In XCode, how can I make a LauchScreen, that moves a square after 45% loading. Delaying is not the best, because launch times differ by memory usage, phone model, etc.
So after loading 45% of the app, the next 10% animates a square into the center of the screen.
Thanks in advance!
Edit:
It would be a table game with 9( 3^2 ) places to place your coins on. The loading screen is the bottom and the middle row are in place, but the top row only has 2 squares on start, pushed to the right. As the loading process progresses, the squares move to the left. Upon finishing the loading, the same screen remains with the menu on the bottom displaying, but that's just a tab bar.
You can't, the loading screen is static, even if you use Nib or storyboard.
The only thing you can do is start your app as fast as possible, by only loading a simple screen and displaying it right after your app is started.
Then load the more complex part of your app and remove this loading screen once your app has completely started.
As stated in the documentation, the Launch Screen is there to give the impression of quick loading.
Design a plain launch image that improves the user experience. In particular, the launch image isn’t an opportunity to provide:
An “app entry experience,” such as a splash screen
An About window
Branding elements, unless they are a static part of your app’s first screen
If you want something animated when the app launches, create a custom class, but keep in mind:
Because users are likely to switch among apps frequently, you should make every effort to cut launch time to a minimum, and you should design a launch image that downplays the experience rather than drawing attention to it.
Edit: I missed your edit, and understand your intentions!
Related
I am pretty new at SceneKit and the first thing I noticed is the time it takes to load a DAE environment and characters. I've been looking for ways to show a loading screen while the environment is loading but none of them seem to work.
Whenever I push from menu screen to game screen, it would show around half of the menu screen and half of the game's screen with the UIKit components, and after about 3 seconds, then it shows the game screen without finishing the push animation transition. This is obviously not a good user experience so I would like to know how to add a loading screen until the environment shows up and preferably not freeze the UI because I want to find opponents in the backend as well as the user be able to cancel.
I currently have the entire views of game screen load in viewDidLoad. If you could provide an loading page example either a view or viewController that would be appreciated.
I created a custom UIKit progress bar to add some better affects and called a progressUpdate to move the bar. A gameNodes (sharedInstance) class where I cache and share node information with other classes. gameNodes->loadModels() does a call back every N/Total to update the bar. In gameViewController->viewDidLoad, I loaded the models after I created UIKit components and aligned them. I tried a splash screen to help, but I must have done it wrong because it never really worked. There is some wait time because scenekit had to load (in my case), so it wasn't perfect on all devices. However, it did produce what I felt like was reasonable feedback as the models were loading.
So I am new to iOS development and I have a question about the launch screen.
My app will have an image (that loads when the app opens from the internet) this can change anytime the image is updated on the website, so what is the done thing when designing a launch screen as the image could be different to what is on the launch screen?
Thanks
In Apple's Human Interface Guidelines, they suggest that the launch screen should match the first screen of your app. In the example they give, the only parts of the launch screen are the non-dynamic parts (the UI around the web content).
Design a launch screen that’s nearly identical to the first screen of your app. If you include elements that look different when the app finishes launching, people can experience an unpleasant flash between the launch screen and the first screen of the app.
The launch screen is presented before your app loads, and it should be used for static content only.
If there are any UI elements around the image that is displayed, show those in your launch screen. If not, choose a neutral background color that works well with the theme of your app.
Omit the image. A launch image should be a bare outline of what the screen will certainly contain. It might be no more than the correctly-colored background. It is just to cover the gap between nothing and something.
Read the Guidelines: https://developer.apple.com/ios/human-interface-guidelines/graphics/launch-screen/ Look at the picture on the left. That's a launch screen — basically empty.
LaunchScreen image is always the same..
You can set it in LaunchScreen.storyboard
The launch screen is used to display something whilst your app is initialising, making network requests or whatever.
You shouldn't be looking to load dynamic content here as if a user is on a very slow connection then they wont see anything until your image has loaded. This is why it doesn't have a view controller associated with it. it should be static.
You should only really be loading your logo or something in here, you could just use the company name. it will only show for a short amount of time. then when assets change, submit the changes to store
I use a Launch Screen (xib) in my app to overcome the problem of the resizeable screen, since i don't always want add Launchscreens everytime, Apple create a new iPhone with a different screen resolution.
In my launchscreen, i placed a UIImageView directly in the center of the view using constraints. The image shows the logo of the company i work for.
