Blur effect stopped working in iOS 11 - ios

I used the following code to create a blur effect and it worked fine on iOS 10, but it stopped working on iOS 11.I am not able to view the blur when app moves to background.When the app comes to foreground, some times,the blur stays alwaysand the application no longer works,only way to make it work is by relaunching the app.
Is there any work around for this for iOS 11 ?
-(void)addBlurEffect{
UIBlurEffect *blurEffect = [UIBlurEffect effectWithStyle:UIBlurEffectStyleDark];
UIVisualEffectView *blurEffectView = [[UIVisualEffectView alloc] initWithEffect:blurEffect];
UIWindow * window = [[UIApplication sharedApplication] keyWindow];
blurEffectView.frame = window.frame;
blurEffectView.tag = 4444;
[window addSubview:blurEffectView];
}
-(void)removeBlurEffect{
NSArray *allWindows = [[UIApplication sharedApplication] windows];
for (UIWindow * aWindow in allWindows) {
UIView *blurEffectView = [aWindow viewWithTag:4444];
if (blurEffectView){
[blurEffectView removeFromSuperview];
}
}
}
- (void)applicationDidEnterBackground:(UIApplication *)application {
[self addBlurEffect];
}
- (void)applicationWillEnterForeground:(UIApplication *)application {
[self removeBlurEffect];
}

This happens because you are doing it in the WRONG delegates the entire time. You need to read the documentation or the comments in AppDelegate on what each method does..
- (void)applicationWillResignActive:(UIApplication *)application {
// Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
// Use this method to pause ongoing tasks, disable timers, and invalidate graphics rendering callbacks. Games should use this method to pause the game.
[self addBlurEffect];
}
- (void)applicationDidBecomeActive:(UIApplication *)application {
// Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
[self removeBlurEffect];
}
So think of the two methods above as "pausing" or "unpausing" a game.. When a game goes in the background or gets interrupted, typically you pause it for the user so they don't lose progress or die or something while it's in the background state or transitioning state (IE: The task manager state).
Then when they resume and the app is on screen, you unpause it. This would require refreshing and invalidation of graphics.. Which the two methods above handle..
However, you were doing it in:
- (void)applicationDidEnterBackground:(UIApplication *)application {
// Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
// If your application supports background execution, this method is called instead of applicationWillTerminate: when the user quits.
}
This method is for saving states and cleaning up.. not modifying UI.. IE: Storing stuff in a database or syncing the user settings to disk or something or releasing memory.. User can potentially kill the app in this state or the system can kill it too.
This only gets called when the application is actually minimized (minimized/background state is NOT the same as task-switcher state/in-active state!).. iOS 11 has a different transition so now we actually see the difference I guess..
If you move your code into active state handlers, it works 100% fine..

