ios - Crash issue in ad-hoc build while drawing -


i'm facing crash issue in following code (only in ad-hoc build).

- (void)drawpreviewinrect:(cgrect)rect {     cgcontextref context = uigraphicsgetcurrentcontext();     cgcontextsavegstate(context);      cgcolorref strokecolor = [self.delegate.strokecolor cgcolor];     cgfloat strokewidth = self.delegate.strokewidth;      cgfloat x = rect.size.width/2.0f;     cgfloat y = rect.size.height/2.0f;     cgpoint strokepoint = cgpointmake(x, y);      cgcontextsetlinecap(context, kcglinecapround);     cgcontextsetlinewidth(context, strokewidth);     cgcontextsetstrokecolorwithcolor(context, strokecolor);      cgcontextmovetopoint(context, strokepoint.x, strokepoint.y);     cgcontextaddlinetopoint(context, strokepoint.x, strokepoint.y);     cgcontextstrokepath(context);      cgcontextrestoregstate(context); } 

the crash log shows following picture:

exception type:  exc_bad_access (sigsegv) exception codes: kern_invalid_address @ 0x10000008 crashed thread:  0  thread 0 name:  dispatch queue: com.apple.main-thread thread 0 crashed: 0   libobjc.a.dylib                 0x39f535b0 objc_msgsend + 16 1   coregraphics                    0x3237c3ec cgcolorretain + 12 2   coregraphics                    0x3237c592 cggstatesetstrokecolor + 38 

the code works fine in development environment (on both simulator , device). theories? i'm working under arc.

quick guess: self.delegate isn't set nil in init causes cgcolor called on random bit of memory.


in more detail: during development builds object variables tend set nice friendly nil values. when make release build isn't case. crash not being initialised nil.

it anywhere though; because object variable 'somewhere' pointing random bit of memory.

you can try analyse tool in xcode see if picks on anything. beyond you'll have work backwards object it's crashing through it's parents , check initialised nicely.


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