86

When I build my app with Xcode 8 GM Seed and run it on an iOS 9.2 below device OR simulator, I get strange EXC_BAD_ACCESS crashes during app startup or a few seconds after the app launched. The crash always happens in a different spot (adding a subview, [UIImage imageNamed:], app delegate's main method etc). I don't get those crashes when I run it on iOS 9.3+ or 10 and I don't get them when I build with Xcode 7 and run on iOS 9.2 and below. Has anyone else experiences something similar? Is this a known issue with Xcode 8?

8
  • First, reset content of simulator. and try again.
    – Mehul
    Sep 9, 2016 at 5:18
  • 3
    Were you able to resolve your problem? We're having it too. Sep 12, 2016 at 13:48
  • Can you file a new bug at bugreport.apple.com, and attach the sample project and crash logs so we can investigate? Sep 12, 2016 at 17:25
  • @QuinnTaylor - I've filed a bug report with attached project (reproduced 100% for me in simulator) at bugreport.apple.com #28371396. Thank you for looking into this! Sep 20, 2016 at 18:56
  • 3
    @EvtimGeorgiev Thanks! It's a duplicate of an iOS bug related to P3 .png images, and should be fixed in the iOS 10.1 beta SDK included in Xcode 8.1 beta, which was released today. Can you try building with that? Sep 21, 2016 at 22:26

8 Answers 8

56

See the accepted answer https://forums.developer.apple.com/thread/60919

You can save 16-bit assets as 8-bit ones with Preview.app

How to resolve "ERROR ITMS-90682: Invalid Bundle - The asset catalog at 'Payload/XXXXX/Assets.car' can't contain 16-bit or P3 assets if the app supports iOS 8 or earlier."

With Xcode 8 GM, this error will occur if you include 16-bit or P3 assets in an app submission targeting iOS releases earlier then iOS 9.3. If your app requires wide color functionality you must change your Deployment Target to iOS 9.3 or later. If your app does not require wide color functionality and you wish to deploy it to older iOS versions then you should replace all 16-bit or P3 assets with 8-bit sRGB assets. You can find 16-bit or P3 assets by running “assetutil” on the asset catalog named in the error message from iTunes Connect. The following steps outline the process:

  1. Create an Inspectable .ipa file. In the Xcode Organizer (Xcode->Window->Organizer), select an archive to inspect, click “Export...", and choose "Export for Enterprise or Ad-Hoc Deployment". This will create a local copy of the .ipa file for your app.

  2. Locate that .ipa file and change its the extension to .zip.

  3. Expand the .zip file. This will produce a Payload folder containing your .app bundle.

  4. Open a terminal and change the working directory to the top level of your .app bundle cd path/to/Payload/your.app

  5. Use the find tool to locate Assets.car files in your .app bundle as shown below: find . -name 'Assets.car'

  6. Use the assetutil tool to find any 16-bit or P3 assets, in each Assets.car your application has as shown below. : sudo xcrun --sdk iphoneos assetutil --info /path/to/a/Assets.car > /tmp/Assets.json

  7. Examine the resulting /tmp/Assets.json and look for any contents containing “DisplayGamut": “P3” and its associated “Name". This will be the name of your imageset containing one or more 16-bit or P3 assets.

  8. Replace those assets with 8-bit / sRGB assets, then rebuild your app.

Update: If your Deployment Target is set to either 8.3 or 8.4 and you have an asset catalog then you will receive this same error message, even if you do not actually have 16-bit or P3 assets. In this case you will either need to lower your Deployment Target to 8.2, or move it up to 9.x.