Related

ios animation not restarting

My UI uses animation of a UILabel to indicate a particular state. I turn that state on and off by using a key in NSUserDefaults standardUserDefaults. The animation restarts correctly (in the simulator) when the app becomes active after simulating the Home button and then clicking on the app. But it doesn't restart correctly if I simulate the Lock button and then click Home. Both events show in the console and the method -(void)startFlashingButton is called in both cases. I can't figure out why it works in one case and not in the other. I would appreciate any help.
Edit 2/14/17: I read several posts on other boards relating to UINotification. It is apparently very difficult to get to work. My animation gets triggered when a notification comes in to the app delegate. I wanted to set up a kind of "do not disturb" system that would silence notifications at a particular time. My understanding is that this cannot be automated by UINotification because the app does not see a notification unless it is front and center OR it is in the background and the user taps on one of the action buttons. If the app is in background and the user ignores the alert, the app will not get triggered and thus has no way of knowing if the do not disturb time has been reached. Also, you can't do this reliably with an NSTimer because the timer won't be recognized when the app is suspended, which it would be shortly after going to background. So, to put it briefly, I have a much bigger problem than the simulation not running. But thanks to all of you for your replies.
Here is the startFlashingButton method:
-(void) startFlashingButton
{
NSUserDefaults *storage = [NSUserDefaults standardUserDefaults];
if([storage boolForKey:#"animation started"] == YES){
// Fade out the view right away
[UIView animateWithDuration:2.0
delay: 0.0
options: (UIViewAnimationOptionCurveEaseIn | UIViewAnimationOptionRepeat | UIViewAnimationOptionAllowUserInteraction)
animations:^{
self.timerLabel.alpha = 0.0;
}
completion:^(BOOL finished){
// Wait one second and then fade in the view
[UIView animateWithDuration:1.0
delay: 2.0
options:UIViewAnimationOptionCurveEaseOut
animations:^{
self.timerLabel.alpha = 1.0;
}
completion:nil];
}];
}
[storage synchronize];
}
In -viewDidLoad, I set up the app to be notified when it becomes active as follows:
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(startFlashingButton) name:UIApplicationDidBecomeActiveNotification object:nil];
In the app delegate, I synchonize the user defaults when the app enters background as follows:
- (void)applicationDidEnterBackground:(UIApplication *)application {
// Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
// If your application supports background execution, this method is called instead of applicationWillTerminate: when the user quits.
NSLog(#"application did enter background");
NSUserDefaults *storage = [NSUserDefaults standardUserDefaults];
[storage synchronize];
As Apple's documentation on background transition cycle states
When the user presses the Home button, presses the Sleep/Wake button, or the system launches another app, the foreground app transitions to the inactive state and then to the background state. These transitions result in calls to the app delegate’s applicationWillResignActive: and applicationDidEnterBackground: methods.
Hence The app might resign being active but not being in the background when you lock and then press the home button.
Try creating this helper method and call it in both applicationWillResignActive: and applicationDidEnterBackground:
-(void)saveUserDefaults {
NSLog(#"application did enter background");
NSUserDefaults *storage = [NSUserDefaults standardUserDefaults];
[storage synchronize];
}
Also, make sure that Application does not run in background in your info.plist is set to NO else your app will go to the suspended.

iOS 8 how to pause and resume audio in Sprite Kit

I have looked around, and I can't seem to find out how to resume audio when the app enters background in iOS 8. This is what's in my app Delegate:
#import "AppDelegate.h"
#interface AppDelegate ()
#end
#implementation AppDelegate
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions: (NSDictionary *)launchOptions {
// Override point for customization after application launch.
return YES;
}
- (void)applicationWillResignActive:(UIApplication *)application {
// Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
// Use this method to pause ongoing tasks, disable timers, and throttle down OpenGL ES frame rates. Games should use this method to pause the game.
[[AVAudioSession sharedInstance] setActive:NO error:nil];
SKView *view = (SKView *)self.window.rootViewController.view;
view.paused = YES;
}
- (void)applicationDidEnterBackground:(UIApplication *)application {
// Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
// If your application supports background execution, this method is called instead of applicationWillTerminate: when the user quits.
[[AVAudioSession sharedInstance] setActive:NO error:nil];
}
- (void)applicationWillEnterForeground:(UIApplication *)application {
// Called as part of the transition from the background to the inactive state; here you can undo many of the changes made on entering the background.
[[AVAudioSession sharedInstance] setActive:YES error:nil];
}
- (void)applicationDidBecomeActive:(UIApplication *)application {
// Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
SKView *view = (SKView *)self.window.rootViewController.view;
view.paused = NO;
[[AVAudioSession sharedInstance] setActive:YES error:nil];
}
- (void)applicationWillTerminate:(UIApplication *)application {
// Called when the application is about to terminate. Save data if appropriate. See also applicationDidEnterBackground:.
}
The problem is that when the app enters background, the audio doesn't resume playing in ios 8. It returns this error:
ERROR:
[0x35ad49dc] AVAudioSession.mm:646: -[AVAudioSession setActive:withOptions:error:]: Deactivating an audio session that has running I/O. All I/O should be stopped or paused prior to deactivating the audio session.
This problem doesn't exist in ios7. The Audio plays as an SKAction like this:
SKAction *music = [SKAction playSoundFileNamed:#"new music.mp3" waitForCompletion:NO];
[[self scene] runAction:music];
Can someone please tell me how to properly pause and resume audio in iOS8?

