How to pause iAd banner? - ios

I want to simply pause the iAd banner in my app. When the user double clicks the home button to go to the multitasking screen, I made it so the app pauses itself which works perfectly fine. But the iAd banner keeps animating itself which looks kind of weird. A live iAd banner in a frozen app...
So how can I programmatically pause an iAd banner (ADBannerView)?
Or should I just remove it until the app is in the foreground again?

Since it's just a UIView, it's probably best to just set it's 'hidden' property to YES in viewWillDisappear (or viewDidDisappear) and then unhide it in viewWillAppear.
Another approach would be to grab a screencapture of the rectangle representing the banner, overlay an UIImageView on top of the banner and display the screen cap there. But I think that's a bit overkill.

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How can I detect from iOS Keyboard extension if user scrolled up the Control Center?

I develop an iOS Keyboard extension, and I'm using scroll gestures on keyboard. Sometimes when using the keyboard I scroll up the control center and my keyboard stops working fine. Is there any way to detect if control center become visible, or invisible?
You can't do it directly. The most you can know is that your app was deactivated and then activated again. It could be because of the control center, it could be because of the notification center, it could be because a phone call came in, it could be because the user went into the app switcher and came back again...
Here is the possible work around you can try:
It is the UIWindow subclass to enable behavior like adaptive round-corners & detecting when Control Center is opened. This UIWindow subclass does probably the thing you want. You simply subscribe to an NSNotification and can react to the user opening Control Center. Detailed instructions and setup on Github
https://github.com/aaronabentheuer/AAWindow
[AAWindow: The way this is accomplished is by using a combination of NSTimer and overwriting sendEvent in UIWindow to receive all touches without blocking them. So you basically receive all touches check if they are near the lower edge of the screen, if yes set a timer for a half a second and if during this timer is running applicationWillResignActive is called you can be almost certain that ControlCenter is opened. The time has to vary if there's no statusbar, because then the app is in fullscreen and it can take the user up to 3 seconds to launch Control Center.]
Hope it would help you figure out the exact solution to your problem.

How to add a view/gesture recognisers to iPhone/iPad home Screen

Until today I believed that it's impossible but there is an app is called Shou from the Emu4iOS Store that record your screen and even if the app is in background there is a view on home screen that on touch redirect you to the app. (please see attached image)
My Question is how can I achieve the same ? How can I add a view to Home screen ?
That's a status bar in a recording state. These are system defined states, such as the green bar you get while taking a call. These appear when an app is recording audio automatically, and there is no way to trigger it manually.
There is no way to add views and gesture recognizers on to the springboard.

Quit MPMoviePlayer on entering background in iOS Objective-C

MPMoviePlayer is presented on RootViewController.On entering background, I have popped the MPMoviePlayerController.
But on entering foreground,the movie player screen is splashed for a second and then disappears.
What I need is not to show the movie player view on entering foreground.
Is there any way to achieve this ?
It's because the system takes a snapshot of the application’s main window when an application moves on to the background, which is presented when you enter foreground.
Hope this will help you to understand things better.
Prevent iOS from taking screen capture of app before going into background
The exact moment iOS takes the view snapshot when entering background?

Presenting a new viewController doesn't seem to unload the previous

The game I'm developing consists of a Main Menu, and Game viewController separately.
However when moving from the game screen to the menu screen, it seems as if the class files from the previous viewController are still in effect?
For example, players start the game by tapping anywhere on the screen whilst in the game viewController, which causes a new bar to be "launched", which in turn plays a small tone which varies depending on the direction. However when returning to the main menu after the game is over (achieved by pressing a button to present the menu viewController), tapping anywhere on the menu screen seems to start the game again from the game viewController?
By this, I mean the bar launch sound is played, despite there being no code available in the main menu viewController to play said sound, pressing play on the menu will take you to the game screen, where the game has been reset, until tapping again, where the sound plays implying a new bar is launched, despite all images being invisible.
I made sure that, when leaving any view, I wipe all subviews from the view, so that whenever the screen is loaded there's nothing being covered up. I also tried dismissing the previous view controller, however nothing seems to take effect. So, I can't tell for certain whether the views are being removed or what... It's simply mind breaking to me.
Unfortunately my descriptions most likely aren't doing myself any justice, so hopefully this video demonstration will help out. Note that at the beginning, I am tapping the screen to show that no sound is played, however of course that won't be visible.
Edit: You'll notice that when returning to the menu, tapping the screen seems to mess up the moving bar in the background, despite the gameBarMovement timer being invalidated upon moving from the game to the menu. The fact that they're using separate class files also should mean the bars shouldn't be effected? Knowing me, I've missed something fairly obvious.
This is how the UIViewController life-cycle works as far as I know. UIViewcontrollers aren't unloaded until the app starts running out of memory. What you probably need is some way, in your game VC, to stop the game loop from running and resume it once a new game is started.

UIAlertViews, UIActionSheets and keyWindow problems

I created an iOS 7 passcode replica and I have this problem I can't seem to solve. I need the lock screen view to be on top of everything else, so the app is covered in iOS' multitasking view, so I add it directly to the keyWindow. Everything fine so far.
The problem arises if there's an alertView or actionSheet (will only mention alertViews in this post, to keep it simple) open when I have to display the lock screen. It has been answered several times that there are no references to alertViews in iOS 7, which is true, and the window in which they are displayed is _UIModalItemHostingWindow, which has 2 UIViews, indeed with no reference to the alertView.
This _UIModalItemHostingWindow also becomes the new keyWindow, so it's on top of everything else, but it can not be found in [UIApplication sharedApplication].windows meaning if I add the lock screen to my former keyWindow (the default keyWindow, if you will), it will be beneath the alertView and its dimmed background, so the user can't interact with the lock screen before dismissing the alertView. The other option is detailed a bit further below.
The lock screen works like this: on applicationDidEnterBackground it checks if the passcode is enabled; if it is enabled and the passcode duration is 0 (user selected to lock the app immediately), it adds the lock screen now, so it covers the app in the multitasking view. Now, the option I mentioned above is to add the alertView to this _UIModalItemHostingWindow window, but when returning to the app, the lock screen view is displayed with a 1+ second delay (even though I added it before I went to background!) and the app isn't covered by anything in the multitasking view. (Currently it's displayed in the wrong position too, if you go ahead and download it, that is fixed, but I didn't pushed the commit yet).
I tried hiding and removeFromSuperview this _UIModalItemHostingWindow, but when coming back to the app, the alertView animation still runs as if it was just fired. I suspect the delay mentioned above also happens due to how Apple handles alertViews when coming back to foreground.
I also tried creating a new window and to make that the new keyWindow, but same thing happens.
Here's a small discussion about this, covering all the stuff I tried, maybe I missed something in this post.
https://github.com/rolandleth/LTHPasscodeViewController/issues/16
Any ideas? Except creating manual references to every alertView and actionSheet inside my app, because I'm trying to find a fix for the passcode library, not my own apps; I can find dirty workarounds for that, no problem :)
Update: The window is _UIAlertOverlayWindow if an actionSheet is used instead of an alertView, but it behaves the same as far as I can tell.
The simplest solution is to have a lockscreen window instead of a lockscreen view.
Create a new UIWindow, set its frame to UIScreen bounds, put a simple rootViewController there that should handle rotation and display your "lock screen" views and set the windowLevel to UIWindowLevelAlert + 1.
Then set window's hidden to YES. Whenewer you want to show the lockscreen, just set hidden to NO.
I guess that adding a view to keyWindow also doesn't work when a popover/action sheet is displayed and also when a keyboard is displayed (keyboard has its own window on top of the key window).

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