Xcode 4 hanging while compiling - iphone

I am compiling a small application with hardly 10 lines of code in Xcode 4. While compiling it seems to be hanging. But when i compile a small Hello World application, it seems to work fine. Earlier today it was working fine with a larger application. Could someone please tell me whats happening? and how can i overcome this issue and allow it to compile faster like before??
BR,
Suppi
Edited:
Ok, Xcode version 4.0.2, Ram size is 2GB, MAC OS X version 10.6.8.
and my code for the program i am running:
I am basically checking to see how the interface between an Objective C and C works:
In my C file:
void helloWorld()
{
printf("hellow Woeld c");
hellowworldToObjC();
}
void hellowworldToObjC()
{
HelloWorldC();
}
and Objective C class:
id refToSelf;
- (id)init {
self = [super init];
if (self) {
refToSelf = self; // Saving self in pointer
}
return self;
}
-(void)HelloWorldObjc
{
NSLog(#"Hello World from Objc C");
[self HellowTestingC];
}
-(void)HellowTestingC
{
helloWorld();
}
#end
void HelloWorldC()
{
[refToSelf HelloWorldObjc];
}

Sample Xcode when it is "hanging" (and by "hanging", do you mean truly hanging or does it eventually work).
You also might want to leave top -u running in a terminal window and see how many pagein/pageout events occur when the "hang" happens. If you are paging, it'll feel like a hang.
0 pageouts meanings you aren't swapping (the pageins are just the source files that are #included being read).
Post the sample.

It was crazy with Xcode 4, the CPU was 190%, and Xcode 4 was not responding, so i went ahead and installed Xcode 3.2.6. Now all working fine :).

Related

OSDev: OS fails when I deinit physical memory regions

I am currently running into problems. So, I am making my own OS, and currently have no problems except for one.
I don't know if it's with my linker script or what, but for some reason, when I attempt to deinit a region of physical memory, QEMU simply doesn't show anything on the screen.
But, as soon as I comment the function out, it works just fine. I tried packing the binary file full of random junk as well, OS still works fine, everything displays in QEMU. I tried doing hefty function calling for things that the OS doesn't even support yet, still runs. But, for some reason, when I call my function to de-init a region of used physical memory, the whole thing just crashes and doesn't work.
I am only including the linker script below, I will link my github page to the OS project for anyone to skim through it and possible help out. This is seriously super annoying.
SECTIONS {
.text 0x1F00 :
{
*(kernel_entry);
*(.text*);
}
.idt BLOCK(.) : ALIGN(.)
{
_idt = .;
. = . * 0x100;
}
.rodata :
{
*(.rodata*);
}
.bss :
{
*(.bss*);
}
end = .;
}
I did roll my own Bootloader as well. The github layout goes as so:
All bootloader content is in folder Bootloader, all kernel content(including linker script) is in folder Kernel.
GitHub page

