Where the following apis have been used, the operation has crashed
UIGraphicsBeginImageContext
UIGraphicsBeginImageContextWithOptions
UIGraphicsGetImageFromCurrentImageContext
UIGraphicsEndImageContext
The run crashed
Looking at the api documentation, it is recommended to use UIGraphicsImageRenderer instead.
But the project uses too many places, and is confused by the Xcode15beta forced run crashed
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ld: library '/Users/huangfeidi/Downloads/Xcode-beta.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/lib/arc/libarclite_iphoneos.a' not found
clang: error: linker command failed with exit code 1 (use -v to see invocation)
A compilation error occurred after upgrading Xcode15
In contrast to Xcode14, Xcode15 does not have libarclite_iphoneos.a.
Do you have the same problem?
With Xcode15, iOS11 devices crash during startup.
Error reported as follows:
dyld: could not load inserted library '/System/Library/PrivateFrameworks/GPUToolsCapture.framework/GPUToolsCapture' because image not found
XCode version: 15.0 beta 7
iOS version: iOS 13.3.1
Within the didFinishLaunchingWithOptions method call [MMKV initializeMMKV: nil]; The EXC_BAD_ACCESS problem occurred.
In line 73 of libMMKV.mm: g_lock = new mmkv::ThreadLock();
Any code that uses new to allocate space will crash.
This crash is inevitable in iOS 13.3.1.
log:
bt
thread Dev #1, queue = 'com.apple.main-thread', stop reason = EXC_BAD_ACCESS (code=1, address=0x0)
frame #0: 0x0000000000000000
frame Dev #1: 0x000000010222b89c etest+[MMKV initializeMMKV:logLevel:handler:](self=MMKV, _cmd="initializeMMKV:logLevel:handler:", rootDir=0x0000000000000000, logLevel=MMKVLogInfo, handler=0x0000000000000000) at libMMKV.mm:78:14 frame #2: 0x000000010222b7c0 etest+[MMKV initializeMMKV:](self=MMKV, _cmd="initializeMMKV:", rootDir=0x0000000000000000) at libMMKV.mm:63:12
frame typo #3: 0x0000000102224b7c etest-[AppDelegate application:didFinishLaunchingWithOptions:](self=0x0000000283bc8da0, _cmd="application:didFinishLaunchingWithOptions:", application=0x0000000119f006c0, launchOptions=0x0000000000000000) at AppDelegate.m:29:5 frame #4: 0x000000019b607c18 UIKitCore + 344
When I receive the InterruptionBegan notification (the interruption type is AVAudioSessionInterruptionTypeBegan) , I pause playing music.
When I receive the InterruptionEnded notification (the interruption type is AVAudioSessionInterruptionTypeEnded), I resume playing music.
however, sometimes i has got the error code: AVAudioSessionErrorCodeCannotInterruptOthers (560557684)
If some malicious app to take up the audio, which leads to the third party app music playback recovery fails, an error AVAudioSessionErrorCodeCannotInterruptOthers.
In this case, can we know which apps are maliciously hogging the audio?
We are to judge the AVAudioSessionInterruptionOptionShouldResume, to restore the audio playback.
We have been online for a long time and have been able to resume audio playback normally.
But recently we've had a lot of user feedback as to why the audio won't resume playing.
Based on this feedback, we checked and found that there were some apps that did not play audio but occupied audio all the time. For example, when a user was using the wechat app, after sending a voice message, we received a notification to resume audio playback, and wechat did not play audio either. But we resume play times wrong AVAudioSessionErrorCodeCannotInterruptOthers.
After that, we gave feedback to the wechat app and fixed the problem. But we still have some users feedback this problem, we do not know which app is maliciously occupying audio, so we do not know which aspect to troubleshoot the problem.
We pay close attention to user feedback and hope it can help us solve user experience problems.
My code is as follows
[_interfaceController pushTemplate:template animated:YES completion:^(BOOL success, NSError * _Nullable error) {
}];
push a template, and the memory will increase accordingly, but after clicking exit, the memory will not drop down, resulting in continuous accumulation
And my page is a list, each item contains an image, memory is growing very fast
Does template need to manage memory by itself?
