I currently have a game written in C++ using cocos2d-x.
I'm integrating Crashllytics on Android but I'm having troubles with the crash reports.
I'm throwing an exception as a test.
On a device with Android 6 Crashlytics' reports "???" in the crash log.
Reading on another forum someone said (back in March) they would get the same "???" reports with newer version of Android.
Trying on a device with Android 4.4 using the same setup and exception being thrown in the same place on all tests I can get some crashes but they usually trigger randomly on *.so libs (libandroid.so, libglcore.so for example) or on C files which aren't from my project like vterminate.cc.
I'm running the command to upload symbols before running the app.
An exception thrown in Java is shown fine on the dashboard.
Related
Please do help me on this scenario. I saw several post related to this, but could not able to resolve the issue with my mac App without pods.
Project is several years old, developed in macOS(Objective C). Now I am trying with XCTest for unit testing. Using Xcode 7.3.1, I am not able to run tests classes.
This project is to create frame work. Project is working fine, only issue is with the testing. We are not supposed to do Pods or some other alternatives.
Console window shows below points:
xctest[35530:345970] The bundle “BaseLibTests” couldn’t be loaded because it is damaged or missing necessary resources. Try reinstalling the bundle. xctest[35530:345970]dlopen_preflight(/Users/12345678/Documents/Modify/Cocoa/Projects/BaseLib/build/Debug/BaseLibTests.xctest/Contents/MacOS/BaseLibTests): Library not loaded: #executable_path/../Frameworks/FreeTDS.framework/Versions/A/FreeTDS
Referenced from: /Users/12345678/Documents/Modify/Cocoa/Projects/BaseLib/build/Debug/BaseLib.framework/Versions/Current/BaseLib
Reason: no suitable image found. Did find:
/Library/Frameworks/FreeTDS.framework/Versions/A/FreeTDS: no matching architecture in universal wrapper)
Program ended with exit code: 82
#Anand For the 3rd Point: Please check the build settings.
Please make sure its either set to Standard Architectures (64-bit Intel) (x86_64) - $(ARCHS_STANDARD) or set to represent proper architectures.
To debug this more, could you please copy paste the exact error you are facing and share the build env variables?
I recently had the MacBook I'm using to develop an app (for work) rebuilt. Xcode failed to launch and there were a number of issues when running 'verify permissions' on the disk. I copied the project to a USB stick and prepared to have the machine re-imaged. Now I have it back, I've re-installed Xcode, copied my project over and it opens - great. I started some alterations to the storyboard and tried to run it in the simulator, at which point it seems to crash and returns me to the Xcode window, debugger running.
I've tried to step through the 'problems' but I can't find anything wrong. This was a working, simple project (based entirely on a storyboard approach, very little code yet as I've been building an interface that was acceptable) and the storyboard still opens fine, all the segue's seem intact etc. It just won't run. I've tried it on another MacBook (running Lion) and it also failed, complaining about 'NSBundle' and 'MainStoryboard' (I'm sorry, that machine is at home and I don't have the exact message) - yet for all intents and purposes looked fine.
The build settings etc all verify and it builds with no issues. The app is stored in a different location on the disk to where it was originally, so perhaps some of that information is stored somewhere and needs to be reset? I've tried this: XCode 4.2 MainStoryBoard Not Found with no change.
Short of me scrapping this and starting afresh, is there anything I can do/try to salvage it? It's not a huge amount of work (probably a day or so, mainly adding text/images to the views) but I'd like to try and save it, hopefully understand a bit more of what's happened? Short of thinking the drive was corrupted and also corrupted the project somehow before I made the backup I'm at a loss.
Any pointers appreciated!
Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: 'Could not find a storyboard named 'MainStoryboard' in bundle NSBundle </Users/appdev/Library/Application Support/iPhone Simulator/5.0/Applications/82547437-7BE3-4960-B755-84E0A999A881/testApp.app> (loaded)'
*** First throw call stack:
(0x13be052 0x154fd0a 0x439352 0x151c9 0x15461 0x147c0 0x23743 0x241f8 0x17aa9 0x12a8fa9 0x13921c5 0x12f7022 0x12f590a 0x12f4db4 0x12f4ccb 0x142a7 0x15a9b 0x208d 0x1ff5)
terminate called throwing an exception(lldb)
The storyboard file doesn't seem to be getting put into your application bundle. Select it in the project navigator in the left-hand panel, and check that there is stick against the target in the file inspector in the right-hand panel.
Also, it sounds like you are not using version control. Use version control! If you had been using version control, you wouldn't have had to worry about moving the files from computer to computer, you could roll back to a working version, and you could easily see what the differences are between the old working version and the new broken version.
check the following settings in the xcode: and make sure to clean before building the app and running.
http://postimage.org/image/nk91mrlt9/
http://postimage.org/image/i3kd4zbqv/
In MonoDevelop when compiling and running an app developed for Android against the simulator, the app compiles then crashes immediately in the simulator with the following application output...
E/mono ( 225): The assembly mscorlib.dll was not found or could not be loaded.