IOCreatePlugInInterfaceForService returns mysterious error

I am trying to use some old IOKit functionality in a new Swift 4.0 Mac app (not iOS). I have created a bridging header to use an existing Objective C third party framework, DDHidLib, and I am current working in Xcode 9.
The code that attempts to create a plug in interface for a usb gamepad falls over on IOCreatePlugInInterfaceForService, returning a non-zero error.
The truly bizarre thing is I have an older app created in a previous version of Xcode that uses the same framework and works correctly after opening in the new Xcode 9. This previous project is still Swift using a bridging header for the same Obj-C framework. I have checked the build settings and tried to make everything match, but I get the same result; the old app works but any new apps do not.
Is there a way to either: find out the exact differences in build settings/compilers to see what the elusive difference may be, OR to step into the IOCreatePlugInInterfaceForService IOKit method to see what may be causing the error to be returned in one project but not another?
EDIT: Here is the method that is failing:
- (BOOL) createDeviceInterfaceWithError: (NSError **) error_; {
io_name_t className;
IOCFPlugInInterface ** plugInInterface = NULL;
SInt32 score = 0;
NSError * error = nil;
BOOL result = NO;
mDeviceInterface = NULL;
NSXReturnError(IOObjectGetClass(mHidDevice, className));
if (error)
goto done;
NSXReturnError(IOCreatePlugInInterfaceForService(mHidDevice, kIOHIDDeviceUserClientTypeID,kIOCFPlugInInterfaceID,&plugInInterface,&score));
if (error)
goto done;
//Call a method of the intermediate plug-in to create the device interface
NSXReturnError((*plugInInterface)->QueryInterface(plugInInterface, CFUUIDGetUUIDBytes(kIOHIDDeviceInterfaceID), (LPVOID) &mDeviceInterface));
if (error)
goto done;
result = YES;
done:
if (plugInInterface != NULL)
{
(*plugInInterface)->Release(plugInInterface);
}
if (error_)
*error_ = error;
return result;
}
In the old version that works, IOCreatePlugInInterfaceForService always returns a value of 0. In all the versions that don't work, the return value appears to always be -536870210. The mHidDevice in this function is the io_object_t handle for the device.
EDIT2: Here is the IORegistryExplorer page for the device
Finally managed to resolve this after weeks of head scratching. The new Xcode 9 uses app sandboxing to basically prevent access to USB, bluetooth, camera and microphone etc. by default in a new app. Once I switched this off it reverted to it's expected behaviour.
Glad it was such a simple answer in the end but disappointed Xcode does not provide more descriptive error messages or responses to let a user know they are essentially preventing themselves from accessing the parts of the system they need.
Looks like kIOReturnNoResources is returned if the loop at the end of IOCreatePlugInInterfaceForService completes with haveOne == false for whatever reason. Perhaps Start() is returning false because another process or driver already has exclusive access? I'd check what clients the device has in IORegistryExplorer.
This error also happens when an application is trying to access the camera or bluetooth on MacOS 10.14 and higher. Permission shall be granted either explicitly by user (pop-up window), or through the Security & Privacy. The application should check for permission as shown here.

Why is my CE app refusing to run?

