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.
Related
I have a problem in my release iOS app...
When i use my app and through all of feature (Like to another view in my app etc) in my app and then i click home button in ios to switch in to another app then i switch back to my app. My latest state (View) still exist. However, when i switch in to another app for a while, my app restarting from splash screen.
Another problem when i am trying to detect the problem in my ios simulator, the problem i have in the release app could not appear in my ios simulator.
Any people here could give me a solution to fix my problem ?
If the problem i have in memory usage, how many memory usage can be tolerated by IOS system ? and how can i know from ios simulator that memory usage is greater than the limit ?
additional info : my iOS app is based on objective-c and mixing with swift code. I use XCODE 8 and my app not using background service like download video, music, and etc. However, i use nsurlsession to fetch data from server and using data from server to load image from server. I use sdwebimage to handle image.
I hope this picture can give another insight about my app. This picture i take when my position in home of IOS, not in my app
It probably is memory usage. The job of the WatchDog process is to look for suspended memory hogs and kill them. You appear to be one.
You can readily see in Xcode how much memory you were using when you went into the background. How much was it? If it's a lot, don't do that. It's your job to release as much memory as you can when you go into the background, for this very reason.
However, your app can never hope to live forever — sooner or later, it will be killed in the background — so another responsibility you have is to save its state and, if you are launched from scratch, restore that state. That's just how iOS works.
I've developed a game in Cocos2d-X for iPads. I've tested it on several iPads and it worked great but after I published it to the App Store a few users complained that the game is completely unresponsive, meaning, all the animations are running but the game doesn't respond to touch events.
I have tried reproducing the problem but even if I use the exact same device with the exact same iOS version I still can't reproduce it. All the users who complained are running various versions of iOS9.
I have quite a few installs so it appears the problem only affects a small percentage of my users, but it still affects them. And for these users the game is always unresponsive, no matter how many times they run it or install\uninstall it.
I'm working with cocos2d-x 3.6.
Did anyone encounter such a problem or have any idea what might cause it?
Thanks!
Strangely enough, the problem was the MFMailComposeViewController. I mistakenly attempted to allocate it at startup without checking its canSendMail method. Apparently in iOS 9 it causes some kind of problem that blocks touches to my app.
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.
I have some strange problems of memory management on iOS 5.1.1, I'm NOT using Automatic Reference Counting in the project. Everything works well on iPad 3 5.1 or other devices with 5.1 or lower, this issue happens to two different project (one game and one app). So I think I have coded the right retain/release stuff.
Generally some Objective-C objects are released before it should be. When access it later, app crash. This happens on an iPad 3 LTE, an iPad 3 Wifi and an iPod Touch 4, all running iOS 5.1.1. It never happened on any device running iOS 5.1 or lower. I haven't found any pattern for this. Sometimes even an UIView which is still one the screen get released, if user touches a button, app crashes.
I understand these kind of issue can be debugged with NSZombies. But when I enable NSZombies, this kind of problem never happened.
It looks like a bug of iOS 5.1.1 to me, I'm wondering if it can be fixed on app side.
I am currently working on an iPhone app where I use 2 main timers that make the game work as one piece. The only problem I've encountered so far is that when I run it on the iOS Simulator from Xcode the game seems to lag a bit, and all of the animations run slower. I'm not sure if this is a memory issue, but isn't the iOS Simulator supposed to run just as smooth as the iPhone? When I run it on my iPod Touch 4th Generation, I don't encounter this problem. Is there a way I can fix this, or does anyone know why this happens?
The frameworks are designed to work with specific hardware on device for graphics acceleration. This is not present in the simulator, so you'll see diminished performance on graphics-intensive applications. You might however see increased performance in the simulator in non-graphics related areas. The bottom line is always test on real hardware - the simulator is just a convenience.