I have a tough problem (tough for me since I'm a newb.). I have a table view app that I'm working on. It starts with a table and you navigate down to a view controller. In that view controller I'm using some sample code hooked into a button that will add a contact to the iPhone address book.
My problem is when the user navigates back to the table of data, the app crashes. Is there any advice someone can provide? Or, maybe someone I could send me code for review?
Update*
Here's the information from the console.
[Session started at 2010-07-20 22:51:46 -0500.]
2010-07-20 22:51:49.621 Infinite Possibilities[5882:207] *** Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: '*** -[NSPlaceholderString initWithString:]: nil argument'
*** Call stack at first throw:
(
0 CoreFoundation 0x025ff919 __exceptionPreprocess + 185
1 libobjc.A.dylib 0x0274d5de objc_exception_throw + 47
2 CoreFoundation 0x025b8078 +[NSException raise:format:arguments:] + 136
3 CoreFoundation 0x025b7fea +[NSException raise:format:] + 58
4 Foundation 0x0006869c -[NSPlaceholderString initWithString:] + 105
5 Infinite Possibilities 0x00003b90 -[RootViewController tableView:didSelectRowAtIndexPath:] + 3405
6 UIKit 0x0034c718 -[UITableView _selectRowAtIndexPath:animated:scrollPosition:notifyDelegate:] + 1140
7 UIKit 0x00342ffe -[UITableView _userSelectRowAtIndexPath:] + 219
8 Foundation 0x00059cea __NSFireDelayedPerform + 441
9 CoreFoundation 0x025e0d43 __CFRUNLOOP_IS_CALLING_OUT_TO_A_TIMER_CALLBACK_FUNCTION__ + 19
10 CoreFoundation 0x025e2384 __CFRunLoopDoTimer + 1364
11 CoreFoundation 0x0253ed09 __CFRunLoopRun + 1817
12 CoreFoundation 0x0253e280 CFRunLoopRunSpecific + 208
13 CoreFoundation 0x0253e1a1 CFRunLoopRunInMode + 97
14 GraphicsServices 0x02e642c8 GSEventRunModal + 217
15 GraphicsServices 0x02e6438d GSEventRun + 115
16 UIKit 0x002e8b58 UIApplicationMain + 1160
17 Infinite Possibilities 0x00002834 main + 102
18 Infinite Possibilities 0x000027c5 start + 53
)
terminate called after throwing an instance of 'NSException'
Usually a crash means you have some sort of memory problem or calling a undefined function(sending a message that is not answered by the receiver).
Are trying to read from a pointer to an object that was released already?
Are you trying to send a message to an object that is not answering to it?
The good news is that you have a lot of good tools to find out exactly what it is:
First of all, open the console (Shift + Command R) and see if there is a message or stack trace when your app crashes. If there is no message, run the debugger (Shift + Command Y) and see where it stops on the crash.
Finally, if you see the status bar of XCode, it will tell you a bit of information about the crash (the message that was send about the crash, could be a EXEC_BAD_ADDRESS or some other thing.
Sadly, without your code or any of this information this is all I can do to help you. I would suggest not only copy and pasting but really understanding what that code is supposed to be doing and also learning how to debug your code.
For good resources I would recommend the Itunes U Standford Iphone development class and/or reading a good book about it(I read the Head First Iphone book and I love the series but didn't really like this one).
Related
I'm finding that after my app has been in the background for a while, (half hour + maybe) it crashes immediately on resume.
Crash log reveals that it is EXC_BAD_ACCESS, but I'm at loss for how to debug this one, because I don't know what gets released when my app goes to background (for a long time in particular). (Exception codes are 0x0000000 repeated)
Is there any documentation on this / can anyone give insight about what they did to fix this in the past?
While we're at it, is there a way to test this without waiting for hours before each try? Some way to simulate whatever it is that is happening to my app?