I've been maintaining a Windows CE app for some time now (over a year) and have produced new versions of it from time to time, copying them to the handheld device[s] and running the new versions there.
Today, though, I created a new Windows CE app for the first time. It is a very simple utility.
To create it in VS 2008, I selected a C# "Smart Device Project" template, added a few controls and a bit of code, and built it.
Here are some of the options I selected:
I copied the .exe produced via building the project to the handheld device's Program Files folder:
...but it won't run. Is it in the wrong location? Does it need some ancillary files copied over? Is there some other sort of setup I need to do to get it to run? Or what?
UPDATE
Since there's not much of it, I'm pasting ALL the code below in case somebody thinks my code could be the problem:
using System;
using System.Linq;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Text;
using System.Windows.Forms;
using System.IO.Ports;
namespace PrinterCommanderCE
{
public partial class PrinterCommanderForm : Form
{
public PrinterCommanderForm()
{
InitializeComponent();
}
private void btnSendCommands_Click(object sender, EventArgs e)
{
SendPrinterCommands();
}
private void SendPrinterCommands()
{
bool successfulSend = false;
const string quote = "\"";
string keepPrinterOn = string.Format("! U1 setvar {0}power.dtr_power_off{0} {0}off{0}", quote);
string shutPrinterOff = string.Format("! U1 setvar {0}power.dtr_power_off{0} {0}on{0}", quote);
string advanceToBlackBar = string.Format("! U1 setvar {0}media.sense_mode{0} {0}bar{0}", quote);
string advanceToGap = string.Format("! U1 setvar {0}media.sense_mode{0} {0}gap{0}", quote);
if (radbtnBar.Checked)
{
successfulSend = SendCommandToPrinter(advanceToBlackBar);
}
else if (radbtnGap.Checked)
{
successfulSend = SendCommandToPrinter(advanceToGap);
}
if (successfulSend)
{
MessageBox.Show("label type command successfully sent");
}
else
{
MessageBox.Show("label type command NOT successfully sent");
}
if (ckbxPreventShutoff.Checked)
{
successfulSend = SendCommandToPrinter(keepPrinterOn);
}
else
{
successfulSend = SendCommandToPrinter(shutPrinterOff);
}
if (successfulSend)
{
MessageBox.Show("print shutoff command successfully sent");
}
else
{
MessageBox.Show("print shutoff command NOT successfully sent");
}
}
private bool SendCommandToPrinter(string cmd)
{
bool success = false;
try
{
SerialPort serialPort = new SerialPort();
serialPort.BaudRate = 19200;
serialPort.Handshake = Handshake.XOnXOff;
serialPort.Open();
serialPort.Write(cmd);
serialPort.Close();
success = true;
}
catch
{
success = false;
}
return success;
}
}
}
UPDATE 2
Based on this, I added a global exception handler to the app so that Program.cs is now:
namespace PrinterCommanderCE
{
static class Program
{
[MTAThread]
static void Main()
{
AppDomain currentDomain = AppDomain.CurrentDomain;
currentDomain.UnhandledException += new UnhandledExceptionEventHandler(GlobalExceptionHandler);
Application.Run(new PrinterCommanderForm());
}
static void GlobalExceptionHandler(object sender, UnhandledExceptionEventArgs args)
{
Exception e = (Exception)args.ExceptionObject;
MessageBox.Show(string.Format("GlobalExceptionHandler caught : {0}", e.Message));
}
}
}
Yet running the new build shows nothing - it just "flashes" momentarily with about as much verbosity as Lee Harvey Oswald after Jack Ruby's friendly visit.
UPDATE 3
Could the problem be related to this, and if so, how to solve it?
The circumstance that both my updated version of an existing app AND this brand new and simple app refuse to run indicate there is something fundamentally flawed somewhere in the coding, building, or deployment process.
UPDATE 4
As this is a minimal utility, the reason it (and my legacy, much more involved) app are not working may have something to do with the project properties, how it's being built, a needed file not being copied over, or...???
NOTE: The desktop icon is "generic" (looks like a blank white form); this perhaps indicates a problem, but is it indicative of something awry or is it a minor (aesthetics-only) problem?
UPDATE 5
In Project > Properties..., Platform is set to "Active (Any CPU)" and Platform target the same ("Active (Any CPU)")
I have read that this is wrong, that it should be "x86", but there is no "x86" option available - Any CPU is the only one...?!?
UPDATE 6
In Project > Properties... > Devices, the "Deploy the latest version of the .NET Compact Framework (including Service Packs)" is checked. Is this as it should be?
UPDATE 7
Okay, here's the really strange part of all this:
I have two CF/CE apps that I need to run on these Motorola/Symbol 3090 and 3190 handheld devices.
One is this simple utility discussed above. I find that it actually does run on one of the devices (the 3190, FWIW). So it runs on one device, but not on the other.
HOWEVER, the other (legacy) .exe is the opposite - it runs on the 3090 (where the utility will not even start up), but not on the 3190.
So the utility's needs are met by the 3190, and the legacy util's needs are met by the 3090. However, the NEW version of the legacy app does not run on either device!
I am baffled; I feel as Casey Stengel must have when speaking once of his three catchers: "I got one that can throw but can't catch, one that can catch but can't throw, and one who can hit but can't do either."
UPDATE 8
The 3190 has a newer version of the CF installed; it seems that both the new and the old apps should run on the new device with the newer CE, but they don't - only the one built against/for the new framework does...
