Memory profiling a Rust binary with XCode 13.2.1 - xcode

With an earlier version of Xcode, I was able to profile my Rust binaries' allocations following these instructions. It worked beautifully.
https://developer.apple.com/library/archive/technotes/tn2434/_index.html
Now, I'm using version 13.2.1, and Xcode shows me empty windows.
I set up the profiling session like this:
Then, I click the run button. The Debugging Session panel lights up for a second or two, then my process exits and I'm left looking at the following. I don't see allocations profile information or a button to click to show it to me.
I tried using Release and Debug binaries, and the result is the same.

I found the old "Instruments."
Just skip the tools in Xcode.

Related

Xcode -> Profile -> Instruments 'Can't find source code for selected symbol'

I'm attempting to use Xcode & Instruments to Time Profile my app - but there's something in my environment which is preventing Instruments from linking back to source code. It's this way with all of my apps, and even with a recent tutorial from Kodeco (RayWenderlich.com) - so I'm suspecting my environment.
In Xcode, I select Product -> Profile, which launches Instruments. I select Time Profiler. I click the record button, use the app such that the area of interest is executed, hit stop.
In the Profile section of Instruments, I can see the stack traces, and many of them have function names which are clearly from my app.
When I double-click on them, I expect them to show the source code from Xcode (as detailed in apple docs and the Kodeco tutorial).
However, instead I get this screen which says "Error: Can't find source code for selected symbol"
Most of the stack overflow question / answers I've seen come from many years ago, which suggests that my problem isn't common - which has me wondering what I've got lurking in my environment that's preventing this from working.
I'm using an M1 Mac w/ Ventura 13.1 Beta (22C5044e) and Xcode Version 14.1 (14B47b).
Any thoughts will be greatly appreciated...

Xcode Debugger Doesn't Begin Session When App Runs

I'm using version 12.4 of Xcode, and when I run my app to test it, the debugger never starts a session. When I open the Debug Navigator, the message "No Debug Session" stays, and none of the normal analytics data appears.
I am running my app through Xcode onto my iPhone 12 Pro. It requires the use of the camera, and in fact the part I need the debugger for also requires the camera, so I can't use a simulator to see if that magically fixes it.
I also looked through every setting I could find that mentioned "Debug" or "Debugger", but nothing I could find changed anything.
Also, I downloaded a random tutorial app and ran that through Xcode on my iPhone, and the debugger boots up as expected.
I am completely lost and really need a GDB/LLDB tool to debug my code, so any help is greatly appreciated, as I could not find a single person or post with a similar problem to mine, and all of the Debugger tutorials and Apple Documentation are outdated and useless.
EDIT: Here is the Scheme info I have set, I have nothing in the Arguments tab. (This is a new account so I'm not allowed to embed images RIP)
Scheme Info
Scheme Options
Scheme Diagnostics
As Matt pointed out, the debugger will not point at the app target if the Executable dropdown (in Scheme Info) is "Ask On Launch". It must have the app itself selected.

How to disable Xcode 5 Source Control from terminal / command line?

I am using Xcode 5.0.2 and yesterday I did nothing special but used its source control function to check out and update from svn.
Today, Xcode continues crashing over and over again when it launches. I googled a solution that is disabling the source control in Xcode's Preference.
But since it crashes when it launches, I don't have change to go into the Preference Panel to do the operations.
So is there command that I can do in Terminal to disable the source control of Xcode?
!!!UPDATE:
actually this is not the real problem I ran into. I thought my Xcode crash because of the source control issue. So I send this post and got an answer quickly. Thanks #zzyclark .
But after I did as the post in the link said, my Xcode still crash. I've used other way and got the problem done.
I am gonna keep this post for the people who really want to disable Xcode source control in Terminal.
But if the admin think this is not the propriety. You could delete this post.
rather than close it in terminal, can u check this. This is used to disable the version control of xcode 4 by modifying the file name extension.Can you disable version control integration in Xcode 4

Unable to build using Xcode 4 - The selected run destination is not valid for this action

