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Is it safe to put AVAudioSession calls not on main thread?
We have noticed that sometimes our app spends too much time in the first call of AVAudioSession.sharedInstance and [AVAudioSession setCategory:error:] which we call on app's initialization (during init of apps delegate). I am not sure if the app is stuck in these calls or it simply takes too much time to complete. This probably causes the app to crash due to main thread watchdog. Would it be safe to move these calls to a separate thread?
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2.9k
Jan ’22
Widget Extension Jetsamming when Loading SVG Images
To reproduce: Create a new standard iOS project and add a Widget extension to it. Download an SVG from here: https://pixabay.com/vectors/flourish-decorative-ornamental-3166119/ Add the SVG asset into Assets.xcassets. Replace the line Text(entry.date, style: .time) with Image("flourish-3166119").frame(width: 20). When running the extension, I get Thread 1: EXC_RESOURCE RESOURCE_TYPE_MEMORY (limit=30 MB, unused=0x0). Notice that the asset is only 8k but something in the rendering of the SVG into bitmap cause a memory spike. I tested this with Xcode 13.0, iOS 14.4.1 Xs MAX device. Is there a way to overcome this, or should I dump SVG and pre render the images for x2 and x3 scale factors and call it a day? Edit: Just to clarify, the issue happens with only 1 entry as well. I attached the full source for reference. Demo convenience:
1
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1.7k
Jan ’22
Is it safe to put AVAudioSession calls not on main thread?
We have noticed that sometimes our app spends too much time in the first call of AVAudioSession.sharedInstance and [AVAudioSession setCategory:error:] which we call on app's initialization (during init of apps delegate). I am not sure if the app is stuck in these calls or it simply takes too much time to complete. This probably causes the app to crash due to main thread watchdog. Would it be safe to move these calls to a separate thread?
Replies
2
Boosts
0
Views
2.9k
Activity
Jan ’22
Widget Extension Jetsamming when Loading SVG Images
To reproduce: Create a new standard iOS project and add a Widget extension to it. Download an SVG from here: https://pixabay.com/vectors/flourish-decorative-ornamental-3166119/ Add the SVG asset into Assets.xcassets. Replace the line Text(entry.date, style: .time) with Image("flourish-3166119").frame(width: 20). When running the extension, I get Thread 1: EXC_RESOURCE RESOURCE_TYPE_MEMORY (limit=30 MB, unused=0x0). Notice that the asset is only 8k but something in the rendering of the SVG into bitmap cause a memory spike. I tested this with Xcode 13.0, iOS 14.4.1 Xs MAX device. Is there a way to overcome this, or should I dump SVG and pre render the images for x2 and x3 scale factors and call it a day? Edit: Just to clarify, the issue happens with only 1 entry as well. I attached the full source for reference. Demo convenience:
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1
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1.7k
Activity
Jan ’22