Received memory warning. ios 8

I don't know of any system setting which could cause the issue.

The Problem

These messages repeat and the app quits to desktop in around 10 seconds of starting regardless of the presense of any targets in the view. Just start it and it dies. This phone was showing the flashes of black screen, and if we do find a target it will react. No additional information available about why the app crashes.

I don't know how to exit from this circle. So, it is specific to some variant s of some model s. Can you gives us the exact steps to reproduce the issue? I built the app using both Unity 4. So exact steps to reproduce will be helpful. Does the issue persist if you tried building with Unity 4. The app starts and then crashes seconds later. The App is working fine in simulator.

But in case of iphone device, If i run the app for few minutes then on doing anything, the app crashes straightaway.


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I have checked my app by xcode instrument. My app folder size is 6 MB but all memory allocation is showing 63 MB on xcode instrument. Because of this reason, presentViewController-Animated-Completion is getting slow during navigation. Does anyone have any solution why this is happening? This question appears to be off-topic.

The users who voted to close gave this specific reason: "Questions concerning problems with code you've written must describe the specific problem — and include valid code to reproduce it — in the question itself. Leaks are not the only source of memory problems. A leak is memory that you have allocated that you no longer have a pointer to so that you can release it. With ARC, this is very rare. Another cause is bad usage of memory. It is possible that you are creating objects and holding on to them with a strong reference for longer than you need to. Without seeing our code it's hard to tell where you are doing this.

Using the snapshots and seeing what objects are in memory and where they are created is a good way to start debugging this type of problem. Learn more about Teams.

25 iOS App Performance Tips & Tricks

Received memory warning and app crashes - iphone [closed] Ask Question. If no cell is available for reuse, and you did not register a class or nib file, this method returns nil. If you have opaque views — that is, views that have no transparency defined — you should set their opaque property to YES. This will allow the system to draw your views in an optimal manner.

Surgeworks » 5 tips to reduce memory issues in iOS apps

The Apple documentation has this to say about setting the opaque property for images:. This property provides a hint to the drawing system as to how it should treat the view. If set to YES, the drawing system treats the view as fully opaque, which allows the drawing system to optimize some drawing operations and improve performance. If set to NO, the drawing system composites the view normally with other content. The default value of this property is YES. However, if your view is embedded in a scroll view, or is part of a complex animation, not setting this property will definitely impact the performance of your app!

Your goal should be to make as many of your views opaque as possible! However, XIBs are still useful in some cases. Note that when you load a XIB into memory, all of its contents are loaded into memory, including any images. When you load a nib file that contains references to image or sound resources, the nib-loading code reads the actual image or sound file into memory and and caches it. In OS X, image and sound resources are stored in named caches so that you can access them later if needed.

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In iOS, only image resources are stored in named caches. If you know anything about this behavior, please drop me a line! Want to learn more about storyboards? You should never do any heavy lifting on the main thread.

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This is because UIKit does all of its own work on the main thread, such as drawing, managing touches, and responding to input. Learning to use the most appropriate class or object for the task at hand is fundamental to writing efficient code. This is especially true when dealing with collections. A significant and growing number of apps rely on external data from remote servers or other external APIs.


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The problem is that the network condition cannot be relied upon when it comes to mobile devices. One option to reduce the file size and speed up the download of network-based resources is by enabling GZIP compression on both your server and on your client.

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This is especially useful for text-based data, which has a high potential ratio for compression. Even more good news is that some cloud providers, such as Google App Engine already send compressed responses.


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However, in the right context, they can be invaluable! More views means more drawing; which ultimately means more CPU and memory overhead. This is especially true if your app embeds many views inside of a UIScrollView. This way, you have only to configure your views when a scroll is performed, avoiding the allocation cost — which can be expensive. The problem of timing the creation of views applies to other areas of your app as well. Take the situation where you need to present a view when the user taps a button.

There are at least two approaches to this:. What can you cache? Some candidates for caching are remote server responses, images, or even calculated values, such as UITableView row heights. NSCache looks and behaves like an NSDictionary, but it automatically removes its contents when the system needs to reclaim memory. Mattt Thompson wrote this amazing post on NSHipster about it. Interested in learning more about HTTP caching?

Google has a best-practices document on HTTP caching that is a recommended read. There are several ways to make great-looking buttons in iOS. However, by using images you lose the ability to tweak your images by code, needing to regenerate them every and putting them into the app again and again. That can be a slow process.

If your app receives this warning, it must free up as much memory as possible. The best way to do this is to remove strong references to caches, image objects, and other data objects that can be recreated later. Fortunately, UIKit provides several ways to receive these low-memory warnings, including the following:. Upon receiving any of these warnings, your handler method should respond by immediately freeing up any unnecessary memory. For example, the default behavior of UIViewController is to purge its view if that view is not currently visible; subclasses can supplement the default behavior of their parent class by purging additional data structures.

An app that maintains a cache of images might respond by releasing any images that are not currently on-screen. Otherwise, you run the risk of having your app killed by the system. Be sure to use the Simulate memory warning feature on the iOS simulator to test this condition while you are developing your app!