I can't see object variables in Xcode debugger. I haven't changed anything in Build Setting. This happend to me after Xcode update and I can only print description.
Here is a screenshot displaying what I mean:
And this is what should by displayed in object:
Most likely the variable is outside the current scope. Current scope being the scope where the debugger is currently stopped.
So calling a method on the pointer to the object (which is what happens when the description is printed) will work, as you can access any memory, but the variable view might be limited to only the current scope.
It was probably bug in Xcode. With new version of Xcode it is working properly. Thank you everyone for answering
Related
I waited until 6.0.1 to switch to Xcode 6. Upon opening one of my project, I noticed that the quick help view of a method or variable's documentation doesn't work anymore.
For example a simple:
/*! Value of the property. */
for a #property just causes Xcode to say 'Declared in' when trying to view the doc by option clicking on a use of the property somewhere in the code instead of displaying the documentation itself.
Cocoa's own classes doc still display fine and I can tell my documentation gets parsed as incorrectly naming a #param will still cause a warning.
Deleting all the stuff cached in ~/Library/Developer/Xcode/DerivedData fixed the issue.
The strengthbar in my game doesn't work well after playing at least once of the level. So I wrote a method using CCLog to log out some variables and call this method in update: method. And I also set a breakpoint, when this problem appears it gets into debug mode of Xcode, then I use print to check the variables. However it appears that the values are different between using CCLog and using print command. Here's a screenshot that explains everything.
Here is my screenshot:
Does it have something to do with Multithreads(which I know nothing about)? I've checked the declaration of each logged variables, to make sure they're not declared several times using the same name.
OK, problem is solved.
When I wrote some delegate I used "Strong" which causes some retain cycles. Now I changed them all to Weak, and also changed the deployment settings to iOS 5 (or above).
The reason that the values of the variable are different is because in CCLog, the value belongs to the new scene, however there're more than one scene at the same time receiving my touches because of the retain cycles. Nothing wrong about XCode or Cocos2d, or CCBReader :-p
Hope this answer would help others. And many thanks to #Cy-4AH.
Because it was changed after it was printed. In the breakpoint you are lookng at new value.
Is it possible to access the properties of objects in xCode console?
If I try the following I get an error that he property doesn't exist.
po someObject.someprop
If I don't breakpoint the code and run the app it works fine so I know someObject.someprop exists. I don't think I have the grasp on xCode console yet? What I loved about Flex/Flash development is that I could set a break point and in the console window or variables view I could traverse every structure down to the ends of the earth.
I could see SomeDicionary[key].someArray[1].someObject.prop and it would show me the value. Is this not possible in xCode console or is there a trick to get to it?
You'll actually have to use the bracket syntax notation:
po [someObject someprop]
The debugger is sometimes very finnicky about syntax. This is filled with all sorts of helpful tips for debugging in XCode.
Just a side note, variables/properties declared in the implementation file (*.m) instead of the header file (*.h) can sometimes be invisible to the debugger variable list display depending on if the breakpoint is in that class's code, because of scope. Not necessarily required here, but useful to know seeing as how it is kind of relevant.
I'm trying to use a recent feature of the Scintilla component, which provides OSX-like text-highlighting effect (the yellow animated bouncing box), and I'm stuck with an error that pops up intermittently :
EXC_BAD_ACCESS
pointing to this particular line :
if (layerFindIndicator!=nil)
if ([layerFindIndicator animationForKey:#"animateFound"])
[layerFindIndicator removeAnimationForKey:#"animateFound"];
(the ifs are mine; just in case I caught the object layerFindIndicator being nil, or deallocated or whatever... Unfortunately, it doesn't help...)
layerFindIndicator is seemingly a subclass of CAGradientLayer. (You may see the full code for layerFindIndicator, here).
Since, I'm an absolute newbie to Quartz Core, could please give me any hint as to HOW this could be debugged?
Since, I'm an absolute newbie to Quartz Core, could please give me any hint as to HOW this could be debugged?
This doesn't have anything to do with QuartzCore specifically (at least, I hope not)—it's general this-object-has-been-killed-before-its-time-how-do-I-find-the-killer stuff.
In Xcode:
Edit your current scheme.
For the Profile action, set it to use the Debug build configuration.
Dismiss that and then hit the Profile command.
Xcode will build for that action and then launch Instruments.
Instruments will prompt you to choose a template; you want the Zombies template. Once you've chosen it, Instruments will create a trace document and run your application. Switch to your application (if it isn't already frontmost), then do whatever causes the crash.
If the crash really is a dead-object crash, Zombies will reveal it. You'll get a flag in Instruments's timeline saying something like “message sent to zombie object 0xd3c2b1a0”, and your program will probably exit shortly thereafter.
In that flag is a tiny little button that looks like this: ➲ except it'll be gray. Click on it.
That takes you to the history of that object (actually of that address, including any previous objects or other allocations that have started at that address). Show your Extended Detail Pane (the one that appears on the right showing a stack trace), then scroll down to the end and then move backward (upward) step by step through time, looking at releases and autoreleases, looking for the one that isn't balancing out the object's allocation or a retain.
The solution will probably involve one or more of:
Changing a property to be strong or weak rather than assign/unsafe_unretained
Adding a property where you previously did not strongly own an object
Rearchitecting some things, if it's not clear which of the above you need to do or if either one of them seems like a filthy hack
Switching to ARC to get weak properties and __weak instance variables (both of which get set to nil automatically when the referenced object dies) and to get local variables being implicitly initialized to nil
But it'll depend on what you find in Instruments. And, of course, there's the chance that your problem—the bad access—isn't a dead object at all and all of the above will not help you.
Try this:
if (layerFindIndicator!=nil){
if ([layerFindIndicator animationForKey:#"animateFound"]){
[layerFindIndicator removeAnimationForKey:#"animateFound"];
}
}
Also check to see if it is released else were.
EDIT:
Another thing I found was you didn't have an white space in the if. Your code should now look like this:
if (layerFindIndicator != nil){
if ([layerFindIndicator animationForKey:#"animateFound"]){
[layerFindIndicator removeAnimationForKey:#"animateFound"];
}
}
Something got changed at the new SDK and my code suddenly isn't working.
I created a new empty project and created only a UITableView in it.
I used the same code as i've been used to, except the compiler said that i do not need to use autorelease anymore, so i removed it.
Oh, and I replaced retain with strong as i was recommended.
When I run the app it shows the TableView like it should look, but the minute i touch anywhere on screen, like scrolling for example, it crashes with EXC_BAD_ACCESS error.
What do I miss??
You should post some more informations on where your program crashed! But I don't think the mentioned compiler warnings are the reason. You should have tried to run your project with the compiler by turning of ARC (automatic reference count) and see what happens. If you can go back, do that first.
Also maybe there went something wrong with the changes you made because of ARC . If you have not done the changes with the Xcode refactoring tool I recommend you doing so.
Therefor select in the Xcode Menu:
Edit > Refactor > Convert to Objectiv-C ARC...
It will go through your code and apply the changes. Apple recommends though that your project should work without crashes and warnings before using it.