Xcode quits my application say 'Finished running App' when testing on ipad - xcode

my app built in cocos2d. it works fine on simulator (ipad,iphone,iphone5) and also debug fine in my devices ipod 5th and 4rth generation but not working fine on ipad device(ios 5.1). i did recieve warrnings two times in my rootview controller. when i hit play button on ipad ipad just quits my without anything in xcode 'log'.
it just display 'Finished running APP'.
any suggetion about how or which is the best way to figuring out the bug.

Use Instruments and figure out how much memory you are using. Look at how much RAM you're using but also video memory with the Open GL ES Driver Profiler.
Check those numbers against the device specs. You will need to do different things depending on which type of memory you are running out.
Cocos2d manages a lot of objects especially Graphic objects and releases them automatically. If you are running low on RAM you should look at what big unmanaged objects you are using but also tiny ones that you allocate extremely often.
For Video Memory, do not use big 'empty' images (like background frames for menus), you can use a Scale9Sprite (http://www.cocos2d-x.org/boards/18/topics/8335) which will tile the center of that image.

This happens when your app runs out of memory; you need to reduce its memory usage and try again.

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Extremely slow socket data throughput on Android 11?

I've seen some posts elsewhere about very slow file access after "upgrading" a device to Android 11. I'm not having that, but I AM having unbelievably slow performance in a small app that uses sockets. It's a client app that uses a socket to send a request to a server (mine) that monitors my solar installation, to get data back about how it has been performing etc. So the socket interaction is in a separate thread from the UI, and uses runOnUIThread to call a function that updates the UI with the received data. The request data is only a few bytes, maybe 20 or so maximum: the data coming back varies from a few hundred bytes to maybe 50000 bytes or thereabouts.
If I run this app on my phone (Android 8.1) it is fine - it takes 1.5 to 2 seconds to send the request, get the data back, and update the UI. Perfectly fine. It's the same on an older tablet running Android 7.1.2 too. But I have just recently acquired a flash (read expensive) new Samsung tablet running Android 11, and its performance is woeful - the same app doing the same operation takes anything up to 30 seconds, or even more. And it is exactly the same app, exactly the same code. Both devices are running on the same network, so the only significant difference seems to be the Android version. It is repeatable ad nauseum, so it isn't momentary network load either. The app is built to target API level 26 - it has to be so it can run on all the devices it needs to. It is not a commercial app, just something for my own use, but I am totally bewildered by this behaviour.
The other thing I have noted with this new tablet is that it is unable to provide a video stream from a surveillance IP camera I have at home. I use the TinyCam Pro app from Google Play for this. It can connect, but it has never yet managed to give me a picture, regardless of how good my connection is. Again, my phone and the older tablet can do this more often than not, and the new tablet would have far more horsepower than either of them. There is some sort of serious bottleneck in there!
Has anyone else seen this type of thing on Android 11? If so, is there anything that can be done about it, that is usable on earlier versions too? Or do we just have to wait for Android 11.1?
EDIT: I've done some more investigation on this, and I think I have now pinned it down to a 4G network bandwidth issue. I said that the tablet and the phone were doing exactly the same thing, but I have since remembered that they do NOT use the same carrier for their mobile connections. So it's not EXACTLY the same thing. I would actually expect the network capacity for the tablet's carrier to be superior to that of the phone's carrier, but that appears not to be the case where I am at the moment. So I think I have to take back my evil thoughts about the tablet, and maybe even Android 11. Interesting how easy it is to be misled, and how hard it can be to genuinely compare apples with apples when there are so many variables and so many links in the chain. I'll be doing some more tests and comparisons when back in the city, where network capacity should be much more alike for the two carriers.
yes its true. While compare to Android 11 and Android 8 there is a lot of changes updated because of security issue.
May be, If your managing some file in mobile storage mnt/sdcard/ here in this path its speed of access or managing a file in this path its restricted and its becomes less. So, if your using this path please change it like below because it will cause youe app to process slow.
solution - Try to use this file access path is Android/data/data/packageName/
I mean if your using this logic to access file - Environment.getExternalStorageDirectory()
instead of above try this - Context.getExternalFilesDir(null)
refer this link https://developer.android.com/about/versions/11/privacy/storage
I hopes it will help you...