Thanks
Update
I just read a bit more closely, and there's something here about a timer, I added some stuff that uses timers recently to my app, could this give more info? (See item 12)
Thread 0 name: Dispatch queue: com.apple.main-thread
Thread 0 Crashed:
0 libsystem_kernel.dylib 0x32858a1c __pthread_kill + 8
1 libsystem_c.dylib 0x337013b4 pthread_kill + 52
2 libsystem_c.dylib 0x336f9bf8 abort + 72
3 libstdc++.6.dylib 0x30504a64 __gnu_cxx::__verbose_terminate_handler() + 376
4 libobjc.A.dylib 0x3068f06c _objc_terminate + 104
5 libstdc++.6.dylib 0x30502e36 __cxxabiv1::__terminate(void (*)()) + 46
6 libstdc++.6.dylib 0x30502e8a std::terminate() + 10
7 libstdc++.6.dylib 0x30502f5a __cxa_throw + 78
8 libobjc.A.dylib 0x3068dc84 objc_exception_throw + 64
9 MarsCrash 0x0000be88 0x1000 + 44680
10 MarsCrash 0x00020646 0x1000 + 128582
11 Foundation 0x327196ce __NSFireDelayedPerform + 362
12 CoreFoundation 0x334e7a40 __CFRUNLOOP_IS_CALLING_OUT_TO_A_TIMER_CALLBACK_FUNCTION__ + 8
13 CoreFoundation 0x334e9ec4 __CFRunLoopDoTimer + 844
14 CoreFoundation 0x334ea83e __CFRunLoopRun + 1082
15 CoreFoundation 0x3347aebc CFRunLoopRunSpecific + 224
16 CoreFoundation 0x3347adc4 CFRunLoopRunInMode + 52
17 GraphicsServices 0x311a5418 GSEventRunModal + 108
18 GraphicsServices 0x311a54c4 GSEventRun + 56
19 UIKit 0x31b90d62 -[UIApplication _run] + 398
20 UIKit 0x31b8e800 UIApplicationMain + 664
21 MarsCrash 0x00002558 0x1000 + 5464
22 MarsCrash 0x00002500 0x1000 + 5376
Common case for such situations is a call to an object that was released due to low memory warnings. EXEC_BAD_ACCESS — accessing to over-release object according to Apple's source (http://developer.apple.com/library/mac/#qa/qa1367/) You can find an actual source of the problem by taking a crash logs from your device and symbolizing it to an actual code strings in your product. I assume that knowing the class and method and code line number will give you a preliminary understanding what goes wrong in your code. Please, review following apple's article to understand further details — http://developer.apple.com/library/ios/#technotes/tn2151/_index.html
For an advanced topics on debugging following link maybe also very useful — http://developer.apple.com/library/ios/#technotes/tn2239/_index.html Actually Apple provides a ton of difference ways to debug such type of an issue.
If it is indeed caused by a memory hit, you can try running it on the simulator, which has a menu item which lets you send your app a simulated memory warning. Your app will try to do all the things it does during a real memory warning, and that might help you find your bug. Also, look at running with NSZombies enabled You might want to check out this page -- I find it very helpful:
http://www.cocoadev.com/index.pl?DebuggingAutorelease
As a Java and PHP developer new to Xcode, I am having trouble dealing with memory errors. I have a sample program from a book, which crashes on startup with "Program received signal 'SIGABRT'." I don't know what to do with the console output below. I realize it's some kind of stack trace, but the name on the left is just the name of the application, not a class or file. I don't know what "main + 121" or "start + 53" means or where to look. Any guidance would be appreciated.
