I don't have an iPhone Developer Program Account yet and will be getting one in the next couple of days. Can instruments be used with the simulator to give a rough estimate on how well my app may perform? Using instruments I checked and fixed all the leaks it was detecting, and it appears that my memory usage maxes out at about 5.77mb. Is there any other tests I could perform with instruments to judge how well my app would perform? I realize there is no way other then the actual device to get a definite answer, it would be nice to get an estimate.
Keeping memory under control is a good first step. Also, make sure you're not allocating too many objects, as all those allocations can take time (use ObjAlloc to check this; it can show you things that Leaks cannot).
Comparing performance between the Sim and Device is pretty much pointless... you have effectively unlimited memory can CPU on the desktop. Best wait until you get your app installed on an actual device.
You could test with a jailbroken device while you're waiting for your developer account. By the time you get your account, you would have time to fix any potential problems, and only need to recompile with your new credentials and deploy.
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When I use my application for awhile, I have noticed that the device gets hot. Apple devices usually get hot when running applications, so I want to know if there's a method to check if I have done something wrong in my application.
I don't think the Allocations tool in Instruments could help me diagnose the problem.
Instruments can definitely help you solve this. Your device gets hot as a direct result of intense CPU activity, which Instruments can track and show you your CPU usage and memory allocations.
I was wondering, what is the most accurate way to test how much memory my game application is using on the device? I've been using Instruments with Allocations and Leaks, but the highest it has ever been is 2.22MB (don't get me wrong I'm not complaining at all). Is that accurate? Is that even possible for a game? I use A LOT of images (mostly sprite sheets). Also, when I test it in the simulator it says my application is using 22MB+. I'm just confused. I thought it would be either using the same amount on an actual device or more.
Thanks
Run your app on the device with the Activity Monitor instrument. That should give you an accurate reading of memory usage.
I'm reading some people stating that if another (3rd party) app on someone's iPhone has been leaking memory, that this may reduce the (mystery) amount of RAM your app would otherwise have available.
This confuses me -- does not all app memory get released when the app is closed by the user? And only one app is open at a time on iPhone?
Normally, any memory that your application allocates will be freed when it exits. However, many of Apple's applications continue running after they're "closed", so memory leaks in Mail, for instance, can affect available memory.
In addition, there are apps out there that claim to free up allocated memory. They really don't do anything other than force some dirty pages out of the buffer cache, but they appear to do something, so people believe they must be doing something useful.
On a jailbroken phone - yes, third party apps can be running at the same time as yours. Running out of memory is common with people who like to have many apps running at once hence the need for task managers, killing tasks etc.
On an unhacked phone - no. Yours is the only non-apple app that is running, no others can run at the same time.
So what can you do? All you can do is try to use the minimum memory possible which you're probably already doing. Realistically you can only test with a factory, unhacked phone, unless you are going to spend hours trying to please everyone. If you think you are maybe using too much you could identify the larger allocations using the instruments tools ("Run with performance tool >" from within Xcode) and then post that chunk of code here to get ideas of how to reduce it.
You should run Instruments and then add the instrument "Memory Monitor" to see the memory use of all of the other processes on your phone. (Add with Window -> Library , then drag the Memory Monitor instrument to the instrument panel.
What I'm still trying to determine is why is iOS releasing memory from MY app, and not all of the other memory pig apps that are not currently running.
So, I finished writing my first iPhone App, and I have sent it out to a group of beta testers.
Everybody is happy, except for this one guy who noticed that after having run my app, another app is not starting up anymore.
Not knowing too much about memory management, I started looking at the Leaks graphs in Instruments, and noticed, that there are some leaks going on in my app.
Three questions:
Are leaks always bad? The biggest leak is 15k on a total of 5,1 MB allocated memory.
Will Apple refuse my app because of leaks?
Is not all the memory automatically freed up as soon as my app quits? Could it be that my leaking app is harmful to other apps?