So I'm horribly confused by this error, other threads on Stack Overflow mention I should set the SDK, but I see no option to do this. I'm trying to build:http://wafflesoftware.net/shortcut/
And I get no options, and I can only choose My Mac 64-bit, and I want it in 32-bit. Really beginning to hate Xcode 4.
Here is the screenshot when I try to edit my scheme: http://groovyape.com/scheme.png
Thoughts?
Firstly, I have observed that when Xcode 4 decides my Mac is 64 bit and all my other schemes have vanished, a restart of Xcode fixes that.
If you still have the issue after a restart, go to Manage Schemes... (under the Product Menu) and click on Autocreate Schemes now button. Try to delete the other schemes and see if you can run the project now.
However, if the issue is that you need to set the SDK, that's different:
Click on the top-level project icon in the left hand panel
In the right hand panel that appears, select Build Settings (near the top).
Select "All" option (instead of Combined)
Ensure Base SDK is set appropriately, like "OS X 10.7".
FWIW I'm seriously considering reverting to Xcode 3.2.5 at the moment, 4 seems horrendously buggy.
In xCode 4.4.1, use Validate Settings to solve the problem!
I can select either 32bit or 64bit now.
Ran into the same error message ("The selected run destination is not valid for this action") when attempting to use XCode 4 to build/run a tiny Objective-C "Hello, World" project I created in XCode 3.x. Fixed it by choosing to "Manage Schemes..." from the drop-down menu to the right of the Stop button, deleting the one scheme on the list (click checkbox beside the scheme, then click the "-" button at the bottom left), and then clicking "Autocreate Schemes Now".
I also needed to change the "Base SDK" from 10.5 to 10.6, by clicking on 'folder' icon (beneath the Run button), clicking the root/top of the tree view below it, clicking on the blue icon below "PROJECT" in the pane just to the right, and then finally, choosing "Latest Mac OS X (Mac OS X 10.6)" to the right of that.
I had this issue today. I found switching Base SDK from Latest iOS (4.3) to iOS 4.3 fixed everything.
This will happen if XCode believes your mac is a 64-bit machine, when really it's a 32-bit. If this is the case for you, simply click on your project icon from the far-left pane - it's the menu item that displays your project name next to a little blue icon. This should bring up a center pane that says "PROJECT" at the top. Highlight your project name, and the third pane should now show your build settings. The first item is "Architectures" which will allow you to specify if you are building a 32-bit or 64-bit application.
Kind of amazing that none of the answers here solved the issue for me, but I figured it out. Forget restarting Xcode, or using Autocreate Schemes, still only 64-bit will show up as a valid destination in the scheme.
The correct solution is to change the Architecture for your project. Go to Build Settings (in the root node of your project), and change Architecture to 32-bit Intel, it's right above the Base SDK setting. Destination will instantly switch to "My Mac 32-bit". HTH somebody.
It sounds as if you're trying to run (Cmd-R or run button) the framework (which you can't do - it's not an executable, just a library) rather than simply build it (Cmd-B).
I had this issue and maybe it was a coincidence but when I restarted XC4 but this time didn't choose to load my project from the popup window that appears on launch - instead choosing it explicitly from the File menu - the issue didn't occur and the build started ok.
On the 3 or 4 occasions I had this error, I had chosen to load the project from the popup window that appears when XC4 first loads.
As I say, I might have just got lucky, but I certainly didn't make any other changes to the projects to 'fix' the issue.
I found a good practice for moving from Xcode 3.2.X to Xcode 4 is, to remove any references to older SDKs (in the case of Mac OS to remove any Base SDK Ref, etc., for Mac OS <= 10.5, in the case of iOS I think you need to remove everything <= 4.3) PRIOR to upgrading to Xcode 4.
I never experienced any problems for new Projects, created in Xcode 4, only for such that where created with Xcode 3.X or 2.X
Xcode 4.5. I was trying to compile for 10.6. It seemed to be stuck on 64 bit just because it couldn't find the sdk. I didn't get any message about it not finding the sdk.
I first tried to put in the correct path to /Developer-3.2.6/SDKs/MacOSX10.6.sdk but xcode didn't want to find it there. Then I copied that folder into 4.5 next to the other OSX Platform sdk (new location I think just look in the bundle).
And magically my 32 bit came back.
So my conclusion is that the 32/64 bit option is really dependent on whether xcode can verify the sdk that you're trying to use. Being stuck at 64 while trying to compile for 32 gives the error without notifying you that its first issue is that the sdk can't be found.
I fixed this by deleting my xcuserdata in my Project file. Not sure how it got corrupt. But it worked for everyone else in the office, deleting the xcuserdata did the trick. I made sure Xcode was closed while doing so. Just for fun, make sure you delete your DerivedData folder for the app, and do a build clean for superstitious folks.
If this happened after you renamed your app, go to Schemes -> Edit Scheme -> Run <YourApp> -> Info
Select the right executable file (YourApp.app)
Another way is to select None as executable and then reselect the YourApp.app from your Debug-iPhoneOS folder.

