I have an iOS app that displays a Map with annotations as soon as the app starts. I pull data from Parse and display it. My issue is that the app consumes lot of memory. In Xcode it shows 600MB+ as soon as the map displays. It works well on simulator but crashes on an iPad.
I tried setting mapView = nil in viewDidDisappear, however, that didn't do any good. I am new to instruments, so there is lot of info that i don't understand. I am using Xcode 7.2
Can somebody help?
Thanks
Shuchi
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I'm coding an application with SwiftUI and Firebase.
My application works very well on simulators, but as soon as I put it on a real device (like the iPhone X that I own) the application shows me a black screen.
Additionally when I put the application on my phone, 2 errors in the code appear. This does not prevent the application from building and launching, but it always shows a black screen.
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Here is the proof that there are no bugs with simulators:
Does anyone have an idea what is going on and how to solve this problem? Thanks a lot for your help.
The compiler is warning that in two places the code is using a String that could contain a nil i.e. be undefined for whatever reason. If it is a nil would that cause the Firestore query to lock-up? Check what is with the debugger.
In terms of the simulator vs real device - dirty install state from previous testing might be hiding problem - do a full reset on the simulator to eliminate.
I am trying to see the fps of several UITableView in my iOS application.
Though following Apple's documentation, the core animation template keeps showing null. Other instruments seems working as expected. Is there any configuration I missed?
Thanks in advance.
ps. The environment is xCode 6.2 running iPhone 6 Simulator on iOS8.2
See here: https://developer.apple.com/library/ios/documentation/DeveloperTools/Conceptual/InstrumentsUserGuide/Instrument-CoreAnimation.html
Core Animation template
Library pane (only appears when an iOS device is connected)
I feel like this is Apple's way of saying this instrument only works on device. I tested it myself and it has only worked on device so far for me.
If you look here:
https://developer.apple.com/library/ios/documentation/DeveloperTools/Conceptual/InstrumentsUserGuide/Instrument-TimeProfiler.html
the time profiler, which does work on the simulator, does not have the same line about only appearing in the library pane when an iOS device is connected. So I think it is safe to say that Core Animation (and a few others like the Energy Usage Instrument) only will work with a device.
We have a ionic cordova app built for ios and the application is some what big. And the app is working fine but sometimes in iPad 4 or other devices the application crashes saying memory warning in xcode. And we are using a timeline view similar to facebook app's newsfeed. And it contains images in each item. And this is a infinite scroll list and the list can grow very big. Currently we are using ng-repeat to populate list but we tried migrating it to collection-repeat, and the crash frequency is decreased but its still crashing. If i could find any blogs or links which will guide me through the performance tuning tips in ionic application it would be helpful.
I simply rebooted the simulator by going to Hardware > Reboot. That fixed my app-crashing issue. Good luck with your app!
I'm trying to load a MKMapView (initiated in the storyboard) and all it shows is a bunch of grid lines (boxes?).
I also noticed that my iOS simulator does not have internet access even though the computer has internet access.
Can someone point me towards what could be wrong?
Try quitting the simulator & starting it again. I know it sounds silly but my simulator has been losing its connection quite a bit since upgrading to Xcode 6.
Recently in iOS 7.0.3, my app stays in the splash screen and was not going into the app at all.
If i kill the app and launch it again it opens up without any issues.
Can anyone help me on this issue?. I think the application -didFinishLaunchingWithOptions was not returning yes.
Note: I have a lot of stuffs like deleting database, initializing a dozen of buttons in appdelegate init function.
I know that it is a bad practice to have things in init but since its been there for more than 4 years and was working fine with previous OS versions i didn't find a good reason to change it.
Also this issue is not happening all the time.
My app size is 40 MB.
The iOS Guidelines say that you should not include anything which holds the Splash screen for much time its better if you do all the process in background so that splash screens loads up and user can play with app. But as you said your issue is not all the time so Try to reset the app and also quit simulator. Hope this helps.