How to put application to the background?

My application after 30 seconds of doing nothing should came to the background. If there's no activity after 30 seconds, I want to log the user out. It's application which contains user interface. When the user want to back he must write again his username and password. I put below my code:
Timer.m:
#define kApplicationTimeoutInMinutes 0.1
#define kApplicationDidTimeoutNotification #"AppTimeOut"
#interface Timer : UIApplication
{
NSTimer *myidleTimer;
}
-(void)resetIdleTimer;
Timer.h:
#implementation Timer
//here we are listening for any touch. If the screen receives touch, the timer is reset
-(void)sendEvent:(UIEvent *)event
{
[super sendEvent:event];
if (!myidleTimer)
{
[self resetIdleTimer];
}
NSSet *allTouches = [event allTouches];
if ([allTouches count] > 0)
{
UITouchPhase phase = ((UITouch *)[allTouches anyObject]).phase;
if (phase == UITouchPhaseBegan)
{
[self resetIdleTimer];
}
}
}
//as labeled...reset the timer
-(void)resetIdleTimer
{
if (myidleTimer)
{
[myidleTimer invalidate];
}
//convert the wait period into minutes rather than seconds
int timeout = kApplicationTimeoutInMinutes * 60;
myidleTimer = [NSTimer scheduledTimerWithTimeInterval:timeout target:self selector:#selector(idleTimerExceeded) userInfo:nil repeats:NO];
}
//if the timer reaches the limit as defined in kApplicationTimeoutInMinutes, post this notification
-(void)idleTimerExceeded
{
[[NSNotificationCenter defaultCenter] postNotificationName:kApplicationDidTimeoutNotification object:nil];
}
AppDelegate.m:
#implementation AppDelegate
-(BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
{
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(applicationDidTimeout:) name:kApplicationDidTimeoutNotification object:nil];
return YES;
}
-(void)applicationDidTimeout:(NSNotification *) notif
{
NSLog (#"time exceeded!!");
//This is where storyboarding vs xib files comes in. Whichever view controller you want to revert back to, on your storyboard, make sure it is given the identifier that matches the following code. In my case, "mainView". My storyboard file is called MainStoryboard.storyboard, so make sure your file name matches the storyboardWithName property.
UIViewController *viewController = [[UIStoryboard storyboardWithName:#"Main" bundle:NULL] instantiateViewControllerWithIdentifier:#"login"];
[(UINavigationController *)self.window.rootViewController pushViewController:viewController animated:YES];
}
//metoda, która informuje o przejsciu z aktywnego do nieaktywnego stanu
- (void)applicationWillResignActive:(UIApplication *)application
{
// Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
// Use this method to pause ongoing tasks, disable timers, and throttle down OpenGL ES frame rates. Games should use this method to pause the game.
}
//- (UIBackgroundTaskIdentifier)beginBackgroundTaskWithExpirationHandler:(void (^)(void))handler
- (void)applicationDidEnterBackground:(UIApplication *)application
{
// Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
// If your application supports background execution, this method is called instead of applicationWillTerminate: when the user quits.
}
- (void)applicationWillEnterForeground:(UIApplication *)application
{
// Called as part of the transition from the background to the active state; here you can undo many of the changes made on entering the background.
}
- (void)applicationDidBecomeActive:(UIApplication *)application
{
// Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
}
- (void)applicationWillTerminate:(UIApplication *)application
{
// Called when the application is about to terminate. Save data if appropriate. See also applicationDidEnterBackground:.
}
If I understand this correctly, you want a similar functionality to some password managers, which have a functionality of locking themselves after a certain period of time.
First, lets make clear that you cannot send the app to background on iOS. That is up to the user.
What you can do is lock the application after a certain period of time and display user and password prompt screen. To do this you need a timer (NSTimer), which gets restarted at every action by the user. If at any time timer gets to it's end - the 30 second interval passes, timer will execute your method, where you can display a modal view controller with user and password prompt. This way the app will stay locked until user enters username and password.
Detecting last action can also be done in multiple ways:
Detecting last user's touch
Adding few lines of code to all app actions
Swizzling navigation methods
...

