App Lifecycle — Expert Decisions
Expert decision frameworks for app lifecycle choices. Claude knows scenePhase and SceneDelegate — this skill provides judgment calls for architecture decisions and background task trade-offs.
Decision Trees
Lifecycle API Selection
What's your project setup? ├─ Pure SwiftUI app (iOS 14+) │ └─ @main App + scenePhase │ Simplest approach, sufficient for most apps │ ├─ Need UIKit integration │ └─ SceneDelegate + UIHostingController │ Required for some third-party SDKs │ ├─ Need pre-launch setup │ └─ AppDelegate + SceneDelegate │ SDK initialization, remote notifications │ └─ Legacy app (pre-iOS 13) └─ AppDelegate only window property on AppDelegate
The trap: Using SceneDelegate when pure SwiftUI suffices. scenePhase covers most use cases without the boilerplate.
Background Task Strategy
What work needs to happen in background? ├─ Quick save (< 5 seconds) │ └─ UIApplication.beginBackgroundTask │ Request extra time in sceneDidEnterBackground │ ├─ Network sync (< 30 seconds) │ └─ BGAppRefreshTask │ System schedules, best-effort timing │ ├─ Large download/upload │ └─ Background URL Session │ Continues even after app termination │ ├─ Location tracking │ └─ Location background mode │ Significant change or continuous │ └─ Long processing (> 30 seconds) └─ BGProcessingTask Runs during charging, overnight
State Restoration Approach
What state needs restoration? ├─ Simple navigation state │ └─ @SceneStorage │ Per-scene, automatic, Codable types only │ ├─ Complex navigation + data │ └─ @AppStorage + manual encoding │ More control, cross-scene sharing │ ├─ UIKit-based navigation │ └─ State restoration identifiers │ encodeRestorableState/decodeRestorableState │ └─ Don't need restoration └─ Start fresh each launch Some apps are better this way
Launch Optimization Priority
What's blocking your launch time? ├─ SDK initialization │ └─ Defer non-critical SDKs │ Analytics can wait, auth cannot │ ├─ Database loading │ └─ Lazy loading + skeleton UI │ Show UI immediately, load data async │ ├─ Network requests │ └─ Cache + background refresh │ Never block launch for network │ └─ Asset loading └─ Progressive loading Load visible content first
NEVER Do
Launch Time
NEVER block main thread during launch:
// ❌ UI frozen until network completes func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey: Any]?) -> Bool { let data = try! Data(contentsOf: remoteURL) // Synchronous network! processData(data) return true }
// ✅ Defer non-critical work func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey: Any]?) -> Bool { setupCriticalServices() // Auth, crash reporting
Task.detached(priority: .background) {
await self.setupNonCriticalServices() // Analytics, prefetch
}
return true
}
NEVER initialize all SDKs synchronously:
// ❌ Each SDK adds to launch time func application(...) -> Bool { AnalyticsSDK.initialize() // 100ms CrashReporterSDK.initialize() // 50ms FeatureFlagsSDK.initialize() // 200ms SocialSDK.initialize() // 150ms // Total: 500ms added to launch! return true }
// ✅ Prioritize and defer func application(...) -> Bool { CrashReporterSDK.initialize() // Critical — catches launch crashes
DispatchQueue.main.async {
AnalyticsSDK.initialize() // Can wait one runloop
}
Task.detached(priority: .utility) {
FeatureFlagsSDK.initialize()
SocialSDK.initialize()
}
return true
}
Background Tasks
NEVER assume background time is guaranteed:
// ❌ May not complete — iOS can terminate anytime func sceneDidEnterBackground(_ scene: UIScene) { performLongSync() // No protection! }
// ✅ Request background time and handle expiration func sceneDidEnterBackground(_ scene: UIScene) { var taskId: UIBackgroundTaskIdentifier = .invalid taskId = UIApplication.shared.beginBackgroundTask { // Expiration handler — save partial progress savePartialProgress() UIApplication.shared.endBackgroundTask(taskId) }
Task {
await performSync()
UIApplication.shared.endBackgroundTask(taskId)
}
}
NEVER forget to end background tasks:
// ❌ Leaks background task — iOS may terminate app func saveData() { let taskId = UIApplication.shared.beginBackgroundTask { } saveToDatabase() // Missing: endBackgroundTask! }
// ✅ Always end in both success and failure func saveData() { var taskId: UIBackgroundTaskIdentifier = .invalid taskId = UIApplication.shared.beginBackgroundTask { UIApplication.shared.endBackgroundTask(taskId) }
defer { UIApplication.shared.endBackgroundTask(taskId) }
do {
try saveToDatabase()
} catch {
Logger.app.error("Save failed: \(error)")
}
}
State Transitions
NEVER trust applicationWillTerminate to be called:
// ❌ May never be called — iOS can kill app without notice func applicationWillTerminate(_ application: UIApplication) { saveCriticalData() // Not guaranteed to run! }
// ✅ Save on every background transition func sceneDidEnterBackground(_ scene: UIScene) { saveCriticalData() // Called reliably }
