I can't get my application running with Instruments. I tried running it in Xcode with Run › Start with Performance Tool. Instruments starts, iPod touch 2G gets stuck and restarts every time. I'm on OS X 10.6.2, Xcode 3.2.2 and using iOS SDK 3.2.1.
Running instruments adds a heavy load (both CPU and memory) to your device. The iPod 2G just may not be able to handle your app under load like this with instruments. Do you have a newer device that you can test your app with instruments to at least fix any leaks. If your app runs fine on the iPod without instruments it'll probably be ok.
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In my app, I timed the duration it takes to navigate to one particular screen.
In Android simulator about 700 ms and about the same or faster on the device.
In IOS simulator about the same but on the device over 4000ms - 5x slower!
On the device in debug mode but on the release version also super slow.
I'm trying on iPhone 6.
What could cause such a slowdown?
Do I need to optimize the build - config file somewhere.
Maybe the iPhone6 has a processor that needs to be built for - arm???
I have mac os mojave and xcode Version 10.1 (10B61). I try build unity3D game. I can successfully build it to iphone 5S device. But when I try submit up to App Store it is not working.
What exactly happens:
On step "fetching app store configuration" xcode freezes. In active monitor I see it as unresponsible application (or something like it). And XCode take almost all free RAM (4.5GB). After sometime (around 20 minutes) mac restart (I have problem with iMac, it restart when use too much RAM, I don't think it related to xcode)
Actually, if I wait long enough (more then 15 minutes) it is start working.
XCode require a lot of RAM + SWAP
Here's an answer for someone who stumbles upon this later, I just want to share what helped me. I also ran into the same problem while trying to distribute a Unity-built game with Xcode (also contains pods).
I work on a MacBook Air 2013 with only 4GB of RAM, so whenever I do anything with Xcode, I first close everything other than Xcode, Finder and Activity Monitor. As soon as I start whatever it is that usually freezes Xcode, I switch to Activity Monitor and track what's happening with the memory.
In the case of freezing while "Fetching App Store Configuration...", the problem appeared to be RAM, more precisely SWAP. I did not have enough memory available on my hard drive, which Xcode tried to use for SWAP and just... well, failed. So I cleaned up my hard drive and finally it went through very smoothly, but it occupied about 9GB of RAM at its peak (5.4GB in SWAP).
So just try to have enough memory available to feed the beast, observe what's happening in Activity Monitor and you should be good.
I have a MacBook pro(mid-2012)with following configuration(8GB RAM, MacOS Sierra, and 512 GB HDD). I updated my Xcode version from 8.2 to 8.2.1. After updating to that version system not responding properly (till 8.2 it works properly), I have to wait 5 or more minutes for one click. So please help me on that to fix that issue. For that performance issue,
Note: I reinstall MacOS twice but getting the same performance issue again and again when I open Xcode before that it works properly.
Steps to Reproduce:
Open Xcode with any existing project and open simulator from Xcode developer tools then you will see that system is not responding properly.
Expected Results:
If it will work till 8.2 then it will also work in Xcode 8.2.1 in MacBook pro
Following is my system configuration and activity monitor results.
CPU Usage
enter image description here
2: https://i.stack.imgur.com/0lEj3.png system configurtion
4: https://i.stack.imgur.com/WdoZW.png before xcode start
after xcode and simulator both starts cpu usage in activity monitor
CPU usage when both are running.
Check your "Activity Monitor" Mac App, monitor which tasks are taking more memory (%CPU). Try to force quit unused apps / tasks. And try again.
Finder -> Applications -> Activity Monitor
I have a macbook pro(middle-2012) in my home, and I can not use it to write the code any more, because it is too slow, I promise, if you replace a newer macbook pro, I think the issue will not comes.
In my company, I use the company's Macbook pro(2015) or Mac Mini(2014 late), with Xcode 8.2.1.
These there will not get slow, improve the configuration of your hardware.
I am brand new to Apportable. I installed and am able to launch the sample Spin app on my Android device. However, after launch, my system is completely frozen and will not respond to any trackpad or keyboard touch. I hard booted and tried again with an iOS app I developed with the same results.
System:
MacBook Pro 15" Early 2011 running OSX 10.9
16GB RAM, 20 GB disk space available
Xcode 4.6
Any ideas why this is happening and what I can do to prevent it? Thanks!
Sometimes while copying the apk to the device, the USB driver gets blocked for a few seconds. If this is the same issue, then your system should return to normal pretty quickly (no more than five seconds on most machines).
If that isn't the case for you, you can try the following command:
MTP=no apportable load
If you still have the issue after that, something else is going on that I have never seen.
I had the same problem and MTP=no apportable load solved it for me.
I have a map view in my app in simulator works fine but when i test it on my ipod touch -2g 8gb sometimes it crashes could it be because my ipod is a bit old and don't have that much memory? in simulator everything works fine! and the leaks instrument shows no leaks!
Yes, that can be the case. The simulator has no memory limits that are relevant. Your old iPod does (though the 8GB is not the relevant number).
If you run the iPod connected to your computer and launch it from Xcode, does the crash happen, and does it have no stack trace? Then it's most likely memory.