2011-05-11 10:43:23.071 FlowerInfoNavigator[22537:207] *** Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: '*** -[NSCFDictionary objectForKey:]: method sent to an uninitialized mutable dictionary object'
*** Call stack at first throw:
(
0 CoreFoundation 0x00dc25a9 __exceptionPreprocess + 185
1 libobjc.A.dylib 0x00f16313 objc_exception_throw + 44
2 CoreFoundation 0x00dbf542 -[__NSPlaceholderDictionary objectForKey:] + 194
3 FlowerInfoNavigator 0x0000289a -[RootViewController tableView:didSelectRowAtIndexPath:] + 330
4 UIKit 0x0008bb68 -[UITableView _selectRowAtIndexPath:animated:scrollPosition:notifyDelegate:] + 1140
5 UIKit 0x00081b05 -[UITableView _userSelectRowAtPendingSelectionIndexPath:] + 219
6 Foundation 0x0079b79e __NSFireDelayedPerform + 441
7 CoreFoundation 0x00da38c3 __CFRUNLOOP_IS_CALLING_OUT_TO_A_TIMER_CALLBACK_FUNCTION__ + 19
8 CoreFoundation 0x00da4e74 __CFRunLoopDoTimer + 1220
9 CoreFoundation 0x00d012c9 __CFRunLoopRun + 1817
10 CoreFoundation 0x00d00840 CFRunLoopRunSpecific + 208
11 CoreFoundation 0x00d00761 CFRunLoopRunInMode + 97
12 GraphicsServices 0x00ffa1c4 GSEventRunModal + 217
13 GraphicsServices 0x00ffa289 GSEventRun + 115
14 UIKit 0x00022c93 UIApplicationMain + 1160
15 FlowerInfoNavigator 0x00001b99 main + 121
16 FlowerInfoNavigator 0x00001b15 start + 53
)
terminate called after throwing an instance of 'NSException'
(gdb)
On the right are the methods that were called that are on the stack. I generally just look for anything that is from one of my methods (though this won't always work) and then it'll give you the method call that the problem originated from. in the trace at call number 3 on "FlowerInfoNavigator" the method tableView:didSelectRowAtIndexPath: was called and somewhere in there is what caused the crash. You should be able to use the debugger and breakpoints to narrow it down from there hopefully. Good luck.
Edit: as I relooked at your error message: at the top of it it gives you the error. You tried to retrieve an object from a NSDictionary that wasn't initialized yet, and from above, it occurred in your didSelectRowAtIndexPath method
The console wouldn't be the only place you look. Take a look at your Debugger too. Over there there is usually one line that is bolded. If you tap that it'll show you exactly where the crash happened.
Looks like you didn't init your NSDictionary
The Crash is due to nsdictionary is not initialized yet and how to search for during a crash ,first look at console so you will get idea about what caused the crash or exception and to get where the application crashed you can check out debugger .In the debugger the the particlar line will be in bold where the application crashed.
Apart from you can also use NSZombieEnabled (BOOL) to get what is causing the application crash .More about NSZombieEnabled can be found here http://developer.apple.com/library/ios/#documentation/Xcode/Conceptual/iphone_development/130-Debugging_Applications/debugging_applications.html
Note : here do make sure to make NSZombieEnabled set to NO at time of processing the application to submission to apple store.
Hope this helps.