UPDATE 9
Here is what the 3090 looks like:
UPDATE 10
So I have two exes, one that runs on the devices (both of them now), and the other that will run on neither of the devices. The two exesw seem almost identical. I compared them with three tools: Red Gates' .NET Reflector; JetBrains' dotPeek, and Dependency Walker.
Here is what I found:
Dependency Walker
Both seem to have the same errors about missing dependencies (I didn't have them in the same folder with their dependent assemblies is probably the problem there)
.NET Reflector
The nonworking file has this entry that the working file does not:
[assembly: Debuggable(0x107)]
Is this the problem and, if so, how can I change it?
JetBrains dotPeek
The References in the working copy of the exe are all version 1.0.50000.0
The non-working exe has an identical list of References, and the same version number.
There is this difference, though:
For the working .exe, dotPeek says, "1.4.0.15, msil, Pocket PC v3.5"
For the non-working .exe, dotPeek says, "1.4.0.15, msil, .Net Framework v4.5"
Is this the problem and, if so, how can I change the non-working .exe to match the working one?
This last is disconcerting, primarily because I see no place in the non-working (newer) version of the project where a "4.5" string exists. Where could dotPeek be getting that information?
UPDATE 11
I do know now that the problem is somewhere between these two MessageBox.Show()s, because the first one I see, but not the second:
public static int Main(string [] args)
{
try
{
// A home-brewed exception handler (named ExceptionHandler()) is already defined, but I'm adding a global one
// for UNHANDLED exceptions (ExceptionHandler() is explicitly called throughout the code in catch blocks).
MessageBox.Show("made it into Main method"); // TODO: Remove after testing <= this one is seen
AppDomain currentDomain = AppDomain.CurrentDomain;
currentDomain.UnhandledException += new UnhandledExceptionEventHandler(GlobalExceptionHandler);
string name = Assembly.GetExecutingAssembly().GetName().Name;
IntPtr mutexHandle = CreateMutex(IntPtr.Zero, true, name);
long error = GetLastError();
if (error == ERROR_ALREADY_EXISTS)
{
ReleaseMutex(mutexHandle);
IntPtr hWnd = FindWindow("#NETCF_AGL_BASE_",null);
if ((int) hWnd > 0)
{
SetForegroundWindow(hWnd);
}
return 0;
}
ReleaseMutex(mutexHandle);
DeviceInfo devIn = DeviceInfo.GetInstance();
Wifi.DisableWifi();
// Instantiate a new instance of Form1.
frmCentral f1 = new frmCentral();
f1.Height = devIn.GetScreenHeight();
f1.Text = DPRU.GetFormTitle("DPRU HHS", "", "");
MessageBox.Show("made it before Application.Run() in Main method"); // TODO: Remove after testing <= this one is NOT seen
Application.Run(f1);
devIn.Close();
Application.Exit();
return 0;
}
catch(Exception ex)
{
DPRU.ExceptionHandler(ex, "Main");
return 0;
}
} // Main() method
UPDATE 12
More specifically, I've got infinite looping going on somehow; By mashing the "Ent" pill on the handheld device (that's what the button looks like - a "lozenge") - it sounds like gerbils tap-dancing (as debugging MessageBox.Show()s in two methods pop up and are dismissed over and over ad infinitum ad (literally) nauseum).
If an application does not start it is mostly missing something. As you compiled for WindowsCE and CF3.5, the Compact Framework 3.5 runimes have to be installed on the WindowsCE device.
Normally Compact Framework is part of Windows CE images, at least version 1.0, but who knows for your test device? If at least one CF is installed, an app requiring a newer CF version will show that on start by a message stating about the missed version. So either no CF is on your device, or something is goind real wrong.
You can run \Windows\cgacutil.exe to check the CF version installed on the device. The tool will show the version of installed CF.
You can debug using a TCP/IP connection or ActiveSync connection. See remote debuggung elsewhere in stackoverflow, I wrote a long aanswer about remote debug via TCP/IP. Or does your device neither have USB and WLAN or ENET?
Update: Here is the answer for remote debug via tcp/ip: VS2008 remotely connect to Win Mobile 6.1 Device This will also enable the remote deployment "In Project > Properties... > Devices, the "Deploy the latest version of the .NET Compact Framework (including Service Packs)" is checked. Is this as it should be?"
Are the earlier apps you wrote also written .NET? Compact framework does not care about the processor architecture, only the CF runtimes have to match the processor. So you do not need an x86 target as if you write a native C/C++ SmartDevice project.
To your comments:
a) CF1.0 is installed on the device.
b) the exe built on the colleagues computer seems to be built for CF1 and therefor runs OK.
c) your exe is built for CF 3.5 and does not run as there is no CF3.5 runtime on the device.
d) most CF exe files are very small as long as they do not include large resources or ...
Conclusion so far: Install the CF3.5 runtime onto the device: http://msdn.microsoft.com/en-us/library/bb788171%28v=vs.90%29.aspx.
To run the legacy app on both devices, the referenced Motorola or other 3rd party runtimes must also be installed. I stringly recommand to setup your environment so you can use ActiveSync/WMDC for development, deployment and debugging of the device. If you are unable look for some more experienced colleague.
Can you try to run it inside the debugger and check where it fails?
Can you place a breakpoint right at the beginning of Program.main and check if it's reached?
Debug output may also give you some interesting hints.

