Have you looked into using UIApplication's -beginBackgroundTaskWithExpirationHandler: in the UIApplicationDelegate's -applicationDidEnterBackground: to give you some background run time to finish the loop?
> My biggest problem is this: My game runs in a tight loop. When I get applicationWillResignActive (after the home button is pushed), I immediately put up a flag to stop the loop BUT the loop could be in ANY place. In physics, in rendering, etc. What I need to do is let the loop complete another complete revolution so it finishes everything it needs to do and then get held up at the flag that halts it. Without this, I can't save, and the restart will happen at a random place. > > The problem is applicationDidEnterBackground gets called immediately without any more time given to my application. I can't save state because state might be in a strange place! > > The easy solution is to block between the callbacks. This blocking will be in the milliseconds. But my application gets no additional time between the two calls (as far as I can tell, it's hard to debug these calls.) > > Another good solution would be someway that when I get into applicationDidEnterBackground I can tell it to recall me and then return. _______________________________________________ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: https://lists.apple.com/mailman/options/cocoa-dev/archive%40mail-archive.com This email sent to arch...@mail-archive.com