Just spent some time... on a crash, without understanding it. That's a classic:
Exception Type: EXC_BAD_ACCESS (SIGBUS)
Exception Codes: KERN_PROTECTION_FAILURE at 0x00000010
Which leads me to a memory issue, addressing the invalid adress 0x10
What bothers me is that I have crash report and stack trace, which differ:
The crash report, sent by user (symbolicated successfully, that happens) :
Thread 0 Crashed:
0 libobjc.A.dylib 0x000027d8 objc_msgSend + 16
1 UIKit 0x0005e9d2 -[UIViewAnimationState animationDidStop:finished:] + 54
2 QuartzCore 0x0002d8c2 run_animation_callbacks(double, void*) + 286
3 QuartzCore 0x0002d764 CA::timer_callback(__CFRunLoopTimer*, void*) + 116
4 CoreFoundation 0x000567f4 __CFRUNLOOP_IS_CALLING_OUT_TO_A_TIMER_CALLBACK_FUNCTION__ + 8
5 CoreFoundation 0x000562a6 __CFRunLoopDoTimer + 854
6 CoreFoundation 0x0002779e __CFRunLoopRun + 1082
7 CoreFoundation 0x00027270 CFRunLoopRunSpecific + 224
8 CoreFoundation 0x00027178 CFRunLoopRunInMode + 52
9 GraphicsServices 0x000045ec GSEventRunModal + 108
10 GraphicsServices 0x00004698 GSEventRun + 56
11 UIKit 0x0000411c -[UIApplication _run] + 396
12 UIKit 0x00002128 UIApplicationMain + 664
13 MyApp 0x00003158 main (main.m:13)
14 MyApp 0x00003120 0x1000 + 8480
The crash stack trace (catched live by an Exception Handler)
0 MyApp 0x000d79c3 0x0 + 883139
1 MyApp 0x000d790b 0x0 + 882955
2 libSystem.B.dylib 0x302765d3 _sigtramp + 42
3 UIKit 0x31eab9d9 -[UIViewAnimationState animationDidStop:finished:] + 60
4 QuartzCore 0x33a178c9 _ZL23run_animation_callbacksdPv + 292
5 QuartzCore 0x33a1776b _ZN2CAL14timer_callbackEP16__CFRunLoopTimerPv + 122
6 CoreFoundation 0x3084e7fb __CFRUNLOOP_IS_CALLING_OUT_TO_A_TIMER_CALLBACK_FUNCTION__ + 14
7 CoreFoundation 0x3084e2ad __CFRunLoopDoTimer + 860
8 CoreFoundation 0x3081f7a5 __CFRunLoopRun + 1088
9 CoreFoundation 0x3081f277 CFRunLoopRunSpecific + 230
10 CoreFoundation 0x3081f17f CFRunLoopRunInMode + 58
11 GraphicsServices 0x31e445f3 GSEventRunModal + 114
12 GraphicsServices 0x31e4469f GSEventRun + 62
13 UIKit 0x31e51123 -[UIApplication _run] + 402
14 UIKit 0x31e4f12f UIApplicationMain + 670
15 MyApp 0x0000315f 0x0 + 12639
16 MyApp 0x00003128 0x0 + 12584
Both differ, and the stack trace points to the crash in my code, but at addresses I can neither symbolicate nor identify. I think the crash report indicates that a message was sent to a released instance... Probably related to the use of :
+ (void)setAnimationDelegate:(id)delegate
+ (void)setAnimationDidStopSelector:(SEL)selector
So here (finally!) are my questions:
What explains the differences between logs? (libobjc.A vs libSystem.B ??)
Does the SIGBUS comes from my code or from UIKit?
How can I decipher the stack trace upper addresses (0x000d79??, which atos doesn't resolve)
Is that what I think, an issue related to an animation failing to end? similar to this > How to unset delegate on UIView setAnimationDelegate: call?
AFAIK, setAnimationDelegate is supposed to retain delegate... Someone to confirm?
EDIT: I can't use NSZombiesEnabled, this is a crash report from a published app, a crash that I didn't manage to reproduce on development environment. I just have these logs to diagnose.
Whenever I see objc_msgSend at the top, my trust of the remaining stack is low, as the error that gives this tends to do bad things to the stack.
GuardMalloc is good for this since the attempt to do anything with deallocated space will crash the app immediately in the debugger. The stack will be intact. (This makes the app very slow, but it is a very powerful tool.)
The two stacks are the same up to the UIViewAnimationState method call. The version that came from your exception handler is showing C++ mangled names instead of the regular names shown in the crash log.
(As I understand it) _sigtramp is the system's method of calling your signal handler and is short for Signal Trampoline. The stack entries beyond that are probably your signal-handler code.
