XCode 26 beta 2 is taking more than 20 seconds to start AVCaptureSession when AVCaptureVideoDataOutput and AVCaptureAudioDataOutput are added. The problem occurs only during debugging and is clearly seen with Cinematic Capture sample code by Apple. I am using iPhone 14 Pro running iOS 26 beta 2 for reference.
Graphical Debugger
RSS for tagDebug your app directly within the Xcode editor using Graphical Debugger.
Posts under Graphical Debugger tag
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How do I make std::string look like a char array? The expression viewer for std::strings is horrible.
i'v use own apple id run project with my mobile phone, but the xcode create a lot provisioning profile in same time(the pic only show a bit part)
Topic:
Developer Tools & Services
SubTopic:
Xcode
Tags:
Developer Tools
Xcode
Graphical Debugger
XCTest
The app stops on the breakpoint when "All Runtime Issues" is added. If I disable the breakpoint, the app runs normally. Is there a new project setting to avoid this breakpoint from being set. It does not appear to be a valid error. I am running Xcode 16.2. I edited the "Type" field in the breakpoint box. This occurs with the "System Frameworks" option only.
Xcode 16.3 build on ios18.4 ,app can't launch. Then lost connection to the debugger .
but Xcode16.3 with ios18.3 can launch
After upgrading to iOS 18.4, I noticed that launching a debug build from Xcode becomes extremely slow. The same app with the same large debug binary (~1GB) launches normally on devices running iOS 18.3.
This issue seems specific to iOS 18.4, possibly related to the way the OS handles large debug binaries or symbols during the launch process.
Steps to Reproduce:
Connect an iPhone running iOS 18.4 to a Mac with Xcode.
Build and run an app using Xcode in Debug mode.
Observe the extended launch time.
Re-run the same process on another iPhone with iOS 18.3 — launch is fast.
Expected Result:
Debug launch should be fast and consistent across iOS versions.
Actual Result:
Debug launch is significantly slower on iOS 18.4 for large binaries (~1GB).
Environment:
Xcode version: 16.0
macOS version: 15.4
Device: iPhone [model]
iOS version: 18.4 (problematic), 18.3 (no issue)
I'm working on an audio plugin, and when I set the target to VST3 instead of Standalone Plugin and check the "Debug Executable" box, I get this error:
Message from debugger: attach failed (Not allowed to attach to process. Look in the console messages (Console.app), near the debugserver entries, when the attach failed. The subsystem that denied the attach permission will likely have logged an informative message about why it was denied.)
I found this post, which seems to be about this same issue, and I followed the recommended solution:
I made sure CODE_SIGN_INJECT_BASE_ENTITLEMENTS is true and DEPLOYMENT_POSTPROCESSING is false. I also checked the entitlements on the .app using codesign -d --entitlements, and it returned:
[Key] com.apple.security.get-task-allow
[Value]
[Bool] true
This seems like it has the proper entitlements, but it is still breaking with the above error message when I clean and build. Any ideas?
When inspecting the geometry in Xcode's metal debugger, I noticed that the shown "frustrum box" didn't make sense. Since Metal uses depth range 0,1 in NDC space, I would expect a vertex that is projected to z:0 to be on the front clipping plane of the frustrum shown in the geometry inspector. This is however not the case. A vertex with ndc z:0 is shown halfway inside the frustrum. Vertices with ndc z less than 0 are correctly culled during rendering, while the geometry inspector's frustrum shows that the vertex is stil inside the frustrum.
The image shows vertices that are visually in the middle of the frustrum on z axis, but at the same time the out position shows that they are projected to z:0. How is this possible, unless there's a bug in the geometry inspector?
Network
Topic:
App & System Services
SubTopic:
StoreKit
Tags:
Subscriptions
App Store Connect
In-App Purchase
Graphical Debugger
Dear Sirs,
I'm searching for the most straightforward way to identify the root of a "Publishing changes from within view updates is not allowed, this will cause undefined behavior." warning. It is a complex SwiftUI project and I think there should be a better way than just try and error with disabling/removing and enabling/adding different screen elements to check if the warning still is shown. I tried to set a symbolic breakpoint for "os_log" in my XCode project and indeed this is triggered right before the warning appears but the callstack doesn't give me a direct hint to the part of my code which causes this warning. What would be the most direct way and is there something like an exception handler in such cases?
Thanks and best regards,
Johannes
I have to guess which command queue is the one I want to debug in Xcode here:
I have label set, but it doesn't seem to affect this part of Xcode.
Hi,
I have a CPP project, that I need to connect to the running program in order to debug. But the "Attach to process" option doesn't show any processes, or "Attach to process by PID or Name..." option is inactive.
This Is how it looks... What could be the issue?
These are my debug settings. If you need any other settings, leave a note and I'll upload
Hi Friends!
I’m facing an issue with SceneKit.
