Errors on Xcode

When I my app on the iOS simulator, no errors occur. When I run my app on a real device all these errors appear. Please help!

also.. that doesn't really explain why it would run on another computer but not this one.. Is it a feature that can only be run on the 10.7 sdk? or Lion?

Similar Messages

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    I keep getting this error in Xcode 4 when I run the app:

    You stop the error from happening by fixing the error in your code that is causing the sigabrt.
    Without a lot more information there is no other way to answer your question.

  • Error in Xcode 6 on Mavericks 10.9.5

    I've an error in Xcode 6.0.1 on OS X Mavericks 10.9.5.
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  • CVS protocol error with Xcode 3

    Dear all,
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  • Error installing XCode 4.2 on OSX 10.7.3

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    14/04/12 19:34:30,280
    Installer
    @(#)PROGRAM:Install  PROJECT:Install-686.3
    14/04/12 19:34:30,280
    Installer
    @(#)PROGRAM:Installer  PROJECT:Installer-530
    14/04/12 19:34:30,280
    Installer
    Hardware: MacBookPro8,2 @ 2.20 GHz (x 8), 8192 MB RAM
    14/04/12 19:34:30,280
    Installer
    Running OS Build: Mac OS X 10.7.3 (11D50d)
    14/04/12 19:34:30,314
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    Xcode  Installation Log
    14/04/12 19:34:30,314
    Installer
    Opened from: /Volumes/Xcode/Xcode.mpkg
    14/04/12 19:34:49,016
    Installer
    IFJS: *** exception: ReferenceError: Can't find variable: SDKPresent
    14/04/12 19:34:49,032
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    14/04/12 19:34:49,084
    Installer
    IFJS: *** exception: ReferenceError: Can't find variable: SDKPresent
    14/04/12 19:34:53,516
    Installer
    InstallerStatusNotifications plugin loaded
    14/04/12 19:34:58,400
    Installer
    ================================================================================
    14/04/12 19:34:58,400
    Installer
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    14/04/12 19:34:58,400
    Installer
    Choices selected for installation:
    14/04/12 19:34:58,400
    Installer
    Install: "Xcode"
    14/04/12 19:34:58,400
    Installer
    Install: "Essentials" at path "//Developer/"
    14/04/12 19:34:58,400
    Installer
    Install: "Xcode Toolset"
    14/04/12 19:34:58,401
    Installer
    Install: "iOS SDK"
    14/04/12 19:34:58,402
    Installer
    Install: "System Tools"
    14/04/12 19:34:58,402
    Installer
    Install: "UNIX Development"
    14/04/12 19:34:58,403
    Installer
    ================================================================================
    14/04/12 19:35:02,527
    Installer
    ================================================================================
    14/04/12 19:35:02,527
    Installer
    User picked Standard Install
    14/04/12 19:35:02,527
    Installer
    Choices selected for installation:
    14/04/12 19:35:02,527
    Installer
    Install: "Xcode"
    14/04/12 19:35:02,527
    Installer
    Install: "Essentials" at path "//Developer/"
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    Installer
    Install: "Xcode Toolset"
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    Installer
    Install: "iOS SDK"
    14/04/12 19:35:02,529
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    Install: "System Tools"
    14/04/12 19:35:02,529
    Installer
    Install: "UNIX Development"
    14/04/12 19:35:02,530
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    ================================================================================
    14/04/12 19:35:02,644
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    Configuring volume "AppleSSD"
    14/04/12 19:35:02,657
    Installer
    Free space on "AppleSSD": 87,22 GB (87223255040 bytes).
    14/04/12 19:35:02,657
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    Create temporary directory "/var/folders/bb/2w5n07g55mz_8xj4hxyspggr0000gn/T//Install.309EJlAkQ"
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    IFPKInstallElement (29 packages)
    14/04/12 19:35:02,770
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    14/04/12 19:35:02,774
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    14/04/12 19:35:02,930
    Installer
    IFDInstallController 41462D30 state = 7
    14/04/12 19:35:02,931
    Installer
    Displaying 'Install Failed' UI.
    14/04/12 19:35:02,934
    Installer
    'Install Failed' UI displayed message:'An unknown installation error occurred.
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    14/04/12 19:35:02,934
    Installer
    The Installer encountered an error that caused the installation to fail. Contact the software manufacturer for assistance.
    It says: "The package “DeveloperTools.pkg” is untrusted." (???... Isn't it from Apple???)
    How could I solve this issue?
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    Coul'd someone, please, help me?!?
    Thanks in advance!

