iPhone Launch Image zoom animation not working on physical device - iphone

I have developed an iPhone app with a launch image. When starting the app in the simulator, the image zooms in as expected. However, when the app is deployed to my physical device, the zoom animation is very short and sometimes completes instantaneously.
I'm sure it's nothing to do with my app start up as I put a sleep call in applicationDidFinishLoading to slow it down and this occurs after the zoom animation has completed.

Has nothing to do with your startup image. Has everything to do with the speed of your device and what you're loading on starting. If you're not loading much at startup the animation will be very fast, especially on a 3GS device.

I tracked this down to the fact I have a large number of resources. Either the number of files (2400) or the combined size of them is causing a pause before the start up image is shown.

Related

UIImagePickerController crashes app and sometimes restarts the device - memory warning issue

We have customized the camera view and the move&scale options. after taking picture the original image will be opened up in the new view controller which has customized move&scale. It works fine but the app crashes and sometimes os restarts if we are open the camera more than around 7 times continuously. we checked the profile instruments there is no memory leaks its getting released after picture is taken
app throws memory warning continuously after around 7 time continues use of camera
we are using ARC.
Any idea?
i found the answer.there was a problem in image i used for cropping.
See the below links.
http://vocaro.com/trevor/blog/2009/10/12/resize-a-uiimage-the-right-way/
http://wiresareobsolete.com/wordpress/tag/uiimagepickercontroller/

App won't respond until rotation/2x occurs on iPad3

I am wondering if anyone else has had this happen to them. I have a iPhone App that I have been updating for over a year and it has been working just fine on my iPad2, iPhone 3GS, as well as the 4G, 4GS, and 5. However, just recently I obtained an iPad3 to test the App on. Something very strange happens: When the App is loaded through Xcode in development it comes up and looks perfect - however, it won't respond to any touches at all. I have an alert that pops up on load and you can close that, but the actual main view controller will not react to any drag or touch gestures - it is essentially frozen. However! When I rotate the device and the App rotates correctly, it suddenly starts working just fine, even if I rotate it back! The simulator for the iPad running iOS6 in normal and retina does the same thing even though it works just fine on my iPad2. However, the simulator for the iPhone works just fine.
Like I said, this doesn't happen on any other device. Even loaded the same way all devices allow tapping like normal. Here is what I have been able to confirm:
iPad3 device: frozen
iPad-retina sim: frozen
iPad-normal sim: frozen
iPad2 device: normal
iPhone-retina sim: normal
iPhone-normal sim: normal
iPhone 4S device: normal
iPhone 4 device: normal
If all the iPhones worked and the iPads didn't, it would make some sense. But my ipad2 works just fine. Also, if I use the iPad3 open it, it is frozen. BUT! If I hit the 2X button, it starts working again even without rotation.
I also decided to test and see if it would work as a Universal App. On the iPad3 when I switch it over to Universal, it works just fine to begin with. So something weird must be going on with the simulator. Any ideas?
Thanks!!
-Mark
A view (in your case the whole thing) not accepting any input often means that one of the superviews has a frame smaller than its contents. This could be the case here, strangely only in specific situations, upon rotation the view frame gets the correct size and stays correct afterwards.
Did you solve this in the meantime? You can try to give the views different transparent background colors and/or make them clipToBounds, starting with the top view controller's view. That way you'll see if something is wrong with the frames.

App crashes in Retina enabled device with low memory warning But in works perfect in non retina devices

I am developing a cocos2d game which is retina enabled . I have added lots of images in my project for both retina and non retina. Game works fine in simulator [Both retina and non retina], and it also works perfect in non retina devices. But when i run the same in the retina enabled device means it get's crashed without displaying any message. When i test my game with instrument application means it shows low memory warning message like this [http://screencast.com/t/sfRDTELrhomC]. When the app get's crash While running in the retina enabled device it's doesn't show any error message in the console. I am terribly confused with the current state can anyone help me out with this problem.
You are probably using a lot of memory to load images, so the device runs out of memory and kills your application.
I'm guessing you are using PNGs (since you didn't give any info on this); when you load an image from PNG, JPG, etc., the image is loaded into memory twice, since it has to be "translated" by cocos into a texture. Also, texture sizes for this operation has to be a power of 2, so an image of 150x150 would take the memory of an image of 256x256. This is a lot of wasted memory.
My first suggestion is to buy Texture Packer (I'm in no way affiliated with them, it's just a great piece of software), which takes your images and makes them into a compressed PVR sprite sheets that contain several images in one texture.
PVR files are loaded directly into a texture, so they don't use double memory, and since they are sprite sheets, you have less wasted pixels.
My second suggestion is to, when loading your images, not do it all in the same tick of the runloop; Cocos uses a lot of autoreleases, and that memory is not cleared until the end of the tick, so instead of loading all images into memory in the same method at once, schedule that method to be called several times and load a new file every time.

camera black out issue on screen?

I am working on virtual binocular in iphone.I made a application for both iphone and ipad. Getting issue regarding camera black out sceen. Actually, when first time application has load on the iphone its call viewdidload method after that it will call viewwillappear and then viewdidappear.But when I working on my application its work properly but during that duration if i open the other application and reopen again my application it gave me black screen on camera. it simply means that it didnot load the application

Developing iPhone app to Run on iPad - Auto Set 2x

Is there a way to programmatically set the iPad to run the iPhone app at 2x as it is launched (yet keep the iPhone app native). I understand I can create NIB files for each hardware platform, but for ease, I just would rather the app launch as if the user had tapped the 2x on the iPad. Thanks...R.J.
No. The pixel-doubling malarkey is not under your app's control, and is pretty much a crutch for apps that weren't designed for the iPad. If you didn't go nuts with specific pixel measurements in the original code, it shouldn't be difficult to move to the larger screen.
It's not quite program control, but you can get an app to start up in 2x mode on iOS 4.2.
I've had a couple of apps that have always started up in 2x mode, and very nice it was too, but I only worked out why this was today!
Steps:
Run iPhone app (e.g., from Xcode)
Use '1x' and '2x' buttons to select desired zoom level
Press home button to get back to launcher
Double tap home button to bring up task manager
Kill your app (hold finger down until icons start to dance, then press the '-' button on your app's icon)
(If you ran under the debugger in step 1, Xcode will tell you the program got a SIGKILL, and might stop somewhere random in the call stack; you can ignore this.)
Now next time you run the program, it will start up with the zoom level you selected in step 2!
I didn't test absolutely every method of closing the program, but this preference doesn't get saved if you stop it from Xcode (e.g., using Run|Stop menu item), and it doesn't get saved if your program terminates using exit. Closing it using the launcher is the only way I've found so far...