iphone app mysteriously getting slower and slower - iphone

I have an app. It starts out fine, but the longer I run it, the slower it gets.
Instruments shows only a few hundred bytes of leaks.
How can I find the source of the problem?

Leaks should in general not slow down your applications, they are causing iPhone going out of memory thus killing your app.
Performance problem has probably different reasons.
Are you creating lots of autoreleased objects ? For example in a loop ? Those will not cause any huge leaks, because they will be deallocated after loop's iteration, but this deallocation might be CPU consuming (if you do a lot in dealloc).
Another usual reason is the network latency. Do you call any network services ? Are your requests transferring more and more data over the time of using the app, thus slowing down the response ? Are your network calls done synchronously or asynchronously ?
Try to use CPU sampler in Instruments to figure out what methods take most of the time.

I've found leaks don't always show up, have a look at allocations, are they going up without going back down even though there are no leaks? Well, next to no leaks?

Related

Guard Malloc found EXC_BAD_ACCESS error instantly. Why not use all the time?

I have been debugging the infamous EXC_BAD_ACCESS error for a few days now. NSZombieEnabled = YES did not offer anything. The call stack was different everytime I received the error, which was once every 5 or 6 runs.
I saw a tip for enabling guard malloc (which is in the scheme editor now for Xcode 4) on Lou Franco's website: Understanding EXC_BAD_ACCESS. As soon as I did this, my program halted on the exact line that was causing this elusive error.
According to its description, guard malloc creates separate pages for every malloc and deletes the whole page when the memory is freed, thus crashing the program when the freed memory is accessed. For general development, why wouldn't I just keep guard malloc on all the time? It seems to catch certain types of memory errors easily. If I'm not testing memory management or performance specifically, is there some downside to using it?
Not only does it waste address space, but it will significantly slow down your program (potentially to the point where it's unusable, even on the simulator). I suppose for an iOS programme when you're running it on the simulator it's a bit moot (memory isn't a problem, and the performance hit isn't terrible either), but perhaps in the name of best practice you shouldn't run it constantly.
Allocating a whole 4K page for a couple bytes per malloc() wastes address space very quickly.
GuardMalloc does make an app run much slower, especially if you have a large number of allocations during the normal course of execution. I keep it turned off most of the time.
I turn GuardMalloc on to debug a crash that mangles the stack. Often, these have objc_msgSend at the top of whatever is left of the stack.
With GuardMalloc, the random effects of dangling pointers are prevented. The address in the pointer cannot be re-used and its memory location is made invalid. The crash will happen almost immediately, well before the stack is corrupted. This is great for C++ legacy code as well as new Objective-C.
I do leave the other memory debugging aids on full-time.

Memory issues with cocoa touch

First let me start off by saying I do not believe I am leaking, but I could be wrong. My issue is that at after my app is done loading I have about 10 - 20 mb of Live bytes according to object alloc, which I am fine with. However, according to activity monitor my process allocation is about 70 - 80 mb, which needless to say is a bit high. To make matters worse when I go on to load the next screen of my app I need to pull more data to build it, which then sends my process allocation up to 100 mb+ or so, need less to say this is much to high and the next action after this causes my app to crash due to low memory warnings. Is there anyway to reduce the process allocation memory?
Belief can sometimes be validated with cold hard data. Have you tried using Leaks? Allocations is another helpful memory profiling performance tool provided by Instruments. The way to reduce memory allocation is to not use as much. ;-)
What are you allocating that takes up 100+ MB? Images? Video?
The question is, are you releasing memory when you're done with it. Instruments can help you answer that question. If you show some code, the community can try to help you troubleshoot as well.
Best regards.

