Live Bytes in iOS 7 increased by 59x approx. as compared to iOS 6 - iphone

I have an app for iOS 6.x. I have tested memory allocation for this app couple of times using Instruments. Almost every time Live Bytes right after the app launch were 872 KBs approx.
Then I ran this app on iOS 7 using Xcode 5-DP5 without doing ANY changes in the code. I saw the app was very slow as compared to iOS 6. I ran the Memory Allocations in Instruments just to find some dropping dead results. Live bytes right after the app launch: 49.8 MBs, which approximately 59 times. Please see the screens if that might be of any help:
AFAIK nothing specific to memory has been mentioned in the iOS 7 docs. Moreover my app is ARC enabled. Does anyone know about this huge increase in live bytes on iOS 7? Is there a specific reason on iOS 7 for this? Or is it just because of beta release?

This was due to the Developer release of the SDK. It got fixed when the GM seed version came in.

Related

Xcode 9.2 Compiling So Slow

I am currently using Xcode 9.2 with my MacBook Pro model. Since upgrading to Xcode 9.2 the compiling times takes forever. I'm testing my application on my iPhone not a simulator and I'm using sprite kit and swift 3. It shows "indexing | paused" and takes around 5 minutes to compile when it use to be 10 seconds before upgrading to 9.2.
If I close Xcode, unplug my iPhone and re-open Xcode and leave it for a few seconds then build, it builds in around 10 seconds. But then any build after that it takes forever again.
Please help, it's so hard to code with this much time wasted on building times.
Cheers :D
I had the same issue when I was using the storyboard. You can try some small tweaks that helped me a lot and now its much better.
Try to off the "Automatically Refresh Views" from Editor.
Update your Xcode to the latest one which is much better and also if they don't Have it on the App Store, try getting it from the developer program from the iTunes connect.
hope this helps a little :)

App crashes on iPhone but not on simulator

I'm using XCode 7.0b5 and created an Swift app. It runs fine on simulator but crashes on iPhone 4s when running independently (without cable).
How can identify where it crashes? I read about possible memory issues. I'm reading in a large textfile, so it needs nearly 200 MB of ram. How can I check it?
I think this is a memory problem with the iPhone 4S (200 mb for 4S is a lot). You should read the crash logs in Xcode.
In Xcode with the iPhone connected you can go to Window->Devices, select your phone and press 'View Device Logs'. You will see a list with all the last crashes of the apps and with the information of the crash.
Regards
I got the solution. It is the run time.
I reduced the file sizes to 10% of the original and everything runs fine. So I can test it and "improve" it to the speed limit of the iPhone 4S. :-)

Is there any statistics on what propotion of iOS-device is running iOS5?

Is there any statistics on what propotion of iOS-device is running iOS5?
I'm gonna developing a iOS App and I need to know that in order to decide do I support iOS4.
(I want to use Storyboard and ARC)
Based on these statistics:
iOS 5 is not much more than 50% (since that data is a few months old now)
iOS 4 is the vast majority of remaining devices
So I wouldn't lock yourself into iOS5-only development at this time.

App runs out of memory in iPAD 1 upgraded to iOS 5

I am still figuring out why my iPAD with iOS 5 runs out of memory and forces my app to quit.
The same app when i tried to run on iPAD with iOS 4 it runs for more than 1 hour though it crashed later on.
but when i tried to run the same app on iPAD with iOS 5 it crashes in 10-12 minutes.
When i checked the crash logs, I found all the crash were due to low memory.
I wanted to know that does iOS 5 uses more memory, due to which my iPAD 1 runs out of it.?
I have search the same problem on Apple community and found that this same problem persist with other developer also
It would be nice if the problem can be resolved with a patch provided by apple, however I think it has more to do with the memory spec's of the iPad1 vs. iPad2. Clearly IOS 5 isn't optimized for the 256MB of DDR ram that the iPad1 has.

iPhone 3G + iOS4 debug problems

I recently updated our test iPhone 3G with the latest version of iOS 4 to be able to test our apps on the new OS. I regret that I didn't read the forums because after the update the device's performance suffered a lot. However this is not a problem because the device still works. The problem is that when I try to debug our app the device freezes for minute and reboots or closes the app and returns to the home screen. When it manages to stop at breakpoint it takes few seconds to step over or out and often there's no debug information about the variables. I assume that this is due to some memory issues because the new OS requires more memory space. I must point out that our app worked fine with the iPhoneOS 3.1.3 and the Xcode 3.2.2 with the 3.2 SDK. It is a Universal app and that runs fine on the iPad too.
I have seen this problem as well when one of my applications was consuming a lot of memory. The background application that handles the remote debugging consumes quite a bit of ram (~15M the last time I had this problem). If your app is fine in standalone mode and crashing under debug then you might be close to the limit running in standalone (as I was).
I noticed that making sure that all other applications were quited or if I rebooted the iPhone that I was able to debug my executable (this was until I found the copied object problem that was causing the memory bloat).
If you have a jailbroken iPhone then you will have other services running consuming memory as well.
the iPad has double the ram 256M than the 3G at 128M.
I have also seen a problem when opening an application with a url encoded with data that runs > 500K that it will crash springboard before your debug session is started with a delayed launch.