Answering my own question, weeks laters, since I had no relevant answers, most are guesses, I wished I had more precise answers, but I guess my question was unclear :
Difference is coming from the origin of the log, a sighandler vs CrashReporter service, which are happening at different times, then the stack traces are slightly different.
SIGBUS comes from UIKit, but chances are big that's on a callback initiated from my code that ends on a released object. These kind of stack traces are a pain to debug when you can't reproduce the issue, since it basically tells you "I'm crashing somewhere because of an animation", which one, where... I still didn't figured precisely. Could be anywhere, and also could be an Apple iOS bug.
The first addresses in the stack are just a dead-end where any SIGBUS stack-trace ends when a released object is called. They differs across compilations (versions), but are the same on any device, That's why they can't be symbolicated. (I would love to have a technical explanation of this, instead of my guess)
& 5. I guess I solved this bug byt being more "agressive" on canceling animations in certain cases like on deallocation of some Views...
Hope that helps someone.
You should try NSZombie, to get information about what object you've released. This is a very useful tool when you get EXC_BAD_ACCESS.
To activate NSZombie do the following:
Get info of the executable.
Go to the arguments tab.
In the "Variables to be set in the environment:" section add:
Name: NSZombieEnabled
Value: YES
Then run your app as usual and when it crashes it should tell you which deallocated object received the message.
1. I'm not 100% sure but I think the discrepancy is due to how the application is being run. In the second log it looks like you're running the application via XCode in debug mode, a sigtramp signal has been sent to indicate a EXC_BAD_ACCESS error.
2. Your code - the error may come from the UIKit library but it's a result of a problem with your usage.
3. This is where NSZombieEnabled will make your life a lot easier! If you run your application with the NSZombieEnabled flag set XCode will keep 'zombie' objects in place of deallocated objects. When a zombie object is sent a message the process will trap the error and let you know exactly what object was sent the message.
If you're using XCode 4 enable NSZombieEnabled using the following instructions...
How do I set up NSZombieEnabled in Xcode 4?
For older versions follow these instructions...
http://www.cocoadev.com/index.pl?NSZombieEnabled
4. It does indeed appear that your animation delegate has been deallocated prior to the animation completing.
Hey Guys,
I know there are about 100.000 thread about EXC_BAD_ACCESS (SIGSEGV) Errors. But no one helped me out. I'm not able to solve my problem myself.
A few hours ago, I duplicated the target of my Xcode Project (a iPhone game) to make a free version. But since this Point I get very strange errors. Sometimes the app works as if nothing happened. But most of the time, I get errors like this:
Running pass 'X86 DAG->DAG Instruction Selection' on function '#gleLLVMVecPrimMultiRender13'
And the stack looks like this:
Thread 0 Crashed: Dispatch queue: com.apple.main-thread
0 libobjc.A.dylib 0x015c6c6f prepareForMethodLookup + 31
1 libobjc.A.dylib 0x015c06ad lookUpMethod + 86
2 libobjc.A.dylib 0x015c081a _class_lookupMethodAndLoadCache + 40
3 libobjc.A.dylib 0x015ceaa3 objc_msgSend + 87
4 Birdy Free 0x0001b46d -[SMApplicationManager dealloc] + 58 (SMApplicationManager.m:226)
5 Foundation 0x00489257 -[NSURLConnection(NSURLConnectionReallyInternal) releaseDelegate] + 57
6 Foundation 0x004891f9 _NSURLConnectionReleaseClient + 68
7 CFNetwork 0x01a45742 ClientContextHolder<CFURLConnectionClient_V4>::forget() + 48
8 CFNetwork 0x01a3beee URLConnectionClient::processEvents() + 278
9 CFNetwork 0x01a3bcb7 MultiplexerSource::perform() + 251
10 CoreFoundation 0x0144e01f __CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE0_PERFORM_FUNCTION__ + 15
11 CoreFoundation 0x013ac28b __CFRunLoopDoSources0 + 571
12 CoreFoundation 0x013ab786 __CFRunLoopRun + 470
13 CoreFoundation 0x013ab240 CFRunLoopRunSpecific + 208
14 CoreFoundation 0x013ab161 CFRunLoopRunInMode + 97
15 GraphicsServices 0x02a13268 GSEventRunModal + 217
16 GraphicsServices 0x02a1332d GSEventRun + 115
17 UIKit 0x0086d42e UIApplicationMain + 1160
18 Birdy Free 0x000024a0 main + 82 (main.m:13)
19 Birdy Free 0x00002445 start + 53
But the method called is not always the same. In this case it was [SMApplicationManager dealloc] and a few minutes ago it was [CCNode draw]. I can't get the source of this error. I think it has something to do with the second target.