    First of all, thank you for the reply.
    Undertood I've downloaded the newer version and it installed fine.
    Thanks a lot!

  • Compiled Error in Xcode for iphone game and other questions

    Dear all,
    Hi, I am a newbie of xcode and objective-c and I have a few questions regarding to the code sample of a game attached below. It is written in objective C, Xcode for iphone4 simulator. It is part of the code of 'ball bounce against brick" game. Instead of creating the image by IB, the code supposes to create (programmatically) 5 X 4 bricks using 4 different kinds of bricks pictures (bricktype1.png...). I have the bricks defined in .h file properly and method written in .m.
    My questions are for the following code:
    - (void)initializeBricks
    brickTypes[0] = @"bricktype1.png";
    brickTypes[1] = @"bricktype2.png";
    brickTypes[2] = @"bricktype3.png";
    brickTypes[3] = @"bricktype4.png";
    int count = 0;`
    for (int y = 0; y < BRICKS_HEIGHT; y++)
    for (int x = 0; x < BRICKS_WIDTH; x++)
    - Line1 UIImage *image = [ImageCache loadImage:brickTypes[count++ % 4]];
    - Line2 bricks[x][y] = [[[UIImageView alloc] initWithImage:image] autorelease];
    - Line3 CGRect newFrame = bricks[x][y].frame;
    - Line4 newFrame.origin = CGPointMake(x * 64, (y * 40) + 50);
    - Line5 bricks[x][y].frame = newFrame;
    - Line6 [self.view addSubview:bricks[x][y]]
    1) When it is compiled, error "ImageCache undeclared" in Line 1. But I have already added the png to the project. What is the problem and how to fix it? (If possible, please suggest code and explain what it does and where to put it.)
    2) How does the following in Line 1 work? Does it assign the element (name of .png) of brickType to image?
    brickTypes[count ++ % 4]
    For instance, returns one of the file name bricktype1.png to the image object? If true, what is the max value of "count", ends at 5? (as X increments 5 times for each Y). But then "count" will exceed the max 'index value' of brickTypes which is 3!
    3) In Line2, does the image object which is being allocated has a name and linked with the .png already at this line *before* it is assigned to brick[x][y]?
    4) What do Line3 and Line5 do? Why newFrame on left in line3 but appears on right in Line5?
    5) What does Line 4 do?
    Thanks
    North

