[ACCEPTED]-Difference between launch image and splash screen-human-interface
Launch image is the image that appears when 12 you launch your app, the images you put 11 in the xcode (iphone, iphone retina, ipad 10 landscape, ipad landscape retina, ipad portrait 9 and ipad portrait retina) Apple recomends 8 using a screenshot of your app main window, so 7 it appears that your app launch faster (I 6 use a screenshot without buttons)
Splass 5 screen is, for example, the screens the 4 games use, where you can see the company 3 logo and some other info, some of them even 2 use 2 or 3 splass screens. You have to include 1 them programmatically
Wow, old question with no accepted or highly-upvoted answer, bubbling to the front page thanks to an edit. Guess I may as well try my hand at clearing things up?
Launch Image (or Launch Screen)
This is displayed by the OS itself, and appears only while the 60 OS is loading your app (that is, before your process 59 is running and any of your own code gets 58 a chance to execute.
Because your app has 57 no running code to handle display of the 56 launch image, the way you provide one is 55 part of your Xcode project's build-time 54 configuration: Either you provide a
LaunchScreen.storyboard, or 53 a set of static launch images — one for 52 each device screen size you support.
Apple's 51 Human Interface Guidelines recommend that your launch image be a rough facsimile 50 of the initial UI of your app. There are 49 a couple of reasons for that:
The launch 48 screen is displayed only briefly before 47 your app takes over and can display its 46 own UI, so having the launch image look 45 like the actual UI makes the user feel more 44 like they're jumping right into your app 43 instead of having to wait for something 42 else.
The launch screen is displayed only 41 briefly, so if you display something that 40 doesn't look like your initial UI, the user 39 may see it flash and go away before they 38 can get a decent look at it.
(Because your 37 launch screen should look like actual UI, and 36 because there are many screen sizes to support, the 35 storyboard approach is preferred — you can 34 use Auto Layout to ensure that your fake 33 UI adapts to different screen sizes just 32 like your real UI would. Xcode then generates 31 the necessary images at build time.)
Splash Screen or About Window
This 30 is what you see in many apps that don't follow 29 Apple's guidance, and it comes in two forms 28 (used separately or together):
Using the 27 Launch Screen system to display content 26 that doesn't look like the app's initial 25 UI — instead, for example, it might be a 24 logo or some other branding element, or 23 might include static text like copyright 22 notices, credits, or version information.
After 21 the app has launched (and thus has control 20 of the screen to display whatever it wants), continuing 19 to display logos or branding or other passive 18 content instead of a usable UI.
The second 17 case is recommended against, but sometimes 16 unavoidable — game engines, in particular, tend 15 to take awhile to start up, so it might 14 be okay to have a "loading" screen. (If 13 so, your launch image should look like your 12 loading screen, so that the user doesn't 11 feel like they're separately waiting for 10 your app to launch and then load.)
The worst 9 offenders are apps that don't really have 8 any extra "loading" work to do, but 7 use a splash screen as their launch image, and 6 then programmatically continue to display 5 that image for an arbitrary amount of time 4 so that the user gets more chance to see 3 it. (And has to wait for it to get out of 2 the way, or manually dismiss it, before 1 actually using the app.)
Launch Image is displayed when the app loads.
Splash 3 screen means, that you display a view with 2 about information as your startscreen. Your 1 User should use your app immediately.
The launch image is designed to make the perceived launch 8 time of you app feel faster by showing something 7 resembling the interface that will be loaded 6 as quickly as possible. Displaying a logo 5 does nothing but draw attention to how quickly 4 your app loads and adds nothing to the user’s 3 experience.
If your bundle have default.png 2 then apps takes as a launch image and it 1 remains on screen for 3 seconds
In iOS splash screen means when you provide 15 any image named Default.png in the bundle 14 and before executing the mainWindow it is 13 just loading that image in the iPhone screen. So, Default.png 12 image is considered as the Splash Screen 11 in iPhone.
While you load the mainWindow 10 in the iPhone application, you can assign 9 any image that can be viewed in the screen 8 in the specific size as given that is called 7 the launch image.
So, launch image that is 6 one which we provide run time when application 5 launches and starting the main-window. And 4 here launch image can be dynamically changed 3 based on program written while Default.png 2 / splash screen will be fixed for the application.
Please 1 let me know if you still have any question?
Launch Image may take a little short time. It 9 shows when app loading starts into iphone 8 volatile memory. it shows for very short.
Splash 7 screen means, that you display an Image 6 until your necessary information loading 5 not complete. Like, U can see any loading 4 image before start any heavy game. When 3 all data loading complete then this screen 2 removed and game statrs. It may shows for 1 little long. !
Launch Image is displayed when the app loads. It 6 is designed to make your app feel faster 5 by showing something resembling the interface 4 that will be loaded as quickly as possible.
Splash 3 screen means, that you display a view with 2 about information as your start screen. Your 1 User should use your app immediately.
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