E/mono ( 225): It should have been installed in the `/home/jon/Development/xamarin/mono/BUILD/armeabi/install/lib/mono/2.0/mscorlib.dll' directory.
Keep in mind that I'm not Jon so I don't even know where it's getting the /home/jon path configuration. Though I have found that path in other similar but ultimately unrelated searches on the internet so I imagine it's a path on some other devs machine.
mscorlib.dll is indeed on my machine. located here...
/Developer/MonoTouch/usr/lib/mono/2.1/
and here...
/Developer/MonoAndroid/usr/lib/mono/2.1/
I've tried targetting various Android SDK environments (currently 2.3 and the simulator is currently running under the 2.3 SDK environment as well).
I'm on Mac OSx 10.7.2. Using the latest version of MonoDevelop, Mono and Mono for Android. I've also got the latest MonoTouch installed as well and iPhone apps compile fine if that's worth anything.
The closest thing I can find to a hint at the issue is here...
http://phonicuk.com/Forums/ViewThread.aspx?tid=401
I've tried reinstalling Mono and Mono for Android but admittedly have not tried uninstalling in entirely before a reinstall. I've searched within files for the /home/jon path thinking that it must be a configuration somewhere but haven't been able to find it anywhere.
I found this... Mono return error: mono mscorlib.dll was not found
Along with a few other things that were sort of in the same vein, but ultimately nothing that seems to be a fix.
Any ideas?
Update: From the suggestions in jonp's answer below it indeed seems like the Mono.Android.DebugRuntime package is not installed. So far I've tried a couple of MonoAndroid reinstalls and have tried removing MonoAndroid entirely beforehand. I'm trying to figure out if there is a way to add the package manually, but I'm so new to this.
Another update: Not sure why I didn't try this already, but I created a HelloWorld MonoAndroid app and it works fine. The compilation took a while longer too for that one and I could see if was setting up the required packages, so there has to be an issue with the specific solution.
When you install a Debug build of your app on the device, three .apk files are installed:
Mono.Android.DebugRuntime, which contains libmonosgen-2.0.so, mscorlib.dll, etc.
Mono.Android.Plaltform.ApiLevel_N, which contains Mono.Android.dll for API level N.
Your application.
My guess is that the Mono.Android.DebugRuntime package has not been installed. To check this, run:
adb shell pm list packages | grep Mono.Android
I'm going to guess that it's missing. :-)
Next, why is it missing? When you Run the app within MonoDevelop, all required packages are checked for and installed. It seems rather odd that it wouldn't be. Is your device low on disk space?
adb shell df /data
How are you launching the emulator? If you're launching within MonoDevelop, there should be enough free space to install all of the above packages. However, if you launch it yourself, the default /data size is 64MB, which isn't enough to support a Debug build environment. Please launch the simulator from MonoDevelop and re-Run your app, or launch the emulator so that it has enough free space:
emulator -partition-size 512 -avd YOUR_AVD_NAME
Here's my situation: I have the source code for a third-party framework that I want to include in my project. I'm developing on 10.6 but I want to support 10.5, so I have the base SDK and the deployment target set to 10.5.
I can build the framework and the application, and the app runs inside Xcode and on the machine. However, it fails on a 10.5.8 and crashes. The crash report says
Unknown required load command 0x80000022
I have also tried building the framework on the 10.5.8 machine, setting the architecture to '32/64-bit Universal'. Moving this framework to the 10.6 machine and attempting to build the app works, but the app fails to run, throwing multiple errors of:
-[NSCFArray matchAndAssemble:]: unrecognized selector sent to instance 0x3503c0
Has anyone seen this before? Do you know of a fix or workaround? It can't be an uncommon situation.
The loader command being flagged is the loader command for a compressed binary which is a binary type supported only on 10.6.
matchAndAssemble: is not a (documented) method of NSArray/NSMutableArray. It is, however, a method of the PKParser kit. Is that the framework you are trying to build?
Anyhow, something in your project is being built only for 10.6 and it's probably that framework. Check the build settings for all of your targets, and any targets of any sub projects and do an otool -l on any third party frameworks to look for the 22 load command.
Answer for the first error: unable to read unknown load command 0x80000022 - Stack Overflow, and it might have a bearing on the second error. What version Xcode and SDK are you using?
I was part of a team that developed a Surface application during the summer. I was set to do some minor changes to this application now, but got errors that were not present last time the exact same code was ran.
The error message is "GeometryHitTestParameters' HitTestParameters are not supported on 'Viewport3DVisual" and is complaining about some parameter in theVisualTreeHelper. HitTest().
The code is the same, but the working environment is slightly different:
I could not find the old SDK, so i had to use Surface SDK 1.0 SP1.
The computer is running Windows 7
I've got the code running by catching all exceptions and ignoring them.
Does anyone know if Surface SDK SP1 could have changed the way 'Viewport3DVisual is used or if the SDK is throwing exceptions not thrown in 1.0?
I would really like to know if masking this exception will make the application run like it used to or if the changes in behavior would turn up later and backfire.
I've had the same exception myself. We were unable to resolve it and just shipped with the defect. I'm pretty sure its a bug in the SDK.