I am writing an iOS app and have installed it on my iPhone 4, and there is a very weird problem.
When I run it on my device under debugging, it seems to work well when breakpoints are set. However, when I directly use the app without debugging on my device, when I push into a view and pop to its parent view (in a navigationController stack) without doing anything else, the app crashes. Sometimes it crashes after I do the push-pop action twice, other times only after once.
I've checked the memory management and analyzed it, but have not found any potential memeory leaks yet. Does anyone know what the problem could be?
Since this problem won't apprear under debugging, I'm not sure how to begin to fix it.
Hoping someone is able to provide me with some experience and clues.
I found the answer myselfy,
actually there no doubt that it was because unperfect memory manangement, my app goes well after I take care of all potential leaks.
That is it.
Related
I have an iPhone app and working fine . But some of(2 or 3) my customers arises a complaint that they are having issue opening the app in the iPhone . They have installed the app and when open the app it just closes out right away. Also tried restarting phone but it still does this.Also tried to delete the app and then reinstall it but this still happens.
Is this any thing i can do in my app to prevent this ? Or how they can solve this problem ?
Is there any more information you could give regarding the nature of the crash? Have you recreated this scenario in Xcode and gotten an error message?
The best I can think to tell you is to look in the app delegate. That is where your app looks first, so there is some kind of uncaught error happening.
Maybe the app is trying to use some piece of data right at launch and it's not there. Maybe you are trying to use something before it is initialized.
Is your app using any 3rd party frameworks right at launch? If so, maybe something changed with the library.
If it is happening on some iPhones and not others, perhaps you are using some framework or function that is not compatible with an older version of iOS.
Perhaps there is something in common among the kind of devices the app crashes on.
Another thought, does your app ask for any permissions? Such as using the user's location. If it does, and there is a spot in your code where you assume you have permission and you don't perhaps that could cause a crash.
Hope this helps.
P.S. just read the comments to your question. They have some good advice. I would try what they are suggesting.
OK, this issue is discussed in this thread, this thread and this thread. However, none of the "answers" seemed to actually address the issue.
This weekend, I submitted my app for beta-test review -twice. It bounced each time. It is now back in review again, and hasn't bounced (fingers crossed).
Each time, was because of an immediate launch crash. Fair enough. I wrote a bad app.
Except I didn't. When I tested in debug, and even release mode on my device and in the simulator, everything worked.
I was finally able to reproduce the issue by archiving and then manually installing the archive through iTunes.
Once I did that, it suddenly started happening when I ran in release mode in the debugger.
Hate it when that happens.
In any case, it was the 'dyld_fatal_error'. In my case, no matter what I did, I couldn't get it to spit out any information at all about what library it was having issues with. The crash reports I got back from Apple were worthless.
What finally solved it for me was basically completely dismantling my app, and putting it back together again. I removed all linked libraries (they are still gone), revoked every one of my certs, and rebuilt the profiles. I de-linked my tests, and re-linked them.
I used to live in Africa. I have a for-real Ju-Ju stick, which I shook at the device for good measure.
Something in there worked (I think, I still have to get a pass from Apple). My money is on the Ju-Ju stick.
The question is: Does anyone know of a DEFINITIVE (not all these WAG responses) reason for this error, and how it can be diagnosed?
A user has reported that my app suddenly won't launch on their device. They sent me a video, and they launch the app, the launch image screen shows for a split second, but then crashes back to the iOS home screen.
The user tried deleting and reinstalling the app with no benefit.
I use Crashlytics, and am not getting any reports of crashes from them (or any other user- although I've seen them in prior versions so I know it's working correctly). I'm also not seeing any crashes in iTunes connect.
I asked the user to send me any crash reports in the Settings Diagnostics section and they said there are none listed for my app.
I have confirmed that their iOS version is supported by my app. (iOS 8.4).
I'm not sure where to go next, and would appreciate any pointers. Sorry for the vague question but I have posted everything that I know about the situation.
Just wanted to provide some closure on this. The user ended up wiping and restoring their device, and it solved the problem. It seems extreme to me but it was their own suggestion and didn't take them long to do. So I'm not sure what caused this but that's one (albeit brute force) way to fix it.
I recently noticed that sometimes our app crashes right after receiving a memory warning. It's very hard to reproduce this problem on device, and even in simulator I get this crash in maybe one of ten attempts to “Simulate Memory Warning”.
What is a good strategy to debug memory warning handlers, considering issues often come from callbacks arriving “too late”, resources accidentally used after being destroyed in warning handler, etc?
Here's an approach that helped me find several severe bugs in my memory warning handlers.
First, I went to OS X Keyboard settings and assigned a shortcut to Simulate Memory Warning:
Then, when running the app in simulator, I kept these buttons pressed, so the Simulator would generate tens of memory warnings per second. While doing that, I would go around the app. Of course this is rarely what happens in the real world, but this stress-testing helped reveal some synchronization, callback and state issues, which I wouldn't have found otherwise.
I know it's a bit weird but I have no code at all to put here, unless I copy all of it.
My project is crashing with no apparent reason. I've read this solution: iPhone application is crashing and not leaving behind a .crash log file
and I'm using Instrument for searching for leaks and other possibilities for those crashes.
Another strange thing is: even when I run my app with debug on XCode, it just stop to work on my IPad but it looks it is still running.
And the last and more strange thing: there's no crash log at all on my device. Before somebody ask, it is enable to record crash logs.
Does anybody have any idea for helping me?
Regards
I've had this happen to me before on various platforms. If its crashing on you, whether its an iPhone app, openGL / DirectX program, try these steps:
Have you tried to undo your last change and get to the point where it last worked?
Have you tried placing a print outputs to the terminal to see how far your program is executing? Start at the beginning and work your way into your program. This is especially useful when there is no crash log.
Also in particular to iPhone apps: Have you checked your xib's? Did you recently re-factor and change the name of a class maybe? You might need to re-link your nib to your classes. This on more than one occasion has caused apps of mine to crash with no error. Hope this helps.
I doubt you are still wondering about this, but my answer is that you were experiencing your app getting killed by the OS due to using too much memory. This will silently fail in the log in my experience when running on the device.
You will have to go into the Organizer to the device console and crash reports that get stored on the device to see the clues.
The reason your crash stopped when you got an iPad 2 is because the iPad 2 has twice the memory of the iPad 1 (which is dramatically under-stocked with RAM)