I’m developing a 3D mobile game. I have a character 3D model and several skeletal animations CAAnimation. I import both the model and the animations from Maya in *.dae format. The character’s animations play continuously one after the other, with each new animation being triggered randomly. The transition between animations makes smoothly by setting the fadeInDuration and fadeOutDuration properties. Here’s an example of the code:
import UIKit import QuartzCore import SceneKit
class TestAnimationController: UIViewController {
var bodyNode: SCNNode?
override func viewDidLoad() {
super.viewDidLoad()
let scnView = SCNView(frame: self.view.bounds)
scnView.backgroundColor = .black // Set your desired background color
scnView.autoresizingMask = [.flexibleWidth, .flexibleHeight]
let scene = SCNScene(named: "art.scnassets/scene/Base_room/ROOM5.scn")!
bodyNode = collada2SCNNode(filepath: "art.scnassets/female/girl_body_races.dae")!
bodyNode?.renderingOrder = 10
scene.rootNode.addChildNode(bodyNode!)
playIdleAnimation()
scnView.scene = scene // Assign the scene to the SCNView
self.view.addSubview(scnView) // Add the SCNView to your main view)
}
func collada2SCNNode(filepath:String) -> SCNNode? { if let scene = SCNScene(named: filepath) { let node = scene.rootNode.childNodes[0] return node } else { return nil } }
func playIdleAnimation() {
let array = [
"art.scnassets/female/animations/idle/girl_idle_4.dae",
"art.scnassets/female/animations/idle/girl_idle1.dae",
"art.scnassets/female/animations/idle/girl_idle2.dae",
"art.scnassets/female/animations/idle/Girl_idle3.dae",
]
let animation = CAAnimation.animationWithSceneNamed(array.randomElement() ?? "")!
self.setAnimationAdd(
fadeInDuration: 1.0,
fadeOutDuration: 1.0,
keyTime: 0.99,
animation,
isLooped: false
) { [weak self] in
guard let self = self else { return }
try? self.playBoringAnimations()
}
}
func playBoringAnimations() {
let array = [
"art.scnassets/female/animations/boring/girl_boring1.dae",
"art.scnassets/female/animations/boring/girl_boring2.dae",
"art.scnassets/female/animations/boring/girl_boring3.dae",
"art.scnassets/female/animations/boring/girl_boring4.dae",
"art.scnassets/female/animations/boring/girl_boring5.dae",
"art.scnassets/female/animations/boring/girl_boring6.dae",
"art.scnassets/female/animations/boring/girl_boring8.dae"
]
let animation = CAAnimation.animationWithSceneNamed(array.randomElement() ?? "")!
self.setAnimationAdd(
fadeInDuration: 1.0,
fadeOutDuration: 1.0,
keyTime: 0.99,
animation,
isLooped: false
) { [weak self] in
guard let self = self else { return }
try? self.playIdleAnimation()
}
}
func setAnimationAdd(fadeInDuration : CGFloat, fadeOutDuration : CGFloat, keyTime : CGFloat, _ animation: CAAnimation, isLooped: Bool, completion: (() -> Void)?) {
animation.fadeInDuration = fadeInDuration
animation.fadeOutDuration = fadeOutDuration
if !isLooped {
animation.repeatCount = 1
} else {
animation.repeatCount = Float.greatestFiniteMagnitude
}
animation.animationEvents = [
SCNAnimationEvent(keyTime: keyTime, block: { _, _, _ in completion?() })
]
bodyNode?.addAnimation(animation, forKey: "avatarAnimation")
}
}
Everything worked perfectly until I updated to iOS 18. On a physical device, the animations now transition abruptly without the smooth blending that was present in earlier iOS versions. The switch between them is very noticeable, as if the fadeInDuration and fadeOutDuration parameters are being ignored.
However, in the iOS 18 simulator, the animations still transition smoothly as before.
Here two example videos - IOS 17.5 and IOS 18 https://youtube.com/shorts/jzoMRF4skAQ - IOS 17,5 smooth https://youtube.com/shorts/VJXrZzO9wl0 - IOS 18 not smooth
I try this code in IOS 17.5, everything works fine
Does anyone have any ideas on how to fix this issue?
Topic:
Graphics & Games
SubTopic:
SceneKit
Tags:
Games
Core Animation
Graphical Debugger
Visual Design
I have been able to get rid of reported memory leaks in Instruments not by fixing a leak but by adding some lines (like releasing a previous nil object) that convinced Instruments it is not a leak.
But I am stuck are some I cannot stop Instruments from reporting. It reports a leak in this code
if(expr.length>0)
{ // add previous Atomic
Atomic *atom = [[Atomic alloc] initWithString:[string substringWithRange:expr] isNumber:aNum];
[exprTokens addObject:atom];
[atom release];
}
}
and it underlines the substringWithRange method. I changed code to explicitly release atom and I assumed substringWithRange would return an autoreleased new string. I am aware Instruments tells you where the leaked object is created and not where it is leak, but only things created here are atom and a sub string and atom is released immediately.
The initWithString method might do it, but I don't find anything there. Also, while running instruments, this code is 8542 times (I am pretty sure always in the same context) and Instruments says it only leaks 61 times.
I don't now if there is misunderstanding are a code problem?
Topic:
Developer Tools & Services
SubTopic:
Instruments
Tags:
Xcode
Graphical Debugger
Objective-C
Instruments