Memory leak when application loads in iPhone

I have a navigation based template, when I run my application using Instruments, the very first memory leak comes under:
Leak Object: Malloc 128 bytes
Responsible Library: CoreGraphics
Responsible Frame: open_handle_to_dylib_path
I don't know where this leak is coming from and how remove this.
If it's a default leak, then I think I don't need to worry about it. But if it's not then I have to find a way to remove the leak.
Expanding on deanWombourne perfectly correct answer a bit..
The Leaks Instrument shows you memory that isn't going to be free'd in the normal course of the app (because there aren't any references to it). This in itself is no biggie, it will be free'd when the app exits. A lot of the framework code will allocate and leave these very small chunks of memory allocated. I have no idea if they are mistakes or essential to how the app runs. Whatever, we must accept that they are completely normal.
Leaks will identify these chunks of memory as 'Leaks' and that sounds bad, but this is not really the 'Leaks' that the instrument is there to help you identify.
The 'real' leaks are in the code that can be run many times and which allocate some memory that is never freed, so over time will consume more and more memory until all memory is used and your app will crash.
So if you have an app that no matter how long you use it for or no matter how you use it, it 'leaks' 128 bytes in an apple framework you generally don't have to worry.
However, if you have an app that say, every time you click a button it allocates a new string which is never released - no matter how many bytes the string is - if the user pressed the button enough times this would consume all the memory available to app and eventually crash it. This is the kind of leak you need to watch out for.
The leaks instrument realistically can't tell the difference between the two kinds, but you need to be able to. You might want a kind of singleton object, for example, that there is only ever one instance of, and that needs to exist for the entire lifetime of your app. You create the object on app startup and realistically you never need to free this object, it can be killed when the app exits. Leaks will flag it as a leak, and some other developers that you work with who assume that this means you don't know what you are doing will run to your boss like a little child and say "He's writing really leaky code, and that's reeeeally bad". And your boss, who isn't a programmer will take him seriously because it does sound bad and anyway he scraped a 2.2 in CS from a reputable University so he must know what he's talking about. When really it is completely reasonable and exactly what you meant to do.
So, use the Leaks instrument to find bugs in your code that will ruin your app. Don't worry about every byte found 'Leaking' in an Apple framework.
If it's a one off 128 byte leak then don't worry about it at all, there are better ways to spend your time than thinking about this :)

Will Apple reject my iPhone application because of increasing memory usage?

I have an application with multiple views. It works pretty fine without any leaks or crashes. But when you run using performance tool for leaks, I see when I switch through multiple views and comeback to home screen, my overall size of the application gets increased. Like if its 1.53MB after visiting 4-5 different views and getting back to screen increases the consumption to 1.58MB or less but definitely greater than 1.53MB.
I tried resolving this issue but not able to figure out where I am going wrong since there are no memory leaks.
Does anyone know what could be the problem?
Will apple reject my application on this basis?
I would go back and forth between the screens many many many many times (at least one hundred times). If the memory continues to grow (linearly) during that time, you have a problem. If the memory stabilizes, you might be okay.
Definitely keep trying to fix you memory leaks. But if it's small, I doubt Apple will notice it. I mean, their own apps leak some too. You could get rejected for it, sure. But realistically, leaking a few bytes here and there shouldn't prevent an approval by itself.
(Source, 2 apps approved, one with the same issue, a tiny little memory leak I couldn't track down. I submitted it and was approved. Shortly after, I found and fixed it and released it as part of an update).
If an application has an increasing memory footprint on a known stable state for example named A after going into and coming back from state B which should have no persistent affect on state A and there is no memory leaks this problem called (as much as I know) the lingering memory.
Checklist to be sure if you have lingering memory problem:
App has no memory leaks, or no memory leaks on non-system code when profiled by Instruments.
State A and State B are individually stable states, like in state-machine.
State B has no permanent affect on State A, or it's memory. State A could be a gateway, a menu to another states like State B or State C. But Child states has no or limited info about state A and makes no change about State A.
On loop state changes starts and ends with root state for example A->B->A, A->C->A, A->B->C->A; you encounter increasing memory usage on State A. Memory usage on other child states are not important.
To spot and solve this problem profile your app with instruments. But instead of monitoring leaks, you should monitor allocations and total memory. Every time your app gets to State A, including start, take a memory snapshot. (There is a button for that :D) After snapshot go to State B, State C and use your application as it suppose to. After coming back to root state, in this example State A, take another snapshot. Instruments will show you memory allocations and difference delta in total memory between snapshots. It will also give information about for which object the memory had allocated and when if possible. If it was your code you probably will see the type of class and allocation point. Instruments can not help you about when the object should have been released but when you got the lingering object or memory, figuring out the deallocation point should be much easier.
BUT! Do not forget:
OS and Framework codes could have leaks and lingering memory problems like every OS. If you are sure that it is not your code leaking or lingering in the memory the everything is fine. That was the case in my app and it got approved(App: Tusudoku). System function often use additional memory if there is available, but they immediately release it when received memory warning. Although devices has limited memory, it is a waste if still not used, and using memory does not make memory chip to use measurably increased electrical current. Using memory to the limits for performance and immediately releasing it when someone definitely needs it, is best possible practice. These cache memories does not tend to be grove over time linearly but you should force memory warning every time app gets to root state, in this example State A. So this way you will be sure any cache memory allocated by system or frameworks will be deallocated, then you take the snapshot.
Most of the apps on the App StoreĀ® has memory leaks and other memory problems. The question is how this affect user. Non-linear lingering memory with rapidly dropping acceleration on increase velocity generally won't be a reason for rejection. Calculated the memory usage as 15MB for a perfect working app but if it worked, no problem, say that it will reach 20MB limit max ever and you are good to go. So you later fix your memory problems. Bu if your application has a linear or worse increasing memory usage and can not release that memories when needed, that will be a critical problem.
For more information about memory usage please consider reading official documentation and watching WWDC videos(That's where I learned all about memory fixes using Instruments).
There is no set in stone answer.
On the one hand is the fact that your application may have an obscure memory leak would be enough to reject it according to the posted policies.
On the other hand documents submitted to the FCC by Apple (in the AT&T+Apple vs. Google monopoly fight) give enough detail to work out just how much goes into reviewing an app - unless Apple lied the average app is reviewed by 2 people, and each of them spends around 5 minutes and 38 seconds (assuming Apple doesn't give breaks) to determine if your app passes or fails.
So the answer largely depends on if this memory leak can be discovered in the first 5 minutes of examination by some of the most overworked testers in the industry.
If you are using UIImageViews in your views, then part of the extra memory could be the caching that it does. See here.
Sometimes when we load views, and then switch to another, we leave the view around. For example, if you have a rootviewcontroller that has all the views as retained properties. Normally when you remove a subview, it is released, but not if you have it retained in your viewcontoller. As yu can see, that would add up to memory consumed, but not freed. It's not a leak, except that it gets released only when you release or remove the rootviewcontroller.
You could try to go through and find places where memory is tied up like this, or you could justify it based on the added speed of going through views without having to wait for them to reload.
In summary, it is good to know why your views and other objects consume and hold on to memory, but you may find that all those uses are justified, and you want to keep things that way. Having said that, I don't think Apple will be rejecting our app for decisions like this. If your app crashes because of memory usage, then that would get it rejected.
You're describing very typical memory usage.
If your app runs out of memory and crashes while they're testing it, they will reject it. Beyond that, you're fine.

