14MB Increase in Memory Usage - Bringing up Keyboard - iPad Retina - objective-c

I've noticed something strange running an app on a retina iPad under iOS7.
Bringing up the standard keyboard (via the user tapping in a UITextfield) sees a memory spike of 14MB in the Activity Monitor in Instruments, whereas on a non-retina iPad this is around 4MB.
Is this to be expected /normal or should I be checking my code ?

Related

xcode not recognizing screen size height 677

I have an app I am updating because of the Launch Screen requirement instead of launch images.
In so doing I came up with many many warnings that "views without any layout constrainsts may clip their content or overlap other views". When I went in and tried to address the problem no matter what I did the warnings multiplied. So I am attempting to rewrite my code to get the screen size and place and size my objects for each phone. The problem is that Xcode apparently does not recognize iPhone 6 screen size on the actual device. In the simulator iPhone 8 is recognized but I don't have an actual iPhone 8 to try out. I would assume it is the same size as the iPhone 6. I have looked on line and I saw this was a problem and possible fixes were to "make sure iPhone 6 launch images were available", but since launch images are no longer that isn't a solution. I also tried
if([UIScreen mainScreen].fixedCoordinateSpace.bounds.size.height == 667.0){
also but that didn't help either.
I can't believe Apple doesn't want to have developers not get the screen size for iPhone 6.
Is there a work around or new way to get screen size for iPhone 6?
Does this problem happen on iPhone 7 and 8 and iPhone 6,7,8 +?
I just saw that I have to include specific sized launch images with my launch screen with specific names. Is this true? How do I do this? Is there a GOOD tutorial?
I am at my wits end and need a solution.
I found a place where I created and installed images for all iphone and ipad portrait sizes and put them in Launchimage in my image asset folder. my app only runs in portrait so I didn't think I needed to make landscape images. Anyway, even with all the correct size images, iphone 6 4.7" and 5.5" it still launches seeing the iphone 6 as a 5. In fact now it launches with a blank screen no launch images showing up at all.
So I added the landscape views and had forgotten an iphone portrait view. Now in the simulator iphone 8 and 8+ are recognized as the correct device by height but the launch image still isn't loading for iphone 8 and 8+ as well as ipad 7gen, air3gen, and pro 9.7. Only loads images for iphone11, 11pro, 11promax and ipad pro11 and 12.9.
On the actual iphone 6 the launch images isn't loaded and it still is recognized as an iphone 5. This has to be a Mess up by Apple.
Suggestions?
Thanks

Windows 8.1 app Strange behaviour rotating the device

I have notice a strange behaviour executing a simple test for my app.
The app is running on a tablet device.
In portait mode, before rotation, i have the correct font size.
I rotate the device in landscape mode and the app is stretched correctly
I rotate again the app in portrait mode but the font size is
decreased.
Somebody know why this happen?
How can I avoid this behaviour.
I'm going crazy for 3 days without found a solution
EDIT
Testing the app with another device (8' display), the problem is still present.
The problem is present too testing the app with visual studio simulator !!
I don't think is a code problem because my app has 4 pages with 4 different
ListViews and the problem is present in all pages.
I notice that the font size change when the device is rotate for the first time from portait to landscape.
The destination FontSize in landscape mode could be accettable, but when in portrait mode i need (is a customer requirement) to go back with the original Font Size

Xcode 6 ViewController content is smaller than the simulator screen

i'm developing app for both IOS7 & IOS8, and using storyBoard with size classes enabled.
app works fine in all simulators from iPhone 4s IOS7 to iPhone 6+
but the viewController is smaller than the screen in iPhone 5 with iOS7
app supports different orientations, i tried and canceled orientations but didn't work. i rested the simulator content, didn't work. I tried to change the initial view controller, didn't work. I cleaned the project, didn't work
To run your application in fullscreen in iPhone5 you must provide Launch Image for iPhone5 with resolution 640x1136.
If you are not including Launch Image of the size iPhone5 require then app will run in the centre of the screen, showing black area at top and bottom.
You can also refer here for more information.
Make sure there is a Default-568#2x.png in the supporting files

Game won't change rotation with iPhone's rotation in cocos2d

I have a problem that in cocos2d when I run my game it runs in portait mode even though the default orientation is landscape. http://gyazo.com/99bd018dc52c7f3311cb09eb5c7229d7
The resolution is also showing up as 320x480 even though i'm running the Retina iPhone Simulator. The resolution should be 640x960, if i'm correct? Retina display is enabled also.

What instrument should I use in Xcode to see FPS?

Some time ago I used instruments to see the FPS of an iPad application in Xcode 3. Now I'm using Xcode 4 and I can't find the correct instrument for viewing the FPS. What is it?
I was trying to view FPS on Simulator, on real device the list of instruments differs from the list of simulator ones. So I connect iPad to Mac, choose "Core Animation" instrument and get FPS.
in an OpenGL app you can use in Instrument -> Graphics -> OpenGL Es Driver