Weird NSOutlineView crash - xcode

I'm experiencing weird crash in NSOutlineView: when i click "collapse" button, app crashes immediately and even "exception breakpoint" doesn't help to see where the problem is.
I've tried to run app without debugger, and reproduced the problem. Once app crashed, i've got OSX crash window and was able to extract crash message from there:
The window has been marked as needing another Update Constraints in Window pass, but it has already had more Update Constraints in Window passes than there are views in the window
there also call stack, but it won't help since crash happening inside libsystem_c.dylib, so i'm not posting it here.
It seems there is something wrong going with auto layout. Absolutely have no idea about next steps. Please give me an advice!
Also, one more thing, that began only after update to OSX Mojave.

After hours of debugging and testing, i noticed that that message is caused by "infinite layout loop".
Different code, related to outline view was causing NSSplitView to layout. And delegate method - (CGFloat) splitView:(NSSplitView*)sender constrainMinCoordinate:(CGFloat)proposedMinimumPosition ofSubviewAt:(NSInteger)dividerIndex has been called about 200 times prior to crash.
It's hard to catch this bcs it's not actually infinite recursion, so just debugger doesnt help a lot.
I just added simple code that helped me to identify the issue:
static int a = 0;
NSLog(#"Layout: %d", a++);
Hope my experience will help somebody else!

For anyone who is having the problem in Xcode 14 and macOS using SwiftUI:
I just had the same crash by hiding a view with an animation. My main view contains two views, one view contained an empty ScrollView, which didn't cause a problem by itself, but by changing it's size it crashed. Just adding a basic Text within the ScrollView solved my problem and the app doesn't crash anymore.

I updated my build to IOS 14 and Mac OS 20.15.6 and the error went away.

try turning off 'Use Auto Layout' checkbox in nib (in File Inspector tab).
May have to disable it for each and every view.
Also, unrelated, but Mojave forces you to use Core Animation.
Most of my nibs have 'set wants layer' turned off.
However, in one of my nibs I had a stray setWantsLayer checkbox checked.
when I unchecked it, the view (NSSearchField) drew properly

Related

How to fix: disabling size classes in Xcode 6.2 trashes storyboard UI but keeps guides

[EDITED] After spending a couple of days on a iPad app (utility s/w for myself; not for release), I accidentally clicked on disabling size classes in Xcode (6.2). I only want to turn off Auto Layout temporarily so I could figure out why my popover scene was not rendering.
Now, all the UI elements are gone but the guidelines for both the main scene and the popover scene are still around. History seemingly shows nothing that will bring back the UI elements. I closed the Xcode project and opened it again, but only the red guidelines are visible.
Has anyone run into this? Any idea how to fix this? [EDIT] I'm referring specifically to the UI elements and getting them all back -- else I'm going to have to spend a couple of hours reconstructing and positioning them. I browsed StackOverflow and Google Search but I've not seen any relevant suggestions.
First, when disabling auto layout it will disable the size classes as well.
I would suggest that you update your Xcode to 6.3. Then that will probably be gone.
Hope that helps :)
Edit
regarding the comment
First off I would print the frames of the UIElements to see whether they are still on the screen. (Using `println("(button.frame)")
Then, if they are not there, change their frames / centres) to somewhere on the screen.
If they are in the bounds, check their sizes to make sure they are large enough to be visible. If they are then make sure they are not hidden and their alpha is 1.
In storyboard you can open the side-bar and then change the element's position in the Attributes inspector as shown here:

Tabbed application troubles in xcode

I am working with my first tabbed application in xcode. I am just testing with some stuff since I'm relatively new to programming. I am just using the 2 views already put into the template. I am putting a slider into the first view and am going to attach it to a text box with numbers. But that isn't the problem! This is probably really stupid and simple, but when i run the application just to see the stuff on the simulator, it is just showing a black screen. NO CLUE WHY! But its killing me and would love some help!
You are not suppose to make connections in AppDelegate. You should use a ViewController for each class. I.E. FirstViewController, SecondViewController. AppDelegate is usually only used for calling save/restore messages.
You are getting the error because the storyboard view is assuming you are assigning it to the correct view. When you create the storyboard say you named it TestApp. Then, you should have a few classes. TestAppDelegate, TestAppDelegateFirstViewController, TestAppDelegateSecondViewController. Or something along those lines. FirstViewController should connect to the first view on the tab view. The Second should attach to the second.
AppDelegate is almost never used for UI. I would suggest you find a book on the matter. I'll suggest "iOS Programming. The Big Nerd Ranch Guide". It helped me a lot when I started.
Photo Exmaple:
I did end up starting a new project. Weird that the black screen showed up.. not really sure why that error was popping up.. I'm not really that knowledgable about the different errors and bugs that a program can have yet! Getting closer though!