Do any of you guys know anything more?
Sandro Meier
It's weird i got this error, and i went through countless solutions. Turned out, i had duplicated a line of code by accident. Just make sure when you duplicated, there is not code interfering with each other.
Finally after a few more hours of frustrating experiments I found the solution. The whole thing hadn't to anything with the second target. The Problem was the NSURLConnectionDelegate. In this class I implemented a Property named appID. And in one of the methods of the class, I set the variable without the setter. So I placed an autoreleased object at the position of a property. This one get released and the pointer to the variable gets invalid. As soon as the Delegate was released, a Method was sent to this yet released object.
But I can't explain why there appears this strange error Method. I haven't seen anything like that before. Can someone tell my why the error is called
Running pass 'X86 DAG->DAG Instruction Selection' on function '#gleLLVMVecPrimMultiRender13'?
Sandro Meier
`
I have an application that has been running fine since its launch over a year ago.
I developed it with iphone iOS 2.2.1 originally and tested and kept selling it up until 3.2 without issues.
Now it fails to launch with iOS4.
the app uses a non standard size for a UIPickerView (I don't think that's the problem but just mention it as you will see some complaint in the console output). It's also giving previously non reported NSAutoreleasePool warnings.
But the culprit seems to be when resizing the interface to the new iphone screen resolution (at least what I get from the console)
I know I have to do some research of my own but iOS4 has been out for so little and I have been very absorbed learning and developing my first app for android (so I have not tested this particular code, after a year+ this app only sells a few copies a day) that I thought it didn't harm to ask around here to check if someone has some info or has run into it already.
First, this is the console output when build and run with XCODE 3.2.3 and BASE SDK 3.2, runs without problem
2010-06-22 23:25:55.619 metalsandmaterials[82956:207] ******* Accessibility Status Changed: On
2010-06-22 23:25:55.710 metalsandmaterials[82956:207] ********** Loading AX for: xxxxxxxxx
But trying to run it with iOS4 gives this beauty:
2010-06-22 23:15:52.488 metalsandmaterials[80149:207] ******* Accessibility Status Changed: On
2010-06-22 23:15:52.546 metalsandmaterials[80149:207] ********** Loading AX for: XXXXXXX ************
2010-06-22 23:15:53.003 metalsandmaterials[80149:207] * -[NSAutoreleasePool release]: This pool has already been released, do not drain it (double release).
2010-06-22 23:15:53.005 metalsandmaterials[80149:207] * -[NSAutoreleasePool release]: This pool has already been released, do not drain it (double release).