deffered Location updates are not available

I am trying to fetch user locations in foreground & background. I have to call api after I got a locaion update. To work in background I want to use Deferred method. I followed the same process as described in Apple WWDC. I am checking app on iPhone 5 (iOS 7). It is working fine when I am in foreground but did not give me update after I send the app into background. Below is the code which I am using to get location in background.
#import "AppDelegate.h"
#implementation AppDelegate
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
{
self.locationArray = [[NSMutableArray alloc] init];
self.locationErrorArray = [[NSMutableArray alloc] init];
self.manager_loc = [[CLLocationManager alloc] init];
self.manager_loc.activityType = CLActivityTypeFitness;
self.manager_loc.delegate = self;
[self.manager_loc setDesiredAccuracy:kCLLocationAccuracyBest];
[self.manager_loc startUpdatingLocation];
return YES;
}
- (void)applicationWillResignActive:(UIApplication *)application
{
// Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
// Use this method to pause ongoing tasks, disable timers, and throttle down OpenGL ES frame rates. Games should use this method to pause the game.
}
- (void)applicationDidEnterBackground:(UIApplication *)application
{
// Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
// If your application supports background execution, this method is called instead of applicationWillTerminate: when the user quits.
}
- (void)applicationWillEnterForeground:(UIApplication *)application
{
// Called as part of the transition from the background to the inactive state; here you can undo many of the changes made on entering the background.
}
- (void)applicationDidBecomeActive:(UIApplication *)application
{
// Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
}
- (void)applicationWillTerminate:(UIApplication *)application
{
// Called when the application is about to terminate. Save data if appropriate. See also applicationDidEnterBackground:.
}
#pragma mark - Location Manager Delgate
-(void)locationManager:(CLLocationManager *)manager didFailWithError:(NSError *)error
{
NSLog(#"update failed");
}
-(void)locationManager:(CLLocationManager *)manager didUpdateLocations:(NSArray *)locations
{
[self.locationArray addObject:locations];
NSLog(#"udate locations %f %f", manager.location.coordinate.latitude, manager.location.coordinate.longitude);
if (!self.deferredStatus)
{
self.deferredStatus = YES;
[self.manager_loc allowDeferredLocationUpdatesUntilTraveled:100 timeout:30];
}
[self.manager_loc stopUpdatingLocation];
}
-(void)locationManager:(CLLocationManager *)manager didFinishDeferredUpdatesWithError:(NSError *)error
{if (manager.location != nil)
{ [self.locationArray addObject:manager.location];
}
if (error != nil)
{
[self.locationErrorArray addObject:error.description];
}
self.deferredStatus = NO;
NSLog(#"deffered success %f %f", manager.location.coordinate.latitude, manager.location.coordinate.longitude);
}
#end
If I do not stop the location update in didUpdateToLocations Delegate then the location arrow (on status bar) do not go. In that case it gives me locations contionusly. I want location update after a particular time or particualar distance travelled, so that I can hit server with the user locations. Please help me on this.
Use LocationManger distanceFilter Property for update location at particualar distance travelled.
self.manager_loc.distanceFilter= 100;// In meters
If you want location updated in Backggriound then register your for background updates. Youca can do it in plist.
Set location manager to :
if ([self.locationManager respondsToSelector:#selector(pausesLocationUpdatesAutomatically)]) {
self.locationManager.pausesLocationUpdatesAutomatically = NO;
}
Then If you want to location updated after some time or distance then use:
- (void)allowDeferredLocationUpdatesUntilTraveled:(CLLocationDistance)distance
timeout:(NSTimeInterval)timeout // No guaranty it will work exactly or not
If you want location updated based on distance the you can use
Desired accuracty and distanceFilter property.
self.locationManager.desiredAccuracy = kCLLocationAccuracyThreeKilometers;// Use other accurarcy as your need
self.locationManager.distanceFilter = 3000; //100, 200, etc
If you set activity type to CLActivityTypeFitness all above setting will overrided, And location manager updated according to this activity, which is as per my knowledge will eat Battery.
While using CLLocation Manager one thing you should accept it will not give all updartes 100% accurate.
See my answer for this post: StartUpdateLocations in Background, didUpdatingToLocation only called 10-20 times
If you need location updates in the background under iOS 7, you must call startUpdatingLocation while your App is in the foreground. You can no longer do this while your App is in the background, so you can no longer register for location updates only when you need them and while you need them. You are forced to register for them for the whole time your App is running (in the foreground and the background) and so you’re forced to waste a lot of energy.
You can reduce the battery usage a little bit by setting the accuracy to kCLLocationAccuracyThreeKilometers when you do not need the location updates and set them to kCLLocationAccuracyBest only when you need the updates. But this will nevertheless drain the battery faster than expected.
Please write a bug report to Apple and ask for the „old" behavior of iOS 4,5 and 6, where you could call „startUpdatingLocation“ in the background as well to get location updates in the background. If Apple gets enough requests to change this behavior back to the way it was implemented in iOS 5/6, the more likely it is that Apple will change this back.
The currents situation is really bad. Bad for developers, which are forced to waste energy, or to abandon their Apps, bad for the user, whose device needs to be plugged to a power source much earlier, or who can no longer use certain Apps.