10
  • 2
    How is this related to EXC_BAD_ACCESS? Sep 12, 2016 at 15:36
  • 1
    Please don't duplicate answers. Instead, flag questions as duplicates.
    – JAL
    Sep 12, 2016 at 23:08
  • Thank you man! You saved a ton of time for me with this answer! )
    – Thorax
    Sep 16, 2016 at 9:44
  • 3
    In my project (deployment target is 8.0) there is no P3 assets still i am getting crash on app or randomly at any place with xcode 8. All assets are of 8-bit / sRGB. Did anyone still facing this same issue
    – Ankit
    Sep 16, 2016 at 10:37
  • @Ankit we are facing same issue. Have you found solution yet? Sep 18, 2016 at 18:51
32

I hope this bash script may help you. Input argument is directory than contains all xcassets of your project. This script will set sRGB profile to all pngs. It helped me:)

#!/bin/bash
DIRECTORY=$1
echo "------------------------------"
echo "Passed Resources with xcassets folder argument is <$DIRECTORY>"
echo "------------------------------"
echo "Processing asset:"
XSAASSETSD="$(find "$DIRECTORY" -name '*.xcassets')"
for xcasset in $XSAASSETSD
do
    echo "---$xcasset"
    IMAGESETS="$(find "$xcasset" -name '*.imageset')"
    for imageset in $IMAGESETS
    do
        echo "------$imageset"
        FILES="$(find "$imageset" -name '*.png')"
        for file in $FILES 
        do
            echo "---------$file"
            sips -m "/System/Library/Colorsync/Profiles/sRGB Profile.icc" $file --out $file
        done
    done
done
echo "------------------------------"
echo "script successfully finished"
echo "------------------------------"
7
  • Our assets don't contain any faulty images, yet we're still getting these errors. Sep 19, 2016 at 10:42
  • @animaonline, It helps if app really contains 16-bit or P3 assets. Sep 19, 2016 at 11:02
  • 2
    I think the main problem is that no one has actually confirmed that this error is caused by assets. Sep 19, 2016 at 11:33
  • worked at first, but then not, it just does not crash at the same place
    – CiNN
    Sep 20, 2016 at 11:27
  • 1
    The script didn't work for me, but using ImageOptim did
    – deej
    Sep 30, 2016 at 9:39
16
+50

I was able to reproduce the problem and it does seem related to images in Asset Catalog. Filed a bug with Apple (with attached sample project)

Apple Bug Reporter: 28371396

2
  • I am not able to download the sample project. Can you share the project to reproduce the crash
    – Tamil
    Feb 8, 2017 at 11:52
  • Thanks. Issues related to Asset Catalog, just change color space from Adobe RGB (1998) to sRGB. Feb 11, 2017 at 12:43
13

edited script to convert png files to correct format in whole project and with white spaces:

#!/bin/bash
DIRECTORY=$1
echo "------------------------------"
echo "Passed Resources with xcassets folder argument is <$DIRECTORY>"
echo "------------------------------"
echo "Processing asset:"

find "$DIRECTORY" -name '*png' -print0 | while read -d $'\0' file; 
do 
    echo "---------$file"
    sips -m "/System/Library/Colorsync/Profiles/sRGB Profile.icc" "$file" --out "$file"
done

echo "------------------------------"
echo "script successfully finished"
echo "------------------------------"
3
  • 1
    This script is little bit more accurate. Спасибо, Никита. Oct 19, 2016 at 11:18
  • 1
    This works like a charm. Simple but effective script. For people who don't know how to run this script.. Steps: 1) Put this script in txt file and rename it to AssetsScript.sh 2) Goto Images.xcassets enclosing folder and keep the script file 3) In command line go to the folder where your script file exists 4) Change script files permissions to executable (chmod 755 AssetsScript.sh) 5) execute script file with directoryName as parameter in command line itself (./AssetsScript.sh Images.xcassets). Boom this converts all your assets to required format and done. Application will now works fine.
    – Srivathsa
    Nov 16, 2016 at 11:38
  • In one line, while IFS= read -d '' -r file; do if [ $(file "$file" | grep -c '16-bit') -eq 1 ]; then sips -m '/System/Library/Colorsync/Profiles/sRGB Profile.icc' "$file"; fi done < <(find . -print0), which will just convert 16-bit image to 8-bit
    – DawnSong
    Oct 25, 2018 at 17:07
3

same issue.

