A_t*_*ter 2 iphone debugging xcode ios swift
该应用程序崩溃在关闭括号viewDidLoad
中GameViewController
.我的viewDidLoad
代码看起来像这样:
override func viewDidLoad() {
super.viewDidLoad()
let scene = GameScene(size: CGSize(width: 768, height: 1024))
let skView = self.view as! SKView
skView.showsFields = true
skView.ignoresSiblingOrder = true
skView.showsPhysics = true
scene.scaleMode = .AspectFill
skView.presentScene(scene)
}
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如果我注释掉创建,缩放和呈现的行,GameScene
那么应用程序运行正常(在这种情况下它本质上是一个空白视图).这告诉我,GameScene
班上显然有一些事情发生,但我无法弄明白究竟是什么.
当我运行回溯时,我得到了这个:
(lldb) bt
* thread #1: tid = 0x1d9f18, 0x00000001002d5bac libglInterpose.dylib`EAGLContext_renderbufferStorageFromDrawable(EAGLContext*, objc_selector*, unsigned long, id<EAGLDrawable>) + 180, queue = 'com.apple.spritekit.renderQueue', stop reason = EXC_BAD_ACCESS (code=1, address=0x11f0)
frame #0: 0x00000001002d5bac libglInterpose.dylib`EAGLContext_renderbufferStorageFromDrawable(EAGLContext*, objc_selector*, unsigned long, id<EAGLDrawable>) + 180
frame #1: 0x0000000189252468 SpriteKit`-[SKView remakeFramebuffer:] + 600
frame #2: 0x0000000189252e44 SpriteKit`-[SKView _setupContext] + 832
frame #3: 0x0000000189253700 SpriteKit`-[SKView _renderContent] + 112
frame #4: 0x00000001008a4f94 libdispatch.dylib`_dispatch_client_callout + 16
frame #5: 0x00000001008af08c libdispatch.dylib`_dispatch_barrier_sync_f_invoke + 128
frame #6: 0x00000001892535a0 SpriteKit`-[SKView renderContent] + 100
frame #7: 0x0000000189254d24 SpriteKit`-[SKView layoutSubviews] + 564
frame #8: 0x00000001893dd760 UIKit`-[UIView(CALayerDelegate) layoutSublayersOfLayer:] + 580
frame #9: 0x0000000188d25e1c QuartzCore`-[CALayer layoutSublayers] + 152
frame #10: 0x0000000188d20884 QuartzCore`CA::Layer::layout_if_needed(CA::Transaction*) + 320
frame #11: 0x0000000188d20728 QuartzCore`CA::Layer::layout_and_display_if_needed(CA::Transaction*) + 32
frame #12: 0x0000000188d1febc QuartzCore`CA::Context::commit_transaction(CA::Transaction*) + 276
frame #13: 0x0000000188d1fc3c QuartzCore`CA::Transaction::commit() + 528
frame #14: 0x000000018966c838 UIKit`-[UIApplication _reportMainSceneUpdateFinished:] + 60
frame #15: 0x000000018966d71c UIKit`-[UIApplication _runWithMainScene:transitionContext:completion:] + 2804
frame #16: 0x000000018966b778 UIKit`-[UIApplication workspaceDidEndTransaction:] + 184
frame #17: 0x000000018d1a93c8 FrontBoardServices`__31-[FBSSerialQueue performAsync:]_block_invoke_2 + 32
frame #18: 0x000000018495827c CoreFoundation`__CFRUNLOOP_IS_CALLING_OUT_TO_A_BLOCK__ + 20
frame #19: 0x0000000184957384 CoreFoundation`__CFRunLoopDoBlocks + 312
frame #20: 0x00000001849559a8 CoreFoundation`__CFRunLoopRun + 1756
frame #21: 0x00000001848812d4 CoreFoundation`CFRunLoopRunSpecific + 396
frame #22: 0x000000018944c43c UIKit`-[UIApplication _run] + 552
frame #23: 0x0000000189446fac UIKit`UIApplicationMain + 1488
* frame #24: 0x0000000100046804 Ascii Attack`main + 164 at AppDelegate.swift:11
frame #25: 0x000000019684aa08 libdyld.dylib`start + 4
(lldb)
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但不幸的是,我不知道从哪里开始.我不太确定如何破译回溯.我知道有什么毛病我GameScene类,是有一些方法来找出到底是什么?或者我必须单独测试每个房产?
除此之外,当我没有在调试器中运行应用程序时,我的iPhone上的app运行正常.
编辑:问题解决了.这显然是Xcode的一个错误,而不是我的任何代码.用于EAGLContext的EXC_BAD_ACCESS用于EAGLContext renderbufferStorage:fromDrawable:在Cocos2d app中进行调试
事实证明这是一个xcode而不是任何代码的错误,正如这个问题所示:EAGLContext的EXC_BAD_ACCESS渲染缓冲存储:fromDrawable:在Cocos2d app中进行调试.
显然EAGLcontext_renderBufferStorage会导致iOS 8.3+出错.解决方案是更改您用于禁用GPU帧捕获的方案.不完全确定为什么会这样,但确实如此!
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