ios simulator black screen with status bar

I am new to Objective-C and I'm making my first app, a single-view app. When I run my program ,the fullscreen ad that is supposed to appear (I'm using RevMob) appears. However, when I exit the ad I get a black screen with a blue status bar at the top.
I have tried many things, such as setting my main view controller as initial view controller, restarting my computer, changing/removing debugger, resetting the iOS simulator, etc.
My Xcode version is 4.6 and my OS is mac OSX 10.8.4
I don't want to delete Xcode and I also don't want to remove ads because that is my only source of income.
Here is my code:
Appdelegate.m
#implementation AppDelegate
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions: (NSDictionary *)launchOptions
{
[RevMobAds startSessionWithAppID:#"myappid"];
self.window = [[[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]] autorelease];
[self.window makeKeyAndVisible];
return YES;
}
- (void)applicationWillResignActive:(UIApplication *)application
{
// Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
// Use this method to pause ongoing tasks, disable timers, and throttle down OpenGL ES frame rates. Games should use this method to pause the game.
}
- (void)applicationDidEnterBackground:(UIApplication *)application
{
// Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
// If your application supports background execution, this method is called instead of applicationWillTerminate: when the user quits.
}
- (void)applicationWillEnterForeground:(UIApplication *)application
{
// Called as part of the transition from the background to the inactive state; here you can undo many of the changes made on entering the background.
}
- (void)applicationDidBecomeActive:(UIApplication *)application
{
// Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
RevMobFullscreen *ad = [[RevMobAds session] fullscreen];
[ad loadWithSuccessHandler:^(RevMobFullscreen *fs) {
[fs showAd];
NSLog(#"Ad loaded");
} andLoadFailHandler:^(RevMobFullscreen *fs, NSError *error) {
NSLog(#"Ad error: %#",error);
} onClickHandler:^{
NSLog(#"Ad clicked");
} onCloseHandler:^{
NSLog(#"Ad closed");
}];
}
- (void)applicationWillTerminate:(UIApplication *)application
{
// Called when the application is about to terminate. Save data if appropriate. See also applicationDidEnterBackground:.
}
- (void)dealloc
{
[_window release];
[super dealloc];
}
#end
Appdelegate.h:
#import <UIKit/UIKit.h>
#import "ViewController.h"
#interface AppDelegate : UIResponder <UIApplicationDelegate>
#property (strong, nonatomic)UIWindow *window;
#end
There is nothing wrong with the ad code. What seems to be (not) happening is that your app has no content. I suspect that you haven't set up the rootViewController (initial view controller) for the app correctly.
This is what you need to do:
Get rid of all of the app ad code and just make an app that works. All it has to do is correctly show an initial view controller. You could just make a new project in XCode using the Single View Application template.
Add your app code as per this example. You will invoke the code from your initial view controller via a button.
Once that is working, you can add the code into - (void)applicationDidBecomeActive:(UIApplication *)application as per your question. When you dismiss the advert, you should see your initial view controller.

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