iPhone Out of Memory WEIRD crashing

My app crashes after about 20 minutes with status 101 (Out of Memory, I believe)
Debugging using Instruments - ObjectAlloc and Leaks gives me no clues. The ObjectAlloc graph stays at a nice constant level of around 1 million bytes (1MB), as does the Net # of allocations. I have got rid of all leaks.
I thought it could be something to do with number of threads, but graphing these in ObjectAlloc also shows them to be constant.
Can anyone point me in the direction of another tool, or another avenue of investigation?
Fix everything Clang finds. LLVM Clang Static Analysis
Remember that objects allocated by the system (and that includes things like images and sounds) don't get tracked in Instruments (although the top level retain counts do, of course). So it's feasable that you're loading images, say, which won't contribute much to your memory usage as show, but can drain a lot of actual memory!
If none of this strikes any chords, you could try the subtractive debugging approach - (take a copy of your project) cut out chunks of functionality until the problem goes away or you get the smallest possible thing that reproduces it. That should at least help you to find where the bottleneck is. Admittedly this will be hard (a) because you'll have to wait 20 minutes or so every time you test (but if you make this a background procedure it's not so bad) and (b) because the nature of memory problems is that there may not be one single cause, but a critical mass of smaller causes.
Good luck!
My experiences with Object Alloc have not been that great. It does not always give you the actual memory used by your application.
Instead, use Object Alloc with Activity Monitor. Make sure you use the "Physical Memory Free" and "Physical Memory used" options in the activity monitor. That will tell you exactly how much memory your application is using.
What do you mean by "nice level". It does not rise over time, at all? How much memory total - it could just be the phone needs some memory for some other app and yours is a little too big to stay up.
The error code 101 means that iPhone OS force quit your app. If you're using UIImageViews in your application, be sure to manage the memory on them. I've found that once my application goes over 10/12 MB, the iPhone terminates it.
If you're not using any image views (or large images), then your backend code is eating up too much space.
All I can say is you need to look at your allocation more carefully and manage what views you keep in memory at any one time.
Run your application in Instruments (Run -> Start with Performamce Tool -> Leaks) to see where your memory is getting allocated.
Hope this helps!