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Iphone App Crashes - But sometime works(50%-50%)


Iphone App Crashes - But sometime works(50%-50%)

By : Timon
Date : October 16 2020, 11:12 AM
Hope this helps I am using following code for showing a next view(tableview) in Iphone app. , You should not be doing this:
code :


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iPhone app works hundreds of times, then crashes from memory error on startup, then never works until restart - why?

iPhone app works hundreds of times, then crashes from memory error on startup, then never works until restart - why?


By : Ondřej Štorek
Date : March 29 2020, 07:55 AM
it helps some times My guess is that on a freshly booted iPad, you happen to have just enough free RAM to load all your textures. Then, at some point in time, other processes on the iPad (e.g. Mail) start consuming a little more memory, therefore not leaving enough left for your app.
Your crash log shows that your app was using 22385 pages of memory, which is about 87 megs (assuming that page size is the same on the iPad and iPhone, which is 4k on iPhone).
App works on iPhone 3GS but crashes on iPhone 3G at launch

App works on iPhone 3GS but crashes on iPhone 3G at launch


By : Vladi
Date : March 29 2020, 07:55 AM
around this issue You have the wrong architecture setting in your Release configuration. If you want to deploy on a 3G and 2008 iPod touch, you must create instructions for arm6 and arm7. You are probably creating an optimized arm7 binary only. Add the arm6 architecture to your Release configuration and try again.
IPhone App Crashes on Device but Works on Iphone

IPhone App Crashes on Device but Works on Iphone


By : user2359515
Date : March 29 2020, 07:55 AM
Any of those help Your image changing code looks fine, but I suggest these changes:
You should set myUIImageView to nil in your viewDidUnload method:
code :
- (void)viewDidUnload {
    // release retained subviews of main view
    self.myUIImageView = nil;
}
self.image = nil;
App works on iPhone Simulator, but crashes on real iPhone Device

App works on iPhone Simulator, but crashes on real iPhone Device


By : Md. Hasanuzzaman
Date : March 29 2020, 07:55 AM
hop of those help? CCSprite initWithTexture: raises the exception that causes your app to exit. I'm not entirely up on Cocos2d but a quick check in the documentation suggests it raises exceptions on failure to find named files.
That being the case, I'd guess the problem is simply one of filename case. Macs are by default case insensitive. So if you have FunnyImage.png then the simulator will succeed if you attempt to load funnyimage.png.
Changing the UISearchBar returnKeyType to Done works on an iPhone 5 but crashes the app on an iPhone 4s

Changing the UISearchBar returnKeyType to Done works on an iPhone 5 but crashes the app on an iPhone 4s


By : Rodrigo Weingärtner
Date : March 29 2020, 07:55 AM
wish helps you If timelineSearchBar is indeed a property of type UISearchBar then these calls should actually fail on both devices. UISearchBar does not inherit from UITextField, and so does not implement the two methods you are trying to call. Your cast to UITextField is unsafe and is probably the source of your errors.
If you really want to change these properties of your search bar, you can look through the subviews until your find the actual UITextField, and set your properties on that. The following method will find the text field from the subviews:
code :
-(UITextField*)findTextFieldInSubviewsRecursively:(UIView*)view
{
    if([view isKindOfClass:[UITextField class]]){
        return (UITextField*)view;
    }

    for (UIView *subView in view.subviews){
        UITextField* field = [self findTextFieldInSubviewsRecursively:subView];
        if(field != nil){
            return field;
        }
    }

    return nil;
}
UITextField* searchBarTextField = [self findTextFieldInSubviewsRecursively:self.timelineSearchBar];
// Set your stuff on the text field
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