Where can I find debug builds of the WebKit framework for Mac OS X? - macos

I'm troubleshooting a crash that's happening deep in the WebKit framework (specifically in WebCore.framework). The cause of the crash is a known bug in WebKit. In order to work around it, I need to be able to figure out what DOM element WebKit is working with when it crashes. For that I need to inspect the local and stack variables in WebKit at the time of the crash.
I have a core dump, but of course no debug symbol table for WebKit.
Are these available anywhere?
I found the WebKit nightly builds page, but those appear to be released builds stripped of debug information,
My fallback plan is to download WebKit sources and build them myself with debug switches, but it'd be amazing if those debug binaries were already archived somewhere.

I contacted Apple technical support; they told me that no symbols for the Mountain Lion shipping version of WebCore.framework were available anywhere. Apple appears to have stopped providing debug libraries after OS X 10.5.
We wound up working around the problem by using DYLD_FRAMEWORK_PATH (reference) to load a non-buggy version of WebKit on the customer's machine.

Related

OSX Sandbox: Launch a different executable based on OS version

I have an application in the Mac App Store. I'm trying to support users going back to Snow Leopard but this is becoming increasingly difficult.
Recently I've hit a roadblock due to the iTunesLibrary.framework, this framework must be linked to the main executable and yet doing so will always trigger a crash on load when running in Snow Leopard.
To workaround this problem, I want to compile a version of my app that doesn't use features and frameworks from newer versions of OSX. The problem is, how can I launch the compatibility build automatically?
I'm considering trying to make the main executable point to a shell script, but I don't really like that idea. I've also thought of the main executable being a helper that simply launches the full app and then exits. I expect this would work, but I worry about it getting approved by Apple. Finally, I'm wondering if the app bundle format itself can support this kind of setup, maybe via an advanced used of CFBundleExecutable that I'm unaware of.
Has anyone been down this road, what would you suggest?
Try weak linking the frameworks, more information about Weak Linking and Apple Frameworks here. Then also check in your code for the OS version or - (BOOL)respondsToSelector:(SEL)aSelector of any NSObject to determine what you can call and what not.
To have Snow Leopard as Base SDK you'll need an old Xcode and will have troubles submitting to Mac App Store.

How do you debug an app for an older version of Mac OS X?

I am developing an app using Xcode 4.6 on an OS X 10.8 machine. The app deployment target is set to 10.6, which is what we need to support. But when I archive the app (compile, link and embed resources+frameworks) and deploy (aka copy) it to the 10.6 test machine, it crashes with a generic Segmentation fault. It works fine on 10.7.
I can't compile the project in Xcode on the older Mac because the app is built using the newer compiler (it uses ARC, implicit property synthesis, the new objective-c literal syntax, etc.). It also wouldn't type check because the base SDK is 10.8 and it references some 10.8 tokens which the compiler on the 10.6 machine doesn't know about.
Any suggestions on how to go about debugging the app?
I'm not affiliated with this company/software in any way, but Deploymate is a paid app which can scan your app for SDK usage and tell you when you are calling selectors and APIs that are unavailable on older OS versions. This can help you track down exceptions and crashes relating to API usage.
You are very likely using one or more 10.7+ APIs that crash on 10.6. With a 10.8 target SDK you allow all the calls to function that are available in that SDK. However apps are bound late so this doesn't crash when you do not actually call those functions. You need an explicit check similar to this (here for the full screen feature):
#if MAC_OS_X_VERSION_MAX_ALLOWED > MAC_OS_X_VERSION_10_6
if (runningOnLionOrLater) {
[mainWindow setCollectionBehavior: NSWindowCollectionBehaviorFullScreenPrimary];
[toggleFullscreenItem setHidden: NO];
}
#endif
One way to determine the current version is:
int macVersion;
if (Gestalt(gestaltSystemVersion, &macVersion) == noErr) {
runningOnLionOrLater = macVersion > MAC_OS_X_VERSION_10_6;
}
For debugging the problematic calls simply set the base SDK to 10.6 and XCode should mark those functions that are not available there.
While there is no real good solution to this (I've seen simply different behaviors on different macOS versions) and no way to simply simulate an older macOS version, if you have a machine to spare:
It is possible to use an external HD, partition it and install different macOS versions. They all can be bootable and it's a matter (pain) of restarting the machine for every OS version.

