Should I avoid UI when iOS app is launched in background - ios

My app supports background location updates (specifically with significant location monitoring).
Do I need to prevent UI (via controllers etc.) from loading when I identify that the app is in background (application.applicationState == UIApplicationStateBackground)?
My intention is to avoid heavy UI loading (it's a BIG app) in background, that might waste all the limited time I have in background to actually respond to the location update.
For example (in ObjC, but the question is also for Swift), let's say I have some RootViewController which initializes and holds the whole controllers/view hierarchy, should I, in the viewDidLoad do:
if ([UIApplication sharedApplication].applicationState == UIApplicationStateBackground) {
// Root view controller loaded while in background, so doing only background stuff
[self justDoBackgroundStuffWithoutUI];
} else {
// Root view controller loaded normally, so loading normal UI
[self initializeUIAndChildControllers];
}
? Or should I just "trust" iOS to ignore all of those UI tasks, because it will know it's in a background state?

You can ignore those and let the OS handle that, just be careful if you have long running BG tasks, they may or may not have time to complete so it is best to very careful as it won't allow you to run tasks forever.

Updating UI in background is unnecessary and confusing and non-efficient.
unnecessary because there is no added value to the user who's not using the app. A simple doing of things in viewWillAppear would suffice.
confusing because users maybe expecting to see changes themselves as the screen is appeared, I don't know of your app, but this is more of a business choice. Maybe you have something similar in the manner of displaying changes like gmail/whatsapp and you want users to see the new emails/messages.
non-efficient because you are just doing something battery consuming too early. You even said "heavy UI loading". What happens if the location changes again and again and again? could the changes be overridden in the sense that they are no longer necessary or you will always need the changes regardless.
To summarize: I'm not saying don't do any UI updates, every app has a sweet spot. Likely you won't need to do most of them and lazy loading the changes ie upon loading screen seems to be the better way. Though I'm sure there are some advanced guidelines which I'm unaware of. Hopefully other answers would will come.

Related

Having trouble with AppDelegate didFinishLoadingWithOptions execution order/timing

I'm having an issue with this code (I have it in didFinishLaunchingWithOptions). I need it to finish executing the code inside before the app continues because it sets up some critical things in core data. It sends this to the background though and starts running the rest of the app and it doesn't finish quick enough for the data to be usable.
DataManager.getDataWithSuccess { (data) -> Void in
//code to execute here
}
How can I force the app to wait for this code to finish before moving on?
You shouldn't block the didFinishLaunchingWithOptions method from returning so that it can wait on an asynchronous task. It's crucially important to note that iOS applications are only given a limited amount of time to complete launching before the application is killed by the operating system.
An approach I have used in the past when waiting on asynchronous things to happen that need to happen before I really launch my app is to create a LaunchViewController. The interface for this view controller matches perfectly to the app's splash screen. From an end-user perspective, you can't even tell we've left the splash screen.
Here, we do any set up code such as asking your DataManager to get data. Then, when it (and any other set up actions) completes, you simply present the next view controller in much the same way you'd move between any other view controllers.
A huge positive side effect here is that you can have much nice looking animations from your splash screen into the first screen of your application.

iOS Launch Screen Animation Time

It seems like the fade animation between the launch screen and my first view is really slow.
I don't think it used to be like that. Is there a way to control the speed of that transitional animation?
I looked at some apps on my phone and the launch screen doesn't fade as slowly as mine. What things could I have done to affect that?
(No I don't have slow animations turned on, only the fade animation is slow)
In WWDC 2012 video iOS App Performance: Responsiveness they enumerate a whole list of issues that have impact on the app startup time, ranging from attaching to unnecessary frameworks, optional linking to frameworks that you really could make required, the use of static initializers, overly complicated initial scenes, too much information stored in preferences, etc.
That video covers a range of topics, like the above, which impact startup time. In the demonstration, they show how one might benchmark the startup time. Unfortunately, in my experience, there's a good chance that you might not be able to do anything to fix this issue (e.g. you need certain features and therefore need certain frameworks), but it's still an illuminating video and it might give you some ideas of things you can try to alleviate the start-up performance issues.
If your app splash screen show more time, so please check following things in your app.
1. AppDelegate.m
in didFinishLaunchingWithOptions method have you called any heavy method which takes more time for finish task if yes then change that method location, basically in appDelegate class don't write any heavy methods.
2. first view of your app.
check viewDidLoad() method, if you call many method or any heavy method from here then your launch image will show still your control not come out from viewDidLoad method, so if you want call any methods at view launch time then call them from viewWillAppear or viewDidAppear method (in viewDidAppear method don't call any UI related methods)
I never figured out what was going on here, but the next day when I started up xCode and the simulator it was back to the normal loading time.

Is there any scenario that can cause ViewDidLoad to be called before didBecomeActive?