The problem is, that sometimes the image is being hidden (mostly after install and first launch) and sometimes it shows (mostly after a view times using it). I'm not quite sure, what the problem is. Is it because at the first-launch-time(s) it has to load many ressources?
Figured out the problem: It seems, that if there isn't enough disc space left on the device, it doesn't show the xib's (Launch-Screen's) Image. iOS at some point clears out some disc-space (i guess from NSLibraryDirectory) and than the images show again.
If this is a major problem to any of your apps, use Launch-Images instead.
I'm making an app with a different screen for its first run. Once it has completed its first run, this screen is never shown again. The issue I have is that my launch image is built to look like the view that the user sees every other time they run the app, so at first run the loading screen looks weird. Is there any way to have one loading screen for first run and one loading screen for other runs? Thanks
You cannot have multiple or dynamic launch images. Even with the new storyboard/nib launch files, they are still quite static.
Make sure to open an enhancement report with Apple, requesting this feature.
In the meantime, consider a slight change of your flow to first display the initial view, and have an animation to display your first-launch view. This way, the transition will be smoother and more natural to your users.
I hope that you all know about it, iOS takes screenshot before your application goes to background.
I got it from official document.
Remove sensitive information from views before moving to the background: When an app transitions to the background, the system takes a snapshot of the app’s main window, which it then presents briefly when transitioning your app back to the foreground. Before returning from your applicationDidEnterBackground: method, you should hide or obscure passwords and other sensitive personal information that might be captured as part of the snapshot.
So, Here We can hide our "sensitive personal information" and the system takes a snapshot of the app’s main window, so we can not change its feature.
But I want to know..
1) If in my application I'm at 4th View, and my app goes to background then system takes screen shot of which view/page? first one (start up view of apps?) or 4th view/page of the app ?? (here is little confusion for me).
2) Can we fire any action when system is taking screenshot or any notification is available that will inform us of system taking screenshot ??
3) I just want to know, is it possible to take screen shot (programmatically) before my application launch ?? If YES then give me suggestion for how to do it. And if NO then where/when I'm able to take screenshot (I mean at which minimum stage of application we'll be able to take screenshot ?) ?
It will take a screen short of the top most view, actually it is taking a screen shot of the window which is displaying your app.
No there is no notification that the screen shot is going to or being taken. You should just handle the handle it in the applicationDidEnterBackground; method. Just a stated in the documentation
No this is not possible, how do you want to execute any code before you app is running? The OS will make the screen shot, just be sure to have everything hidden in the applicationDidEnterBackground;. The minimum state is that your app is up and running.
What I've done is on of my apps is as soon as my app gets pushed to the background place an extra view on my UIWindow. Thus when the screen shot is made this view is captured.
1) There is just one screen. The screenshot is taken of that screen. In your model case that should be the 4th view controller's view. However, it is quite possible that your 4th controller's view does not cover all of the screen or has transparent elements. In that case parts of the 3rd or even 2nd and 1st view controller's view are part of the screen.
It is a screenshot not a view controller shot or anything.
2) You understood the documentation all right. The screenshot is taken after you returned from applicationDidEnterBackground. There will be no further dokumentation.
3) No, you cannot execute any code before your app is invoked. However, I have the feeling that you are looking for something different than you asked literally.
For some other reason I have executed a small program in the simulator by implementing the main function only even without calling UIApplicatoinMain. This is the first point in time where code from your app may be executed, although that would not be exactly "out of the book". If I remember right, the screen was blank/black at that point in time. So if you are asking for a way of creating screenshots of other apps, this is not the way to go forward.
It is not taking a screenshot quite like a user pressing buttons.
This functionality is related to state restoration. When the application goes to the background it flattens the view hierarchy for each screen into a screenshot used for the task manager. If you are opted into state restoration it will also persist the state of the user interface. This means that a person can bring the application back from the background state and potentially see sensitive information that way as well, which may be something you need to handle.
Preventing information from being included in the state screenshot is covered in Tech QA 1838.
1) I'm pretty sure the system will take the snapshot of the current visible view, so the last one on the stack, not the first one
2) Also, there will probably be a Notification to let us know that the system is going to take a screenshot (otherwise how can we hide sensible information? :) ), but I'm afraid we're currently under NDA I guess?
3) What do you mean "take screenshot before my application launch"? Your code starts executing when your application launches, so this question almost makes no sense :-/
You can anywhere in your application take a snapshot of the screen, however, and there are many stackoverflow posts for that