Swift UIWebview consumes 101% of the cpu and the app crashes - ios

I'm working on a swift app that contains a UIWebView and the site that it shows is kinda big and it has a lot of pictures and javascript, when I test it on a virtual device, it works. but on a real Iphone or Ipad it crashes after a couple of seconds, Xcode shows me the memory usage goes around 50 mb and the cpu usage goes up until 101% and the app crashes.
Is there a way to fix this without editing the website?

Related

Single page app with high number of images working extremely slow on iOS8 safari/Webview

We are working on a WebView (not WKWebView, yet) app, are are observing that the app runs extremely slow on iOS 8. The same app runs smooth on lower versions of OS like iOS7 and iOS6. So we tried it in safari on iOS8 and the performance is similar to iOS6 and 7.
The app is filled with images and many are high resolution. While trying to trace the issue (trial and error!) we reduced the sizes and resolutions of the images and the performance improved, but it is still not at par with versions 6 and 7.
We are unable to find any such issues reported elsewhere and are stuck. It would be great if we could get some pointers on this one.
Update: We tested again and it seems the app is almost as slow in safari as in the WebView on iOS8, while way fast (in comparison) on iOS7 and 6 (on both WebView and safari).
Can you provide more information about the devices you are using?
I can tell you what it is happening to us. We do HTML5 Games and since we updated our IPAD2, IPAD4, IPHONE4S to IOS8, we experiment a slow performance in the devices, specially the IPAD2.
I started to disable all the animation but the performance was still really bad. The image were still loaded in memory.
So finally we conclude that the IOS8 use more ram so the Safari can allocate less memory. We are going to improve it downloading the resolution of the images and scaling them to have the same size for the slowest device.
One advice, if the devices has a screen of 1024*700 like and IPAD2, images over the screen size use more memory than expected so avoid using image bigger than the screen size.
Regards,
My answer is another related question. In case it helps identify the issue.
I'm apparently not allowed to post a commment on the original question.
My multiple image htm page loads OK speed wise (20 or so small images). But they are not placed in the right locations. It is as if they have been shuffled.
Works fine on Mac Safari, worked fine on iOS7 Safari. Broken iOS8 Safari.
http://www.dependencysoftware.com/MobileProductList.htm
If you look carefully you will notice that the images do not match the descriptions, but on a Mac they work correctly. (also work on IE, Chrome, etc...)
It seems to get worse the further down you scroll.

Cocos2d game doesnt launch on some devices

I're released an iPad game which is developed on the Cocos2d framework. Ive tested the game on a number of devices iPad 3, and iPad 2 and never had any issues.
Now i'm getting a few reports back that its not launching properly on some devices. People are saying they are seeing the default.png images then the app is closing.
Any ideas?
Without crash report this is just a guessing game.
By all means try to reproduce the problem on your side.
Possible problems:
1. If the app takes too long to launch it will be closed by iOS.
2. If it does not have enough memory it will not launch as well.
Try the following:
I. Open many other heavy apps in the background so there is not much memory.
See how it affects your app launch.
II. During launch try to use as many fast taps as possible and fast gestures.
There is possibility that very early taps are not serviced properly or at all
and that can cause the crash.
III. Test on many devices as you can - especially low end.
I found the issue, it was to do with the social framework running on older devices where it isn't available.

iOS - "Received memory warning" when viewing specific PDF in UIWebView

I have an iPad app which has a UIViewController containing a UIWebView for viewing documents. I've been using this happily for some time with no problems. However I've come across a 13 page PDF document which the UIWebView loads OK but when you scroll through the pages it causes the app to crash, unless there are very few other apps loaded at the time. When running the app in debug mode, I get the message "Received memory warning" in the debug window. When the app crashes I often (but not always) get a EXC_BAD_ACCESS. I have successfully viewed much bigger PDFs than this one in the past, but this one does have more graphics. I have an iPhone app which uses the same UIViewController and this loads and views the PDF fine with no errors. Any ideas how to handle this?

