Where is the RAM on my iPhone 7?
Does the iPhone have RAM cleaner?
How do I increase RAM on my iPhone 11?
My se2020 has some problems with many of my apps (some doesn‘t work, some close themselves, insta starts reels twice + doesnt show the 3.+ slide). So may father suggested to check whether the RAM is full. Unfortunately, i cant find it in the settings - i found the Memory, but there are no information about the RAM. Strangely, even google doesnt tell me where to find it. Isn‘t it possible to check the RAM on the iPhone?
(If you have any other advice besides checking the RAM to solve the app problem, please let me know)
EDIT: i already updated my apps.
There are a number of free apps that will provide more information about your device’s internals. Lirium Device Info is one of the better ones.
From the top-left menu, open This Device → System for details about your device’s RAM. For instance an iPhone 7+ has 3 GB of RAM:
Note: I am not affiliated with this app or its developer.
Go to EveryMac.com's Ultimate Mac Lookup, enter one of the listed iDevice numbers or identifiers, hit lookup and you will get the RAM size.
Please check the *: Apple provides no official details regarding RAM used by the %iDevice%...
Various sites compile nice single page summaries. The RAM across devices is listed just below the top horizontal line:
- http://iossupportmatrix.com
Maybe there's someone here who knows the technical details or maybe there are people with the same experience.
Whenever I check, my 15 pro max seems to run at 99% RAM usage with only 2 or so apps open. It also feels rather laggy lately and gets warm very quickly. Is this just an A17Pro thing or is my phone broken in some way?
Addition: It seems like the lags appear with animations that play when my finger isn't on the screen (for example swiping an app away or clicking on something). Could this have to do with the pro motion display not regulation correctly? Like going to 60/30 Hz?
#import <mach/mach.h>
#import <mach/mach_host.h>
void print_free_memory ()
{
mach_port_t host_port;
mach_msg_type_number_t host_size;
vm_size_t pagesize;
host_port = mach_host_self();
host_size = sizeof(vm_statistics_data_t) / sizeof(integer_t);
host_page_size(host_port, &pagesize);
vm_statistics_data_t vm_stat;
if (host_statistics(host_port, HOST_VM_INFO, (host_info_t)&vm_stat, &host_size) != KERN_SUCCESS) {
NSLog(@"Failed to fetch vm statistics");
}
/* Stats in bytes */
natural_t mem_used = (vm_stat.active_count +
vm_stat.inactive_count +
vm_stat.wire_count) * pagesize;
natural_t mem_free = vm_stat.free_count * pagesize;
natural_t mem_total = mem_used + mem_free;
NSLog(@"used: %u free: %u total: %u", mem_used, mem_free, mem_total);
}
Please note that this call does not account for memory that is being used by the gpu. If you are seeing a size that is smaller than expected system ram. It is more than likely allocated graphics memory.
This works in Swift 4.
The really important difference here is: It casts to Int64 before multiplying, because otherwise you get quickly overflows, especially if you run it in a simulator where it uses the PC Memory.
var pagesize: vm_size_t = 0
let host_port: mach_port_t = mach_host_self()
var host_size: mach_msg_type_number_t = mach_msg_type_number_t(MemoryLayout<vm_statistics_data_t>.stride / MemoryLayout<integer_t>.stride)
host_page_size(host_port, &pagesize)
var vm_stat: vm_statistics = vm_statistics_data_t()
withUnsafeMutablePointer(to: &vm_stat) { (vmStatPointer) -> Void in
vmStatPointer.withMemoryRebound(to: integer_t.self, capacity: Int(host_size)) {
if (host_statistics(host_port, HOST_VM_INFO, $0, &host_size) != KERN_SUCCESS) {
NSLog("Error: Failed to fetch vm statistics")
}
}
}
/* Stats in bytes */
let mem_used: Int64 = Int64(vm_stat.active_count +
vm_stat.inactive_count +
vm_stat.wire_count) * Int64(pagesize)
let mem_free: Int64 = Int64(vm_stat.free_count) * Int64(pagesize)