xcode debugging goes back and forth during stepping through the code

I have a really weird problem with Xcode 3.2.5
In a normal code sequence XCode steps couple of lines back then continues, then again sometimes back and continues again during step mode.
This only happens in one project, but there in all files. Here an example:
When jumping in this function Xcode goes through the lines in the following sequence:
2 -> 1 -> 2 -> 3 ->5 -> 8 -> 3 -> 4 -> 5 -> 6 -> 7 ->...
I dont understand what is going on here. Please do you have any idea?
Rebooting the machine and the iPhone doesn't help.
By the way, the complete code works fine and runs without errors. It seems that the cursor sometimes goes to lines where the code is not being executed. If a certain line is entered twice by the cursor, only the second time it changes the variables in assignments etc..
Really weird!
Thanks for any hint...
1 - (void)viewWillAppear:(BOOL)animated {
// D_IN;
2 [super viewWillAppear:animated];
//get the dataManager global Object, so we always have a structured accesss to the data!
3 WebiAppDelegate *mainDelegate = (WebiAppDelegate *)[[UIApplication sharedApplication]delegate];
4 self.webiDataManager = mainDelegate.webiDataManager;
5 message.hidden = YES;
6 message.text = #"";
7 message.userInteractionEnabled = NO;
...
I agree with the comments. It looks like you're trying to debug optimized code. Try compiling with no optimization and the debugger should behave more sensibly.
e.g. gcc -O0 ...

IF Statement Seems To Work Fine On Simulator, But Not On Device!

Ok, the problem is that when my app runs on the simulator it seems to work fine. On the device, however it does not update all the labels. I think the error is somewhere here:
- (IBAction)buttonclick1 {
self.startDate = [NSDate date];
double value = [self Level];
double value2 = [self Level2];
if ((value2 - value) >= 3.0) {
ifWork.text = #"DONE!";
ifWork.textColor = [UIColor yellowColor];
float noSeconds = (float) [self.startDate timeIntervalSinceNow];
}
}
I am new to this game. What I am looking for, is when the button is pressed, it times how long it takes for an event to happen. I then would like to use this time in calculations.
I know the IF statement is correct as it works on the simulator. However on the device, when value and value2 differ by 3 and then the button is pressed, nothing happens (the label ifWork doesn't change!).
Any help would be much appreciated,
Stu
Did you run the code in the debugger to see what happens? Maybe if the values depend on anything like CPU or network performance you may experience notable differences between the simulator and the actual device, so you cannot be sure that what works on the simulator works on the device.
There could be a few reasons.
Level1 or Level2 results could be different on device (using uninitialized memory which is different on device
value2 - value1 could be very close to 3.0 but just less than (doubles are often a little imprecise)
ifWork could be improperly set on the device (i.e. nil) so nothing happens.
The best solution is to debug on the device (step over this code line by line) and check if any of these things are true.