    Hi North -
    macbie wrote:
    1) When it is compiled, error "ImageCache undeclared" in Line 1. ...
    UIImage *image = [ImageCache loadImage:brickTypes[count++ % 4]]; // Line 1
    The compiler is telling you it doesn't know what ImageCache refers to. Is ImageCache the name of a custom class? In that case you may have omitted #import "ImageCache.h". Else if ImageCache refers to an instance of some class, where is that declaration made? I can't tell you how to code the missing piece(s) because I can't guess the answers to these questions.
    Btw, if the png file images were already the correct size, it looks like you could substitute this for Line 1:
    UIImage *image = [UIImage imageNamed:brickTypes[count++ % 4]]; // Line 1
    2) How does the following in Line 1 work? Does it assign the element (name of .png) of brickType to image?
    brickTypes[count ++ % 4]
    Though you don't show the declaration of brickTypes, it appears to be a "C" array of NSString object pointers. Thus brickTypes[0] is the first string, and brickTypes[3] is the last string.
    The expression (count++ % 4) does two things. Firstly, the trailing ++ operator means the variable 'count' will be incremented as soon as the current expression is evaluated. Thus 'count' is zero (its initial value) the first time through the inner loop, its value is one the second time, and two the third time. The following two code blocks do exactly the same thing::
    int index = 0;
    NSString *filename = brickTypes[index++];
    int index = 0;
    NSString *filename = brickTypes[index];
    index = index + 1;
    The percent sign is the "modulus operator" so x%4 means "x modulo 4", which evaluates to the remainder after x is divided by 4. If x starts at 0, and is incremented once everytime through a loop, we'll get the following sequence of values for x%4: 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, ...
    So repeated evaluation of (brickTypes[count++ % 4]) produces the sequence: @"bricktype1.png", @"bricktype2.png", @"bricktype3.png", @"bricktype4.png", @"bricktype1.png", @"bricktype2.png", @"bricktype3.png", @"bricktype4.png", @"bricktype1.png", @"bricktype2.png", ...
    3) In Line2, does the image object which is being allocated has a name and linked with the .png already at this line *before* it is assigned to brick[x][y]?
    Line 2 allocs an object of type UIImageView and specifies the data at 'image' as the picture to be displayed by the new object. Since we immediately assign the address of the new UIImageView object to an element of the 'bricks' array, that address isn't stored in any named variable.
    The new UIImageView object is not associated with the name of the png file from which its picture originated. In fact the UIImage object which inited the UIImageView object is also not associated with that png filename. In other words, once a UIImage object is initialized from the contents of an image file, it's not possible to obtain the name of that file from the UIImage object. Note when you add a png media object to a UIImageView object in IB, the filename of the png resource will be retained and used to identify the image view object. But AFAIK, unless you explicitly save it somewhere in your code, that filename will not be available at run time.
    4) What do Line3 and Line5 do? Why newFrame on left in line3 but appears on right in Line5?
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    In Line 2 we've set the current element of 'bricks' to the address of a new UIImageView object which will display one of the 4 brick types. By default, the frame of a UIImageView object is set to the size of the image which initialized it. So after Line 2, we know that frame.size for the current array element is correct (assuming the image size of the original png file was what we want to display, or assuming that the purpose of [ImageCache loadImage:...] is to adjust the png size).
    Then in Line 3, we set the rectangle named newFrame to the frame of the current array element, i.e. to the frame of the UIImageView object whose address is stored in the current array element. So now we have a rectangle whose size (width, height) is correct for the image to be displayed. But where will this rectangle be placed on the superview? The placement of this rectangle is determined by its origin.
    Line 4 computes the origin we want. Now we have a rectangle with both the correct size and the correct origin.
    Line 5 sets the frame of the new UIImageView object to the rectangle we constructed in Lines 3 and 4. When that object is then added to the superview in Line 6, it will display an image of the correct size at the correct position.
    - Ray

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    Welcome to Apple Discussions, Zen-X!
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  • Appstore Error Downloading Xcode 4.2

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  • Internal Checkout Error using Xcode Continuous Build Service

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    I had the same issue then I found out all you have to do is to set the default view to List before opening any previous or new project and it worked, credit goes to this user below who found the solution.
    ahmedMac25
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    2. relaunch Finder
    3. run  sudo find / -name ".DS_Store"  -exec rm {} \;
    4. this removes all  .DS_Store old files on the computer
    5. launch finder and set default view to "LIST VIEW" as shown here:http://macs.about.com/od/usingyourmac/ss/Setting-Finder-Views-For-Folders-And-Su b-Folders_2.htm
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    Hi hjd. Welcome to the dev forum!
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    \- Ray

  • Parse error in xcode

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        NSString *documentsPath = [ReaderDocument documentsPath]; // Get the documents path
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    you are posting in the wrong area, for you need to post in the xCode forum. This is not a Maverick Issue
    I am having the same problem, for this is how I found this posting by googling the error that it gave me.

  • Code Signing Error in Xcode

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    You should probably post your question in the Developer forums:
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  • Ignore linking errors in XCode

    Hi all!
    I have a library to include in my iPhone app,
    the problem is that this library requires function that are in CoreServices.framework. And i cannot use the CoreServices since it will build only for the simulator.
    So i've added CFNetwork.framework for some functions, but all the other functions are only , either in CoreServices.framework or in the CarbonCore.framework....
    I cannot rebuild the library i'm using since the sources are not available , so the only solution would be to ignore the symbols not found and avoid to call those functions.
    So how cannot ignore symbols not found ?
    Or is there any other solutions ?
    Thanks .

    Hi, thank you very much for your answer !
    I tried to find the "load symbols lazily" thing in the build options, but haven't found anything (even close to)...
    But i had an idea and it seems to work,
    I recreated all the functions required by the library, with empty bodies of course : / !
    What i did was to retype the function in a source , xcode finds it, even if the framework isn't included in the project, then right click on the function -> jump to def. and copy/paste the definition found in the header...
    Create a new function with the function's def. with an empty body, or with a return if it was needed, and it builds !
    Of course, i hope that none of those functions will be called in the library's functions i'm using lol....
    But it's a tip that seems to work for the moment ! : )
    Thanks anyway!
    Message was edited by: jdebaene
    Message was edited by: jdebaene

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