confusion of how to make osx app backward compatible & how to test them

after reading the apple SDK guide
https://developer.apple.com/library/mac/#documentation/developertools/conceptual/cross_development/Overview/overview.html
I'm still confused of how to make the mac app backward compatible & how to test them properly
I have an app, I run it and tested it on Mountain Lion 10.8 without any problem, however I want to make this app backward compatible so that other users can run it on a mac 10.6 - 10.7 machine.
I have an apple developer id and I can download the old versions of 10.7 and 10.6, but the problem is, I have a 2011 macbook air which is currently running 10.8, and that's the only apple machine that I have. Can I test the 10.7 and 10.6 by using vmware or parallels?
in my project settings, I set the target deployment to 10.6 (as I want 10.6 users to run my app), but should I set my SDK to 10.8 or 10.7? if I set the SDK to 10.8 but having the target deployment set to 10.6, if I fix all the xcode warnings will it run successfully on 10.6??
from the SDK drop down, I can only set to 10.8 or 10.7, but 10.6 is missing, how do I fix that?
thanks in advance
I develop on a 10.8 box and support back to 10.5. Just a couple of months ago we dropped 10.4 PPC support, and I'm still cleaning out some of the 10.2-specific code. This may get a little rant-y, but I've been doing old versions for a long time. I have some opinions on the matter.
No matter what Apple says in their docs, if you want to support 10.6, then build with the 10.6 SDK. Do not rely on distribution target.
I have had this discussion with the Xcode engineers, and while they hold to Apple's party line that you should always build with the latest SDK, they also acknowledge that it's generally insane to do so. If you build against the 10.8 SDK and mark your deployment target at 10.6, you will get no warnings for using methods that do not exist on 10.6. The only way you will discover that you've used a nonexistent method is that it might give you strange bugs when run on 10.6. That's insane.
Remember, OS X doesn't crash when you send an unknown selector. It just aborts the current runloop. So the bugs are even harder to track down then on iOS, where it crashes the app.
Sure, you can do weak linking. Talk about dangerous.... Yes, there are a few times this is useful, but the compiler gives you no warning if you don't do it correctly. If I'm going to do weak linking like this, I go the other way, linking against the old SDK and copying the new function's prototype into my implementation. That way I have documentation of every function I think I'm going to weak-link.
Download the old SDKs and symlink them into your Xcode distribution.
Guard them jealously. Apple will try to delete them every time you upgrade Xcode. Make your own copies and stick them in /SDKs or somewhere else away from Xcode. I provide a script called fix-xcode to manage the symlinks automatically. Am I bitter at Apple for their relentless insistance on deleting my old SDKs? Yes, I am.
You can run 10.6 Server in a VM legally. You can run 10.7+ Desktop in a VM legally. These are good ways to test your code.
Or you can do what I do and have a small pile of old MacBooks each with two or three partitions on them that you reboot all the time.
Now that 10.7 comes from App Store, it's a little harder to make VMs. My strong recommendation is to snapshot your image immediately after install, and make a clean backup copy of it. You'll want to be able to clone that image from time to time when you need to get back to a "raw" machine.
Get in the habit of squirreling away SDKs as they come out. 10.8 will be old some day. You might as well make a copy now while it's easy.
Whether you support individual dot-releases or not, it can be very helpful to keep around the upgrade packages for individual dot releases. When you encounter customers running non-current releases, it's nice to be able to check whether an "unreproducible" bug in fact is easily reproducible on their specific version. Whether this is worth it or not depends heavily on your product and customers. It was a life-saver for me when 10.4.11 made major changes to WebKit during a dot release...
Invest in a small NAS or a big external USB drive (though I've had trouble with those failing when used extensively, so I prefer a RAID). You'll need the space. You want to hold onto lots of VMs and lots of SDKs and sometimes even old versions of Xcode.
Adding to Rob Napier's great in-depth answer:
To use an old SDK, put the SDK (or a symlink) to it here:
/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs
With XCode 7.3 or later, you need you to open this file and change "MinimumSDKVersion" (otherwise XCode will refuse to use the old SDK):
/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Info.plist
You can install multiple versions of Mac OS on a single machine, booting between each.
The SDK should be the latest (10.8).
See 2.
One alternative to 1 that I've considered (I am in the same boat) is to create a Snow Leopard Hackintosh using an old PC and just installing Lion and Mountain Lion on my MBP.
You need to do these settings :
1.Set the Base SDK to Current version of Mac (ex. 10.7)
2.Set the Deployment SDK to older version (ex.1.4)

dyld loading system frameworks in addition to private ones of the same name on os x lion

I'm making an application that depends on webkit, with some modifications to the webkit code. Thus, I need to use a private framework. I've made the install path of the framework relative to the executable using the #executable_path directive.
On Snow Leopard, everything works perfectly. However, on OS X Lion, dyld loads the system webkit (the one used by Safari) in addition to my private framework. This extra load only happens after I right click on the WebView and select "Inspect Element." I would have to do some deeper debugging to figure out which import exactly is causing dyld to go hunting. In the build output, I see no indication of linking to the external webkit, so I'm at a loss as to why this is happening, especially since it worked on Snow Leopard.
I don't want to change the DYLD_LIBRARY_PATH environment variable as this application needs to be distributed to other machines - users should be able to just run the app.
I suppose I could change the name of the framework and see if that fixes the issue. I'll update this question with the result of investigating the symbol that causes dyld to go looking for the system webkit, as well as making the framework name unique, but any thoughts here would be helpful.

XCode 3.2.4 buggy debugger?

i'm developing iPhone apps. Yesterday i updated leopard to snow leopard. Alongside i made the jump from XCode 3.1.4 to 3.2.4
I was always quite happy with XCode - working most of the time under windows, I really appreciate how well the XCode toolchain works together.
however - i'm not happy with 3.2.4 at all. i experience a lot of flaws, mainly with debugging. When an error arises, the debugger often stops at another place than the actual error happened. Sometimes the debugger does not trap into breakpoints at all and i get after some time a Error from Debugger: mi_cmd_stack_list_frames: Not enough frames in stack - whatever that means. And also I get invisible breakpoints which i can't remove anymore.
Does anyone experience similar things with XCode 3.2.4? if so, which is the newest release that works well?
Thanks!
Usually the problem is to do with level of debug symbols or some compiler optimization (which shouldn't be applied in debug builds). Maybe the information here will help.
Also try a complete clean (delete the build folder, remove the app from the device/simulator) & rebuild. Ensure you're working with the Debug configuration.

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