Can't run Instruments from Xcode

I recently upgraded to Snow Leopard and since then I am having difficulty running Instrument to instrument my app from Xcode. The Record button would be grayed out, and nothing happens. There is no message in Xcode's console telling me what's wrong either. I used to be able to attach it to process or launch the process from Instruments as well, all these are no longer working.
Any idea what's causing this?
I had the same issue! I could only use Instruments on my iPhone but not on iPad or iPad2!
Whenever I started instruments with Xcode 4 it would just beep and the record button would be disabled..
I solved this issue by in XCode going to >Targets>Edit Scheme>Profile "yourAppName" and changing the Build Configuration from Release to Debug.
Then try to profile again Product>Profile
If you get the beep again..
You will see that it says "CHOOSE TARGET" next to the record button open the drop down >Choose Target> "yourAppName" then hit record.
This solved it for me and was finally able to run instruments again!
I know this post is old but i hope it helps someone.
I had this issue in Xcode 7. It turned out that, somehow, in the Profile section of my scheme settings, the Executable field had been cleared:
I set the Executable field to my target name and the menu enabled again.
I was unable to get instruments to work with my iPhone (it had previously worked). The behaviour I saw was that xcode would say "finished running - Profiling [app name]" before the instruments window was even shown (the choose instrument window).
I worked around this by going to product->scheme->edit scheme, select profile [app name] and select an instrument (i.e. Allocations) under the instrument drop down (instead of "ask on launch").
Once I did this, selecting Product->profile worked for me and the instruments was running.
I wanted the zombie instrument which strangely isn't in the xcode dropdown, I was able to use this by simply using file->new in instruments (while the allocations instrument was still connected and running) and I could then choose the zombies instrument and the record button wasn't greyed out!
All of this was with iOS 7.0.3 and xcode 5.0.1.
I hope this helps at least one other person to stop ripping their hair out, but knowing xcode I somehow doubt it!
I had the same problem after reinstalling Snow Leopard last week. I moved my /Developer folder to /Developer_old and re-ran the Xcode installer pkg, and now have Instruments back.
HTH
The problem is instrument needs a gateway to your app and simply pointing to it doesn't do it. The Instrument's workflow is as such: You need to profile it from Xcode first.
I highly recommend seeing Apple's own links shared in this answer. They are amazingly good and simple.
Apple's documentation says
If Instruments has access to information about your app’s source code,
a leak is reported as a class name. Otherwise, a leak is reported as a
memory address, such as Malloc-size. To ensure that Instruments has
access to information about your code, initiate profiling from Xcode
(see Profile from Xcode) or configure a symbol mappings file (see Map
Data to Source Code).
what worked for me was
running the app on Simulator
going back to Xcode's Debug Navigator (CMD+7)
selecting CPU/Memory
clicking Profile in Instruments
Note that if you have multiple targets, it is very likely that you need indeed to tell Xcode which one you want to profile. Use the edit targets scheme above
I've noticed that if I go to File->Record options, and press OK, the record button suddenly is enabled.
Make sure all of your instruments support recording modes. When I upgraded from Xcode6 to Xcode7, one of my instruments was marked as "This instrument's supported recording modes are none". When I deleted this specific instrument, the recording button becomed enabled.
As pointed out in Apple's discussion forum, restarting your machine works. It works for me.

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