Strange bug in cocos2d-x

I have found one bug that causes the cocos2d view to stop rendering its contents. The bug can be reproduced using the example project found in Jpsarda's post about integration between UIKit and cocos2d-x.
The link to the website is: http://jpsarda.tumblr.com/post/24983791554/mixing-cocos2d-x-uikit and the link to the project is: http://dl.dropbox.com/u/12856650/Cocos2dxOnUikit.zip.
To reproduce the bug it is sufficient to trigger several times between uikit views and cocos2d views by pressing repeatedly the "Cocos2d-x GO!" button on the first view followed by the "Close" button on the second view. I have also done a video that shows how to reproduce the bug: http://youtu.be/EIvf-Ao6u5I. The bug occurs only on a real device and not on the simulator. Because of this bug it is pretty difficult to create applications that allow the user to switch frequently between cocos2d views and uikit views such the one on which I am working. For the moment I can't understand the root cause and I haven't received a reply on the forum yet. Is there anyone that have an idea/intution/suggestion about the possible cause?
I found the reason. EAGLView is never released and this causes a leak of resources. To resolve the bug in JPSARDA's example it is sufficient to add the following line:
[[EAGLView sharedEGLView] release];
at the end of CCEGELView::release method. This will solve JPSARDA's ( and my application :D ) issues but it is likely that this solution won't work in projects that handle EAGLView's lifecycle in a different way

disabling AutoLayout in Xcode stops anything from displaying when I run

I've disabled autoLayout because I had too many buttons and Xcode would crash consistently. But now when I run nothing will display
First, It's obvious that disabling auto-layout is not what caused your view to not show up.
Second, it will be really helpful if you could add the crash log from the console. If we know what exception you're seeing, it will be easier for us to help.
Here are some things you can check:
1. Are all your subviews which are connected to IBOutlets and IBActions still connected to existing methods and variables? Go to "Connections Inspector" and make sure there is no small "x" which implies that a connection you created is now broken.
2. Is your view connected to the File's Owner?
3. Did you alter your AppDelegate file?

Interface-Builder outlets causing odd display behaviour

I've been working today on adding a sheet to the main window of my application. After having trouble seperating the two (main view/controller and sheet view/controller), I've gone with just having both views in the same xib and both controlled by the main controller. Now that it appears when the beginSheet method is called, I've designed the form, and hooked it up to the IBOutlets/Actions on my controller.
This is where the problem is. With no bindings between the forms objects and the controller, it displays perfectly. But when I connect buttons to IBActions, and text fields/imageviews to IBOutlets I encounter some weird display problems. I'm talking buttons not displaying (but the actions being executed when clicking where they should be), borders of NSBox's not showing and textfields not taking any typed text and displaying (still blank) further off the viewable area of the panel.
I discovered that I could rectify this by resizing the panel a little, but that's not usable. I did get it working fine with 3 textfields and 3 buttons and just close/minimize enabled (not that they actually seem to do anything to a sheet), but now I've hooked an imageview up to the controller and the one of the buttons isn't displaying again.
Is this something to do with the number of outlets/actions I'm using (The actual main window doesn't actually have any extra ones) or is it IB being buggy or me doing something very wrong?
My first suspicion would be that there is an exception being thrown somewhere during drawing the sheet. In my experience, that's usually the case when you get half-drawn controls like you're describing. Check the debugger console in Xcode to see if any error messages are being printed out there. You can also add a breakpoint on objc_exception_throw to have the debugger stop when an exception is thrown, that might shed further light on where exactly the problem is coming from.
This issue went away when I reconstructed the sheet from scratch. I do not know what caused the issue, but if anyone has a similar problem I would suggest trying to reconstruct it in a new sheet.

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