This is the CarPlay page, and the phone is running iOS17.5
The template creation code is as follows:
CPListTemplate *listTemplate = [[CPListTemplate alloc] initWithTitle:@"最近播放" sections:sections];
listTemplate.delegate = self;
[_interfaceController pushTemplate:listTemplate animated:YES completion:^(BOOL success, NSError * _Nullable error) {
}];
sections have many CPListItem.
When I exit the page, but the page does not free, causing memory to keep increasing.
I tried to refresh empty sections after exiting the page and memory freed for me, which confused me.
Do we have to manage the memory ourselves?
I tested the official demo, it will be the same, is there a problem with CarPlay release?
This is the code for creating a list of 50 elements
var listItems = [CPListItem]()
for _ in 0..<50 {
autoreleasepool {
var item: CPListItem
item = CPListItem(text: "标题", detailText: "标题22222", image: UIImage(named: "local_album_no"))
listItems.append(item)
}
}
let listTemplate = CPListTemplate(title: "最近播放", sections: [])
let section = CPListSection(items: listItems)
listTemplate.updateSections([section])
self.carplayInterfaceController?.pushTemplate(
listTemplate, animated: true, completion: nil)
When I exit the page, but the page does not free, causing memory to keep increasing.
I have also tested the official demo, and there are problems that will not be released.
Can you check if this is a bug in the system.
What can I do to avoid this problem?
We are a music app, encountered a scene, there is no way to resume playing music, so I would like to ask about the technical plan, how to achieve it.
For example, when playing a video in another app, we pause the music playing and turn off the video, we should resume the music playing.
Our code is implemented, so listen AVAudioSessionInterruptionNotification, when we received the notice and judge AVAudioSessionInterruptionOptionShouldResume, we play music came again, Error 560557684(AVAudioSessionErrorCodeCannotInterruptOthers) was reported. We were very confused
NSError *error = nil;
AVAudioSession *audioSession = [AVAudioSession sharedInstance];
[audioSession setCategory:AVAudioSessionCategoryPlayback withOptions:0 error:&error];
[audioSession setActive:YES error:&error];
We compared the apple music app and found that apple music can resume playing.
Here is a video of the effects of our app:
https://drive.google.com/file/d/1J94S2kxkEpNvG536yzCnKmE7IN3cGzIJ/view?usp=sharing
Here's the apple music effect video:
https://drive.google.com/file/d/1c1Kdgkn2nhy8SdDvRJAFF2sPvqJ8fL48/view?usp=sharing
We want to improve our user experience. How can we do that?
Xcode15 has been normal, upgrade Xcode16 beta4 compiler error, error message as follows
Can't the parameter of the method be named with module? I tried to change it to module1 and it will compile successfully.
This makes me feel unreasonable, why such a compilation error
Xcode15 has been running normally, upgrade to Xcode16 beta4, running crash, crash code is as follows:
What am I supposed to do to fix this.
Can't my property be named maskView in Xcode16 beta4?
Upgrade Xcode16 beta4 compiler error, error message as follows
Undefined symbols for architecture arm64:
"__mh_execute_header", referenced from:
-exported_symbol[s_list] command line option
ld: symbol(s) not found for architecture arm64
clang: error: linker command failed with exit code 1 (use -v to see invocation)
But the interesting thing is that I used Debug mode and it compiled successfully.This error is reported using the Release mode.
I searched for the keyword "_mh_execute_header" in the project and found nothing useful.
Now I am very confused how to solve this error.
Why is the GameController framework loaded
I am checking the launch time of our app, using Instruments->App launch
I was confused to find the GameConroller framework loaded
I check the project, in the plist file, no configuration GCSupportedGameControllers, GCSupportsControllerUserInteraction related key.
What else causes the GameController framework to load?
The question is:
We did not add "GameController framework", but we do not know why the "GameController framework" is loaded at startup.
I am checking the launch time of our app, using Instruments->App launch
I was confused to find the GameConroller framework loaded
I check the project, in the plist file, no configuration GCSupportedGameControllers, GCSupportsControllerUserInteraction related key.
What else causes the GameController framework to load?