iOS app runs out of memory without receiving a low memory warning

I have an existing app that I made some recent changes to and I have been testing those changes. The app works perfectly fine on every iPad I test it on (iOS 4 and iOS 5). After loading several (50+) image-heavy views in my app I get a low memory warning and my viewDidUnload methods get called and they properly nil out all of their controls and my in-memory image cache clears itself out and the app continues just fine.
However, on an iPhone 4 and iPhone4s (iOS 5.0.1 and iOS 5.1) I run into a problem where my application runs out of memory without ever receiving a low memory warning. After loading several different views, eventually a new view will come up and be mostly blank and on the console I see memory allocation messages and the whole phone becomes un-responsive and sometimes kills my app.
The particular view that this happens on is different every time, so it's not related to any one view, just the accumulation of memory over time. I have also confirmed that I don't have any memory leaks either.
This existing question is similar:
IOS app killed for Low Memory but no Memory Warning received
and that answer suggests that this could happen if I'm stuck in a loop, but I'm pretty sure that my code isn't stuck in any loops. I'm just clicking through from one view to another in a UINavigationController and several images load in each view. Also, the other question was specifically happening on an iPad where I'm not seeing this issue on an iPad, only iPhones.
BTW, I've tried registering for the low memory notification through NotificationCenter and have an applicationDidReceiveMemoryWarning method in my app delegate and have breakpoints at both and neither get called. Also, no low memory message shows up in the debugger console either.
Any ideas on what might be happening?
Added on 3/26/2012:
Interestingly enough, when I tested my app on the new iPad, it has this same problem that I'm seeing on the iPhone 4 and 4s where the low memory notification is not being received. So I'm wondering if I'm seeing the same problem as this other thread:
The New iPad: Low Memory Warnings Not Appearing?
but that the developer on that thread is testing an iPad-only app and therefore not testing and finding this same problem on any iPhones.
I have done some extensive testing and have a list of devices where I properly received the low memory warning and devices where I don't ever receive it. So far I only see the problem on iOS5 or greater, however on iPad1s with iOS 5.0 and 5.1 I don't see the issue, so it's not just a problem on all devices on iOS 5.
Here is that list:
Proper Low Memory Warning
iPad1 4.2.1
iPad1 5.0
iPad1 5.1
iPad2 4.3.3
iPhone3G 4.2.1
iPod 3G 4.3.3
iPhone4 4.3.3
No Low Memory Warning
iPhone4 5.1
iPhone4s 5.0.1
iPad3 5.1
I've been banging my head on similar problems for the past week. I'm doing something different but with images so somewhat related.
You don't say where all those images are located - hopefully you write them to the file system, then load them into views using [UIImage imageWithContentsOfFile] (or if using CGImageRefs, then use a CGImageSourceCreateWithURL). What you want to avoid is having the images in memory (no swapping in iOS!).
in my case I had some mmap memory to hold the images, I had even unmapped the memory (which syncs it to the file system), but since syncing takes so long, I was being "charged" for that unsynced memory. What I did was essentially call fcntl(fd, F_FULLSYNC) on each of these files to force the system to flush each block before I continued.
I'm working on an app with tons of big images, on an iPad 3.
If I set iOS 5.0 as the Deployment Target, applicationDidReceiveMemoryWarning does not get called if the app consumes too much memory, and the app crashes.
However, applicationDidReceiveMemoryWarning does get called if I set iOS 5.1 as the Deployment Target. The OS thus flushes the cache containing the images that were previously loaded and the app doesn't crash.
The main problem is that I use UIImage imageNamed: to load my images, if your images are big use UIImage imageWithContentsOfFile instead so that they don't get cached (which is an issue if the size of the #2x is very big).
Note that if I display many images very quickly, applicationDidReceiveMemoryWarning doesn't get called in time in iOS 5.1, and I crash!
Can you try running in Instruments for the "Time Profiler" tool? It'll tell you if you're CPU bound in a different thread (though unless you create them yourself I'll be surprised if that's the case). Also good to run the "Allocations" instrument if that doesn't reveal smoking guns.
I have found exactly the behaviour on an iPad 3 running iOS 5.1. applicationDidReceiveMemoryWarning does not get called, nor NSNotifications for UIApplicationDidReceiveMemoryWarningNotification. I also tested the exact same code on some other devices, so you can add these to your list:
Proper low memory warning
iPad 2 5.0.1
iPad 2 4.3.5
iPhone 3GS 5.0.1
No low memory warning
iPad 3 5.1
The pattern could be: iOS devices with 512 MB or 1 GB memory running 5.0.1 - 5.1.
I'm not doing any heavy UIImage handling in this app. It seems that the behaviour from the OS has changed - either it is deliberately killing apps more aggressively (e.g. trying to be smarter about killing apps that look as though they have too onerous memory usage), or the low memory notifications are just broken.

Application working fine in simulator but not on iPad

I am developing a game using OpenGL ES and its menu using many images and Opengl view .
My application is working fine in simulator but crashes in ipad.
And its not crashing at a specific point, my application don't have any leaks but getting memory warnings of level 1 and level 2 .
Any suggestions will be of great help.
I checked my code using instruments and my application crashes while loading the texture images in the memory, then i divide the loading part , now my application works fine , but using around 50 MB of memory, and getting memory warning level 1 only, how much memory can i use in ipad for proper functioning of the application?

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