Re: _NSZombie Breakpoints don't Resolve (Xcode 3.2.2)
Re: _NSZombie Breakpoints don't Resolve (Xcode 3.2.2)
- Subject: Re: _NSZombie Breakpoints don't Resolve (Xcode 3.2.2)
- From: Jerry Krinock <email@hidden>
- Date: Mon, 21 Jun 2010 00:29:47 -0700
On 2010 Jun 20, at 06:40, Paul Sanders wrote:
> It seems the only way forward is to somehow provoke the crash with Zombies enabled. Or you could try the dreaded, glacial Guard Malloc, although it's a shame it's so hopelessly slow.
Thanks. Tried that, and yes it is definitely the slowest of the Instruments. Tried to pass the time multitasking with weightlifting sets and gardening while the beachball was running, but eventually gave up and force quit.
On 2010 Jun 20, at 06:47, Ken Thomases wrote:
> You want MallocStackLoggingNoCompact (not quite the same thing as MallocScribble)...
Yes.
>> malloc: *** error for pointer being freed was not allocated, selector sent to object that doesn't recognize it
>
> does not suggest a zombie, which is why I don't expect NSZombie to catch it. If the pointer was not allocated, that's different from having already been freed. I think you have a garbage pointer, not a pointer to a deallocated object.
And, that's what it was. Lesson learned on NSZombie.
But, honestly, I actually found the problem by cleaning up the code from the top down. I think that maybe most of the Instruments fans out there have 8-core Mac Pros.
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