OpenGL performance on laptop's external monitor

I'm writing a small viewer application on Windows using C++ and OpenGL (Glfw).
I've struggled to get a consistent framerate # 60fps with no or almost no drop frames and so far so good. But, the application must be able to run on different monitors, ie either on the laptop's own display or an external one. I'm running on a Lenovo P50 and a full HD external monitor.
Running in duplicate mode everything is fine, while in extended mode using the external display I get many drop frames. I have tested this on other systems as well and it's the same pattern: the external monitor in extended mode is having a lot of frame drops.
Is this as expected?

Xcode 9.1 Simulator Crashes macOS System

I'm running macOS Sierra, but same experienced on High Sierra.
When I open the Simulator in Xcode 9.1, it doesn't load anything (sometimes a red screen), however crashes the whole system. I can move the mouse, but everything is unclickable.
Really rarely it receives clicks and I can open the Activity Monitor to shut it down. Restart doesn't help, because Simulator is reopened then, and crashes the whole system again.
Is there anyone out there experiencing the same issue? Any solutions, suggestions?
Could this relate to the fact that I have a Hackintosh?
We can't provide support for pirate copies of macOS running on non-Apple hardware. I would encourage you to purchase authorized Apple hardware which comes with a legal copy of macOS.
Red is the canary texture indicating the GPU didn't write anything to the surface. It is probably a rendering failure due to graphics driver bugs. You can check the logs in cases where it doesn't fully restart and you may find GPU restarts are taking place. If the GPU restart fails then the system will panic and reboot.
Edit: As I previously indicated, you're running untested hardware on a hacked copy of macOS using unknown drivers. If you're using built-in drivers it may be a mis-match between the hardware they expect and the GPU you have. If you're using vendor-provided drivers it may be a simple bug. And when running any non-standard kernels or kernel extensions there could be a vast array of possible causes (bad kernel extension corrupting some data structure, etc)

Xcode 6 swift sample app memory usage

I'm just starting to learn swift for the first time and I was running the sample spritekit project that comes with xcode 6 when you start a new game, the hello world app with a little spaceship spinning when you tap. When the app is executed in the ios simulator I can see the memory usage on xcode. The memory was about 56MB just for the hello world app. Is there any reason is using so much memory? or is this a normal amount of memory for such apps?
I assume you are running it in the simulator, which will have different memory usage characteristics than running it on an actual device. You'll also have slightly different memory usage when running it in debug vs running it in release mode. In other words, I wouldn't pay too much attention to the memory usage when running debug in a simulator.

Android Dev Kit in Eclipse

So I have a few issues with Eclipse and Android Dev Kit.
First of all Eclipse is being unbelievably slow and sometimes it renders it really useless. (It even lags switching the tabs!!!.)
I tried modifying the .ini file and tried allocating it even as much as 2gb-3gb ram. Still no improvement.
Is there any way to get it up to Visual Studio efficiency? When I'm debugging and I want to view a value inside a class in the watch it lags to display a simple 2 digit integer! Seriously W*F is up with that? VS instantineously displays 100s of objects in a collection with no lagging.
Also debugging is really slugish and it is really annoying! Steping from one line to another takes about 2 seconds!
My laptops has this spec:
Core i7-2670QM 2.2GHz (turbo up to 3.1GHz)
8GB DDR3 RAM
500GB HDD
GeForce GT630M 1GB (Dedicated)
This laptop handles some of the most demanding software and games without an issue and Eclipse lags!
Another issue, when I launch the Android Emulator my sound drops by around a half (for everything.) I use the internal sound card (integrated.) Any idea of how to fix it?
Thanks very much
Daniel Wardin
I fixed the issue after deleting everything to do with Eclipse and installing the x86 version instead of the x64 and the performance is a LOT better now!
It must be a design fault in the IDE.

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