that, but it only happens the first time the app is launched! It is also 100% reproducible.
We have removed the small block of code that deals with data persistence, and have tried re-openning Xcode, cleaning the project, deleting and reinstalling the app, etc., as some other questions suggest.
Do you have any advice for a) what might be causing this problem, and b) how to go about debugging if it only happens in "release"?
Thanks
It turns out there was no problem in the code at all.
The reason it was crashing was that Xcode was trying to attach the debugger to the release build for some reason! We are still trying to figure out why, because we have checked the most obvious places, but I'm sure it won't be too hard to track down.
The build works fine if you install from iTunes or the Xcode organizer instead of building and running from Xcode directly, so it won't affect your end-users at all, as long as you are careful to check for other first-run issues.
We can only guess what the cause might but if it's 100% reproducible, then it should be a good candidate for some fprintf-style debugging.
Figure out the most probable place for the error to occur, and start putting "Got past xxx view initialization" style statements in to start narrowing the problem. It's tedious, but eventually, you'll get there.
In theory fprintf statements could affect the problem. However, it's rare that it does so, so it's a good place to start.
A project i'm working on is crashing when built with release configuration.
We need to send the application to apple for review and it is crashing before even entering the app.
Any idea how that could happen?
In last ressort, is it possible to send to apple a debug version of the app with some optimizations?
thanks.
The same thing happened to me when building my first iPhone app - after working on the project for a while when switching from debug to release the app would crash. I did a full clean rebuild of the project, deleted the app from the test phone and reinstalled it, and the app ran. It looked like XCode sometimes does not clean up/rebuild everything it needs to.
In my experience, 9 times out of 10 annoying, hard to track down crashes in a non-debug vs. debug build of anything, iPhone or otherwise, is caused by a memory management bug. I'd put money on your issue being caused by an improperly placed release or retain message, or lack thereof. If you haven't tried it yet, turn on the static analyzer in your debug build configuration (my XCode is updating right now, but I believe if you search for "analyzer" or "clang" in your build properties you should find the appropriate setting) and see if it points to anything telling. If it doesn't, you can use Instruments to help you check for problems, as well as attempting to isolate the problem area in the debugger.
It might help you to reproduce the problem in a not-actually-a-release-build by modifying your debug configuration or duplicating it to use a different set of compiler flags that more closely aligns with what happens in the release build (I don't recall what the differences are off the top of my head, but I would assume adding a "-O2" to your compiler flags would get you most of the way there).
If you build with Release configuration, make sure you keep a copy of the .dSYM file and the application bundle.
Then when the application crashes on the device, plug it into Xcode and download the crash reports.
Open Xcode and then open the Organizer from within Xcode. From there you can view crash reports from a device.
The crash reports will be symbolicated if (and only if) you saved the .dSYM file and the application bundle.
You can then use the crash reports to find out why it is crashing, and fix it.
You should look at your Crash Logs. Open Organizer, select your device, then the "Crash Log" tab. Scroll down to find your app's logs. The should be symbolicated, so you can see the stack trace.
Without actually debugging your app, it's really hard to say more. Are you using an #ifdef DEBUG macros? Are you using more than one thread? If you have a bunch of NSLog statements that slow down execution in debug mode, this can introduce subtle timing differences that can impact multi-threaded apps.
Did you try a 'make clean' on your debug version? Sometimes obscure bugs can be hidden when parts of your project are rebuilt while other parts are unchanged.