Thanks
Sjakelien
Each app is supposed to run in its own "sandbox," and is by design not supposed to affect any other app installed on the phone. If your reviewer found a case where your app really did affect another app, that's definitely not your fault, although I'd love to know how that was accomplished ;).
My guess is, though, that your reviewer's other app broke completely independently of your app, and he/she is spuriously attributing the fault to your app. Ask him to try to reproduce the problem (uninstall both apps, install the other app, install your app).
what the other two answers say i agree with, however nobody has answered the first question ("Are leaks always bad") directly. i would say that yes they are. it's true that your program can possibly run with them for long periods of time without issue. and the OS should clean up the memory after termination (unless there's a bug in the OS, as said before). but eventually the leak will become an issue for someone at some point when they run long enough. also, even if it doesn't become an issue, it's probably a best practice to always fix memory leaks that you know about.
Any leak that persists beyond the exit of your application is an OS bug, and hence Apple's problem.
It would be unfair to reject your app on this basis.
I don't know if that's any comfort to you.
For the record, my app provokes a leak in mediaserverd.
The leak is a tiny bit smaller in the 3.0GM.
Another incorrect usage of an API crashed mediaserverd.
Also 3.0GM. Nasty. I'd have preferred an error code, however
this could theoretically be used to work around the leak.
It depends on what "memory" you are leaking. Are you using device storage space to cache something? In theory then it's possible that you've used up enough space the other app cannot start because it needs a certain amount of free space.
If we're talking physical memory, then no. When your app is dead it is dead. You could ask them to restart the device and see if they have the same issue.
Apple does approve apps that have memory leaks.
That said, we thoroughly check that none of "our code" leaks before submitting to Apple because users don't like having an app suddenly shut down on them. I say "our code" because there are memory leaks in the framework that are not your doing. Thus Apple approves apps with memory leaks.
Also, I am doubtful your app has adversely affected the user's other app. I have not seen that behavior.
I have built my first game using Cocos2D. It worked fine on the simulator. But when it runs on the actual iPhone, it crashes. I don know why. Thought it was memory leaks, so i tried to detect, but no leaks found. I tried to increase and decrease frame rate, neither both succeeded. Anyone experienced please help me out. I am really stressed now. If anyone had the same issue please share with me your opinion.
Yours thanksfully.
I've run into similar issues (I also use Cocos, but I don't think this is Cocos specific). The best thing to do is plug-in your iPhone and watch the stacktrace when it crashes (or retrieve the stacktrace after the fact)
This happened to me a lot because the resources between the iPhone and the simulator were not in sync; in other words, some how resources would be available to the simulator (eg: images) but those same resources were not transferred to the iPhone for whatever reason. Sometimes, if I ran 'clean' on the simulator, I would observe the same issue.
It's extremely frustrating to debug these types of issues, but you'll get used to it.
I agree with Dominic - we definitely need more information to be able to help you - do you have the output from the console or the stack from the debugger?
Also, while memory leaks are a Bad Thing, they rarely lead to crashes directly. They will increase the amount of memory used by your app so if you're memory intensive then you might get a problem but they're not the first place I'd look to try to debug this.
Try running the app in Instruments and watch the memory usage graph - then not only can you see the total that your app is using but you can get an idea of which sections of your app use the most and can focus your efforts in reducing it.
Sam
Sorry, but you need to specify more details. How does it crash? What does the error log say? One thing you might look into is the amount of memory, your game consumes. If it uses more than 64 MB on the actual device, the OS will very likely just terminate it. In the simulator on the other hand, your app might use lots more memory without a problem.
I have found tools like Instruments and NSZombieEnabled to be very helpful in tracking down issues such as these.
Without more information, I would try the following steps:
Delete the app from the device and simulator (using the tap-and-hold technique to make your icons jiggle) and reinstall it. Sometimes a setting (or lack of a setting) in the user defaults will cause a crash, and those don't get wiped out unless you delete and re-run your app.
Also try the "simulate memory warning" option in the simulator and see if that gets it to crash.