I know it's sounds silly but just to clear a point.
Is there any chance that view did load will be called before didBecomeActive ?
Is it totally impossible ?
EDIT
We have a crash that happens when user is coming back to the app from the background and we start to use openGL. The crash error points that we try to use openGL in the background.
It is important to say that our app lives in the background as a VOIP app.
We try to figure out if there is a chance that somehow we are triggering something in the background thats causes the app restart openGl in the background.
In the stack we see:
[VideoCallViewController viewDidLoad] (VideoCallViewController.m:283)
And few lines after that:
[GPUImageContext createContext]
And finally:
gpus_ReturnNotPermittedKillClient + 10
We are trying to figure out if there is a way that [VideoCallViewController viewDidLoad] was called in the background or that we must assume that we are in the foreground, and somehow moving to the background right after the viewDidLoad ?
Second option
The second option is that we are indeed moving to the background right after the viewDidLoad. The point here is that we are listening to AppWillResignActive and we pause the GPUIMage. So we can not understand why do we get the crash ?
Thanks
Thanks
When / Where do you instantiate the various GPUImage objects that you are using? Is it within viewDidLoad or possibly within init:?
It's just pure rampant speculation here since you didn't really post any code...
but if you are disposing of objects when the app heads to the background that are not then re-created when it comes back to the foreground (perhaps because the viewController was retained by a parent, and therefore init: was not called again but viewDidLoad was...) Then you may be trying to send OpenGL messages to objects that don't actually exist anymore.
On the (probably unlikely) chance that my speculation is right, you could easily fix it with the common "getter" pattern of:
- (GPUImageObjectOfInterest*)instanceOfObject {
if (!_classVariableOfThisType) {
_classVariableOfThisType = [[GPUImageObjectOfInterest alloc] init];
// custom configuration, etc...
}
return _classVariableOfThisType;
}
and then use [self instanceOfObject]; wherever you used to use _classVariableOfThisType
It's a low overhead, but reasonably foolproof way of making sure a key object exists under a wide range of app interruption / background & foreground & low memory conditions.
Don't be shy to post too much code though, we can read through an entire class if needed. Some of us like reading code! (and it will really help the quality of response you get...)

Strategy to launch a task - and avoid race conditions - from the App Delegate

I'm developing a small app on top of core data. At startup, I need to launch a maintenance task - fast but important -. To run this task, the app delegate must open a UIManagedDocument, and perform various checks on it. The app views must not start until the checks are completed. Because opening a UIMD is asynchronous, the app delegate isn't done when the first UIview tries to access the doc. The application then crashes due to a race condition because the app delegate and the view are trying to open the doc at the same time, while the doc state isn't yet finalised.
I'm using a storyboard, so segues are pretty much in control of the OS... Next time, I'll do it all manually..
What would be your recommendations ?
Note:
1)I can not perform the task when the app. goes into background state, because if it is brought back up again, avoiding inconsistent states between the underlying database and what's displayed in the view will be very tedious.
2)For the same reasons, performing the maintenance task during normal execution is not easily done.
3) All views access the UIMD via a singleton, according to the code proposed here
Setting a mutex lock in the UIView isn't my preferred route, because the screen remains black - no data -, while displaying the tab bars, until it is released by the app delegate.
Is there a way to have the app delegate wait for a signal before it hands the control over to the UIViews ? In this case, are there any gotchas ? I suspect this is probably not the recommended way to do, and iOS might kill the app if the delegate stays too long waiting for the maintenance task to complete. What would be "too long" in this case?
You could do it more elegant way. The first view the user will see must be some kind of SplashView - just an image with progress indicator. It should stay on top while your task is going on. It's not too important how you're showing this view. You can set it as the first in your storyboard or just create it manually in applicationDidFinishLaunching message.
Then in your task send a NSNotification when it's about to finish and in the observer in your AppDelegate just hide your SplashView and present your first view with valuable content.
You can even add some visual effects for transition between those views and your app will look really great! :)

How to force ViewController to unload?

I have an application that runs on background because it's needs to use Location Update. however, since i don't want to consume battery. I would like to make sure that all view controller is unloaded when app switch to run on background.
Forcing your view controller to unload is not going to save any battery life. It's best to let the operating system worry about taking your app out of memory when it needs to. If you're using the background mode that notifies your application when the user has travelled a significant amount you need to worry about this even less since your app is not actually running in the background but only given a chance to respond to location changes. If you're using the constant location background mode (for GPS apps, etc.) this is a little bit more of an issue.
You don't need to unload the view controllers, but you do need to turn off location updates. If you are starting location updates in your App Delegate, put in something like this:
- (void)applicationWillResignActive:(UIApplication *)application
{
[myLocationManager stopUpdatingLocation];
}
You can also do this in the viewWillDisappear: method if your location manager is started in a different place than the App Delegate.

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