2010-06-22 23:15:53.008 metalsandmaterials[80149:207] -[UIPickerView setFrame:]: invalid height value 50.0 pinned to 162.0
Right here! [UIIageView scale]
2010-06-22 23:15:53.011 metalsandmaterials[80149:207] -[UIImageView scale]: unrecognized selector sent to instance 0x5ac47a0
2010-06-22 23:15:53.013 metalsandmaterials[80149:207] *** Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: '-[UIImageView scale]: unrecognized selector sent to instance 0x5ac47a0'
Call stack at first throw:
(
0 CoreFoundation 0x025f5919 exceptionPreprocess + 185
1 libobjc.A.dylib 0x027435de objc_exception_throw + 47
2 CoreFoundation 0x025f742b -[NSObject(NSObject) doesNotRecognizeSelector:] + 187
3 CoreFoundation 0x02567116 ___forwarding_ + 966
4 CoreFoundation 0x02566cd2 _CF_forwarding_prep_0 + 50
5 UIKit 0x0039a8e3 -[UIImageView setImage:] + 250
6 UIKit 0x0039b63e -[UIImageView initWithImage:] + 161
7 UIKit 0x05f286ce -[UIImageViewAccessibility(SafeCategory) initWithImage:] + 70
8 metalsandmaterials 0x0000bf09 -[TVCResults init] + 1841
9 metalsandmaterials 0x00002b8c -[UIVCalcHolder init] + 258
10 metalsandmaterials 0x00002758 -[CalcTestAppDelegate applicationDidFinishLaunching:] + 649
11 UIKit 0x002d759c -[UIApplication _callInitializationDelegatesForURL:payload:suspended:] + 1252
12 UIKit 0x002d99a1 -[UIApplication _runWithURL:payload:launchOrientation:statusBarStyle:statusBarHidden:] + 346
13 UIKit 0x002e3452 -[UIApplication handleEvent:withNewEvent:] + 1958
14 UIKit 0x002dc074 -[UIApplication sendEvent:] + 71
15 UIKit 0x002e0ac4 _UIApplicationHandleEvent + 7495
16 GraphicsServices 0x02de1afa PurpleEventCallback + 1578
17 CoreFoundation 0x025d6dc4 CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE1_PERFORM_FUNCTION + 52
18 CoreFoundation 0x02537737 __CFRunLoopDoSource1 + 215
19 CoreFoundation 0x025349c3 __CFRunLoopRun + 979
20 CoreFoundation 0x02534280 CFRunLoopRunSpecific + 208
21 CoreFoundation 0x025341a1 CFRunLoopRunInMode + 97
22 UIKit 0x002d9226 -[UIApplication _run] + 625
23 UIKit 0x002e4b58 UIApplicationMain + 1160
24 metalsandmaterials 0x000024ac main + 230
25 metalsandmaterials 0x000023bd start + 53
26 ??? 0x00000001 0x0 + 1
)
terminate called after throwing an instance of 'NSException'
Program received signal: “SIGABRT”.
kill
kill
So this scale method is new to uiimageview? why wouldn't it work? has anyone run into this already?
ANY HELP IS EXTREMELY APPRECIATED
best regards
david
You get a message "xxxxxx does not recognize selector yyyyyy" usually when an object has been released but you are still trying to use it. At that point because the memory is random, the system thinks it's some other random kind of object (like UIImage). Thus it's a red herring, a sign that something else is wrong and you are over-releasing an object.
There's no way you are getting those weird autorelease messages unless you are doing SOMETHING with a custom autorelease pool. Fess up, what are you doing with an NSAutoreleasePool in your code?
I think they are probably related to the "does not recognize selector" messages since you may be over-releasing things because of this.
Well, for your first issue with the NSAutoreleasePool, I would use instruments so you can trace where the extra drains/releases are coming from.
Your second issue doesNotRecognizeSelector is telling you that the selector that is being called doesn't exist (or lost scope). I would use the debugger so you can, again, trace that code execution.
Ok, I left if at adding a -(void)scale to a subclass of UIImageView and using this new class. Tested it, works fine on 2.2.1, 3.2 and ios4, both on simulator, iphone touch 3g with ios4 and ipad with ios3.2.
I still need to get ahold of an iphone4 and see if some weird layout problem comes across (I still believe the problems appeared when the Os want to blow things up to the new retina display).
Not being in the US is going to make it a tad hard though
Could I be that you somewhere set the image property of an imageView to another UIImageView (as opposed to an UIImage)?
After all UIImageView does not respond to :scale, but UIImage does.