I'm not sure if this is a bug but here is my solution : make sure your image assets without Adobe RGB (1998) colorspace

in xcode

2
  • 1
    What do you mean? Could you elaborate? Sep 12, 2016 at 13:54
  • 1
    Showing an image with the Adobe RGB (1998) colorspace was working for me on debug on a device with Xcode 8 and Swift 3, but wasn't on release on iOS 9. Changing the colorspace made it work.
    – Andrew
    Nov 16, 2016 at 16:59
1

Adding for anyone else with a similar problem...

App was crashing on iOS 9.0 - iOS 9.2 on what seemed random / around Storyboard transitions / around setting an UIImage(name...).. Found this thread: (https://forums.developer.apple.com/thread/61643)

If your app is targeting iOS 8.4, it will crash on iOS 9.0 - 9.2 in Xcode 8.. something to do with xcassets. Setting the deployment target to 8.2 or below ( I used 8.0) fixed it for me. No kidding. Worst bug ever.

8
  • Hi. Help! I'm experiencing something like this, except ONLY in AppStore. When I build my app directly on an iPhone with iOS 9.2.1 it doesn't crash, nor on simulator, but when I download the exact same version/build from AppStore it does crash. Was this the case with you as well?
    – Sti
    Mar 23, 2017 at 14:57
  • @Sti no, it was crashing in the debug build. Are you using core data or anything else that might have a problem when over-writing an old build? Just a thought.
    – karnett
    Mar 23, 2017 at 19:42
  • Good thought, and yeah, I am using core data in some parts of the app. But after a lot of testing I am quite sure that it has nothing to do with that. Core data has nothing do do with my images, and nearly all my stack-traces from my crash reporting system says that UIImage(imageNamed:) is the bad guy. Oh, and it happens on clean installs as well. Over 7000 crashes the last two days, only affecting iOS 9.0.2 through 9.2.1.. Not iOS 9.3 or later.. So weird. And does not happen when I build it now. Only AppStore. Impossible to debug. I sent a TSI-ticket to Apple just now.
    – Sti
    Mar 23, 2017 at 19:46
  • Ooh. That is a gooey one. Just had another thought.. What version of Swift is the app store version using? I think I experienced this in Swift 2.2 or 2.3. Not Swift 3. I imagine you're building now with Swift 3 and can't reproduce it?
    – karnett
    Mar 23, 2017 at 19:53
  • No, but it is very interesting that you're saying that! We have had this app on App Store for a long time. The previous version on App Store was written in Swift 2.3 and did not experience this bug. This new version on App Store that I uploaded a few days ago (the one that crashes) has very few but very large changes, including being converted to Swift 3. Another mentionable change is the addition of a widget exclusively for iOS 10.
    – Sti
    Mar 23, 2017 at 20:00
0

Set the iOS Deployment Target inside Info of your project and all the targets to the same value.

In my case my Project was set to iOS 9.1 and the Target was set to iOS 8.0 and was crashing on Simulator with iOS 8.4

Now it's working perfectly.

PS.: Clean the project before running again.

0

Although question has been already answered, accepeted solution doesn't work for me, as I didn't have any 16b/ch assets.

I found that issue appeared for assets which were compressed using lzfse algorithm (you can find information about compression extracting info from Assets.car using assetutil). Unfortunately Xcode IDE doesn't allow developers to change compression algorithm, however you can do that by compiling assets manually and lowering deployment target in actool command.

tl;dr;

  1. Archive
  2. Unzip ipa
  3. Compile assets - You can find asset compiler command for your project generated by xcode by checking archive logs in Xcode report navigator

Example command:

xcrun actool --output-format human-readable-text --notices --warnings --minimum-deployment-target 8.0 --output-partial-info-plist info_partial.plist --app-icon AppIcon --launch-image LaunchImage --enable-on-demand-resources YES --sticker-pack-identifier-prefix {bundle_id}.sticker-pack --target-device iphone --target-device ipad --platform iphoneos --product-type com.apple.product-type.application --compile #{path_to_directory_containing_Assets_car} Assets/Assets.xcassets

  1. Zip it.
  2. Resign

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