// Also save periodically during use Timer.scheduledTimer(withTimeInterval: 60, repeats: true) { _ in saveApplicationState() }
NEVER do heavy work in sceneWillResignActive:
// ❌ Blocks app switcher animation func sceneWillResignActive(_ scene: UIScene) { generateThumbnails() // Visible lag in app switcher syncToServer() // Delays user }
// ✅ Only pause essential operations func sceneWillResignActive(_ scene: UIScene) { pauseVideoPlayback() pauseAnimations() // Heavy work goes in sceneDidEnterBackground }
Scene Lifecycle
NEVER confuse scene disconnect with app termination:
// ❌ Wrong assumption func sceneDidDisconnect(_ scene: UIScene) { // App is terminating! <- WRONG cleanupEverything() }
// ✅ Scene disconnect means scene released, not app death func sceneDidDisconnect(_ scene: UIScene) { // Scene being released — save per-scene state // App may continue running with other scenes // Or system may reconnect this scene later saveSceneState(scene) }
Essential Patterns
SwiftUI Lifecycle Handler
@main struct MyApp: App { @Environment(.scenePhase) private var scenePhase @StateObject private var appState = AppState()
var body: some Scene {
WindowGroup {
ContentView()
.environmentObject(appState)
}
.onChange(of: scenePhase) { oldPhase, newPhase in
handlePhaseChange(from: oldPhase, to: newPhase)
}
}
private func handlePhaseChange(from old: ScenePhase, to new: ScenePhase) {
switch (old, new) {
case (_, .active):
appState.refreshDataIfStale()
case (.active, .inactive):
// Transitioning away — pause but don't save yet
appState.pauseActiveOperations()
case (_, .background):
appState.saveState()
scheduleBackgroundRefresh()
default:
break
}
}
}
Background Task Manager
final class BackgroundTaskManager { static let shared = BackgroundTaskManager()
func registerTasks() {
BGTaskScheduler.shared.register(
forTaskWithIdentifier: "com.app.refresh",
using: nil
) { task in
self.handleAppRefresh(task as! BGAppRefreshTask)
}
BGTaskScheduler.shared.register(
forTaskWithIdentifier: "com.app.processing",
using: nil
) { task in
self.handleProcessing(task as! BGProcessingTask)
}
}
func scheduleRefresh() {
let request = BGAppRefreshTaskRequest(identifier: "com.app.refresh")
request.earliestBeginDate = Date(timeIntervalSinceNow: 15 * 60)
try? BGTaskScheduler.shared.submit(request)
}
private func handleAppRefresh(_ task: BGAppRefreshTask) {
scheduleRefresh() // Schedule next refresh
let refreshTask = Task {
await performRefresh()
}
task.expirationHandler = {
refreshTask.cancel()
}
Task {
await refreshTask.value
task.setTaskCompleted(success: true)
}
}
}
Launch Time Optimization
@main class AppDelegate: UIResponder, UIApplicationDelegate { private var launchStartTime: CFAbsoluteTime = 0
func application(_ application: UIApplication,
willFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey: Any]?) -> Bool {
launchStartTime = CFAbsoluteTimeGetCurrent()
// Phase 1: Absolute minimum (crash reporting)
CrashReporter.initialize()
return true
}
func application(_ application: UIApplication,
didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey: Any]?) -> Bool {
// Phase 2: Required for first frame
configureAppearance()
// Phase 3: Deferred to after first frame
DispatchQueue.main.async {
self.completePostLaunchSetup()
let launchTime = CFAbsoluteTimeGetCurrent() - self.launchStartTime
Logger.app.info("Launch completed in \(launchTime)s")
}
return true
}
private func completePostLaunchSetup() {
// Analytics, feature flags, etc.
Task.detached(priority: .utility) {
Analytics.initialize()
FeatureFlags.refresh()
}
}
}
Quick Reference
Lifecycle Events Order
Event When Use For
willFinishLaunching Before UI Crash reporting only
didFinishLaunching UI ready Critical setup
sceneWillEnterForeground Coming to front Undo background changes
sceneDidBecomeActive Fully active Refresh, restart tasks
sceneWillResignActive Losing focus Pause playback
sceneDidEnterBackground In background Save state, start bg task
sceneDidDisconnect Scene released Save scene state
Background Task Limits
Task Type Time Limit When Runs
beginBackgroundTask ~30 seconds Immediately
BGAppRefreshTask ~30 seconds System discretion
BGProcessingTask Minutes Charging, overnight
Background URL Session Unlimited System managed
State Restoration Options
Approach Scope Types Auto-save
@SceneStorage Per-scene Codable Yes
@AppStorage App-wide Primitives Yes
Restoration ID Per-VC Custom Manual
Red Flags
Smell Problem Fix
Sync network in launch Blocked UI Async + skeleton UI
All SDKs in didFinish Slow launch Prioritize + defer
No beginBackgroundTask Work may not complete Always request time
Missing endBackgroundTask Leaked task Use defer
Heavy work in willResignActive Laggy app switcher Move to didEnterBackground
Trust applicationWillTerminate May not be called Save on background
Confuse sceneDidDisconnect Scene != app termination Save scene state only