Delphi Mac OS X - macos

I have problem with Delphi Mac OS X development. I get debug assertion failure error when I try to debug program. My application is just simple form where is few TLabel and TEdit component. Also there is two TImage components where is two images included. And there is also one TProgressBar component on my form. Connection between mac and my pc works ok. It tries to start application when I run it but it disappiers and Windows 7 and Delphi shows error debug assertion failure.
At first there was problem with deployment and my project file was corrupted so I created new project and then I added my old form to new project. After that compiling application works ok but now I get error message debug assertion failure.
I have Delphi XE5 and Windows 7 64-bit.
Mac computer is macbook pro.

PAServer on OSX is a bit buggy and it sometimes crashes with these assertion failures. It's not your application that raises the assertion failure.
If PAServer crashes with an Assertion when trying to start your application, then I'd suggest the following:
1. Close Delphi and PAServer
2. Wait until both have completely shut down
3. Start Delphi and PAserver again
Sometimes this already solves the problem.
If this does not help, try starting your application from OSX from the Terminal and see what happens. Chances are you see an access violation or similar printed to the terminal window. If that is the case you might have a bug in the initialization part of a unit. PAServer likes to crash with an assertion failure if that happens. You'll have to debug the start-up process of your application using F7 and F8. You might be able to speed this up by setting breakpoints in the initialization of some units.

Agree with Sebastian. PAServer is not stable at this stage. There are MANY reports about this:
PAServer can't load dyld: Library
Delphi XE5 PAServer Unauthorized user
How can i debug my DLL project with Delphi's PAServer
Delphi XE4 iOS can't connect to PAServer
https://stackoverflow.com/questions/28115855/paserver-crashes-on-win64
Delphi Mac OS X
Solution: wait until they release something stable. (You will have to pay again, of course)

Related

MPLAB X IDE - Script Engine is not Supported

In using the Pickit4 for flashing the code.
When I first open the MPLAB X IDE and use the Make and Flash button to flash the MCU, it works fine.
But the next time in the same session, the Make and Flash button goes grey and does not do anything and I get and error saying:
Failed to initialize PICkit 4.
Then when I try to clean and build, I get an error saying:
Script engine is not supported.
I have tried deleting the persistent files and starting fresh, but the errors remain. I tried with multiple different projects, but I still have the same issue.
I'm not sure what do do next?
Is it a PICkit 4 issue?
How can I fix this?
I started seeing the same thing today. Worked fine for months until now. No MCC installed. Turns out some packs were out of date. I updated them and everything is back to normal so far.
PicKit 4
Product Version: MPLAB X IDE v6.05
Windows 10 Pro 22H2
PIC16F887
This is an issue of the MCC:
If you want to work with MPLABX5.05 you need MCC 5.2.2 (or the other way around)
It also may be neccessary when upgrading to MPLAB X IDE v6.05/MCC v5.2 on an existing MCC Classic configuration it may be necessary to update your MCC libraries for some GUIs to display properly

The app didnt start in required time WIndows-10

I am trying to port my Windows Phone 8 app to Windows 10. I am able to build my app. When I try to deploy my app in Release x86 on a Mobile emulator I hit this error: Symbols for "ntdll.dll" could not be downloaded from Microsoft Symbol Servers
Hence I am trying to run without Debugging. In VS-2015 Debug->Start Without Debugging (in Release mode for x86), I get this error when I use Mobile Emulator:
Unable to activate Windows Store App 'XXXX'. The activation request failed with error "The app didn't start in the required time".
I created a Blank Universal Windows project. I am not sure, why VS is considering this as a Windows Store App.
I followed these steps: File->New->Project->Templates->Visual C#->Windows->Universal->Blank App(Universal Windows)
It looks like you have the Microsoft symbol server set, so the debugger is trying to download the .pdb's for all the publically available .dll's in your app to step through them. Try disabling the symbol server and some other options to get past this:
It's timing out trying to download the symbols and that's causing the debugger to time out. Also, try enabling Just My Code and see if that lets the debugger skip these binaries that you probably don't want to step through:

Debugging hanging app on OSX

This question involves Unity3d, but it's not specifically about it.
I'm building a Unity project for OSX; as a result, I get complete .app that I can run — without xcode project in between, as on iOS. Everything goes OK, but my app hangs up from time to time, forcing me to kill it.
What OS X tools can I use to help with debugging such a situation? May be there's something in xcode instruments that can help me?
You'll want to get the crashlogs, which will give you the callstack, and therefore the location in the code of the crash.
Here's some info on how to find the crash logs:
http://serato.com/scratchlive/support/6600/how-to-get-a-crash-log-in-mac-osx
And here's some info about what to do with them once you have them:
How to symbolicate Mac OSX crash reports issued by Apple?

Xcode cannot run using the selected destination

I am building a Mac OS X application and from time to time, I get this error message from Xcode (Version 5.0.1 (5A2034a)):
However the architecture (i386 or x86_64, it seems to happen on both) is supported by my system (Mac OS X 10.9).
Clicking a second time on the Run button (or press Cmd+r) sometimes fix the problem.
Sometimes I have to delete the application in my build folder and then rebuild it.
Note: I am using cmake to generate the Xcode project.
The same thing just started happening to me.
As was suggested here, stopping and starting Xcode cleared the problem.

Xcode 4 failed to launch

I'm currently migrating an old OS X project from Xcode 3 GCC to Xcode 4 LLVM.
The migration has so far gone fine. I've updated the code from 10.4 to 10.6, with a lot of deprecated API, and it all compiles just fine.
But when I try do debug using LLDB, I get the following error:
error: failed to launch '/Users/trenskow/Library/Developer/Xcode/DerivedData/The_Famous_Web_Editor-ddfqhzdztzzgfrcxaaywyxgtahzx/Build/Products/Debug/The Famous Web Editor.app/Contents/MacOS/The Famous Web Editor'
The application runs fine on it's own (besides the runtime errors I am trying to debug).
When I switch back to LLVM GCC and GDB, it launches fine, but Xcode never stops at the breakpoints. The application stops, but I do not get any indication of a breakpoint is being hit by Xcode.
Long shot, but:
The Famous Web Editor
Xcode and the compiler can sometimes trip over spaces in the project/target name. This usually shows up in broken header or library search paths, so I'm not sure if it applies here. But it's certainly worth a try to rename the target so it contains no spaces.
First clear your DerivedData (/Library/Developer/Xcode/DerivedData/) delete every thing from there.
Now restart your XCode, Restart your device.
run Xcode

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