Displaying splash screen for longer than default seconds

rckoenes

No, the default.png is shown while your app starts up.

You can add a new viewcontroller which will display the default.png in the application didFinishLoading.

This way you display the default.png a bit longer.

You should only show the default.png if you are loading data, which could take some time. As the appstore guidelines state, you should not delay starting of you are any longer than necessary.

Chetan Bhalara

You can also use NSThread:

[NSThread sleepForTimeInterval:(NSTimeInterval)];

You can put this code in to first line of applicationDidFinishLaunching method.

For example, display default.png for 5 seconds.

- (void) applicationDidFinishLaunching:(UIApplication*)application
{
   [NSThread sleepForTimeInterval:5.0];
}

Add this to your application:didFinishLaunchingWithOptions::

Swift:

// Delay 1 second
RunLoop.current.run(until: Date(timeIntervalSinceNow: 1.0))

Objective C:

// Delay 1 second
[[NSRunLoop currentRunLoop]runUntilDate:[NSDate dateWithTimeIntervalSinceNow: 1.0]];
Kappe

If you are using the LaunchScreen.storyboard you can obtain the same view controller and present it: (remember to set the storyboard id, for example "LaunchScreen")

func applicationDidBecomeActive(application: UIApplication) {

        let storyboard = UIStoryboard(name: "LaunchScreen", bundle: nil)
        let vc = storyboard.instantiateViewControllerWithIdentifier("LaunchScreen")
self.window!.rootViewController!.presentViewController(vc, animated: false, completion: nil)
        }

SWIFT 4

let storyboard = UIStoryboard(name: "LaunchScreen", bundle: nil)
let vc = storyboard.instantiateViewController(withIdentifier: "LaunchScreen")
 self.window!.rootViewController!.present(vc, animated: false, completion: nil)
visakh7

This tutorial displays splash screen for 2 seconds. You can easily change it to suit your needs.

- (void)showSplash {
  UIViewController *modalViewController = [[UIViewController alloc] init];
  modalViewController.view = modelView;
  [self presentModalViewController:modalViewController animated:NO];
  [self performSelector:@selector(hideSplash) withObject:nil afterDelay:yourDelay];
}
MB_iOSDeveloper

This worked for me in Xcode 6.3.2, Swift 1.2 :

import UIKit

class ViewController: UIViewController
{
    var splashScreen:UIImageView!

    override func viewDidLoad()
    {
        super.viewDidLoad()

        self.splashScreen = UIImageView(frame: self.view.frame)
        self.splashScreen.image = UIImage(named: "Default.png")
        self.view.addSubview(self.splashScreen)

        var removeSplashScreen = NSTimer.scheduledTimerWithTimeInterval(2.0, target: self, selector: "removeSP", userInfo: nil, repeats: false)
    }

    func removeSP()
    {
        println(" REMOVE SP")
        self.splashScreen.removeFromSuperview()
    }

    override func didReceiveMemoryWarning()
    {
        super.didReceiveMemoryWarning()
    }
}

ViewController is the first app VC that is being loaded.

Himanshu Mahajan

Use following line in didFinishLaunchingWithOptions: delegate method:

[NSThread sleepForTimeInterval:5.0];

It will stop splash screen for 5.0 seconds.

Mr. Roddy

In Xcode 6.1, Swift 1.0 to delay the launch screen:

Add this to the didFinishLaunchingWithOptions

NSThread.sleepForTimeInterval(3)

the time in the () is variable.

In new swift

Thread.sleep(forTimeInterval:3)

Swift 2.0:

1)

//  AppDelegate.swift

import UIKit
import Foundation

@UIApplicationMain

class AppDelegate: UIResponder, UIApplicationDelegate {

 var window: UIWindow?
 var splashTimer:NSTimer?
 var splashImageView:UIImageView?

 func application(application: UIApplication, didFinishLaunchingWithOptions launchOptions: [NSObject: AnyObject]?) -> Bool {

  window = UIApplication.sharedApplication().delegate!.window!

  let splashImage: UIImage = UIImage(named: "ic_120x120.png")!
  splashImageView = UIImageView(image: splashImage)
  splashImageView!.frame = CGRectMake(0, 0, (window?.frame.width)!, (window?.frame.height)!)

  window!.addSubview(splashImageView!)
  window!.makeKeyAndVisible()

  //Adding splash Image as UIWindow's subview.
  window!.bringSubviewToFront(window!.subviews[0])

  // Here specify the timer.
  splashTimer = NSTimer.scheduledTimerWithTimeInterval(5.0, target: self, selector: "splashTimerForLoadingScreen", userInfo: nil, repeats: true)

  return true
 }
 func splashTimerForLoadingScreen() {
  splashImageView!.removeFromSuperview()
  splashTimer!.invalidate()
 }

2)

 func application(application: UIApplication, didFinishLaunchingWithOptions launchOptions: [NSObject: AnyObject]?) -> Bool {

  NSThread.sleepForTimeInterval(9)

  OR

  sleep(9)

  return true
 }

3) Using root view controller concept:

//  AppDelegate.swift

import UIKit
import Foundation

@UIApplicationMain

class AppDelegate: UIResponder, UIApplicationDelegate {

 var window: UIWindow?
 var splashTimer:NSTimer?
 var storyboard:UIStoryboard?

 func application(application: UIApplication, didFinishLaunchingWithOptions launchOptions: [NSObject: AnyObject]?) -> Bool {

  window =  UIWindow(frame: UIScreen.mainScreen().bounds)
  window?.makeKeyAndVisible()

  storyboard = UIStoryboard(name: "Main", bundle: nil)

  //Here set the splashScreen VC
  let rootController = storyboard!.instantiateViewControllerWithIdentifier("secondVCID")

  if let window = self.window {
   window.rootViewController = rootController
  }

  //Set Timer
  splashTimer = NSTimer.scheduledTimerWithTimeInterval(5.0, target: self, selector: "splashTimerCrossedTimeLimit", userInfo: nil, repeats: true)

  return true
 }
 func splashTimerCrossedTimeLimit(){

  //Here change the root controller
  let rootController = storyboard!.instantiateViewControllerWithIdentifier("firstVCID")
  if let window = self.window {
   window.rootViewController = rootController
  }
  splashTimer?.invalidate()
 }

In swift 4.0
For Delay of 1 second after default launch time...

RunLoop.current.run(until: Date(timeIntervalSinceNow : 1.0))
Ravin

You can use following code:

- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
{ 
    NSMutableString *path = [[NSMutableString alloc]init];
    [path setString:[[NSBundle mainBundle] resourcePath]];
    [path setString:[path stringByAppendingPathComponent:@"Default.png"]];
    UIImage *image = [[UIImage alloc] initWithContentsOfFile:path];
    [path release];

    UIImageView *imageView=[[UIImageView alloc]initWithImage:image];
    imageView.frame=CGRectMake(0, 0, 320, 480);
    imageView.tag = 2;
    [window addSubview:imageView];
    [window makeKeyAndVisible];

    // Here specify the time limit.
    timer = [NSTimer scheduledTimerWithTimeInterval:3.0 target:self selector:@selector(timerForLoadingScreen) userInfo:nil repeats:YES];
}

-(void)timerForLoadingScreen
{
    [timer invalidate];
    if ([window viewWithTag:2]!=nil) 
    {
        [[window viewWithTag:2]removeFromSuperview];
    }

    // Your any other initialization code that you wish to have in didFinishLaunchingWithOptions
}

Swift 3

This is doable in a safe way by presenting the splash controller for what ever time you specify then remove it and display your normal rootViewController.

  1. First in LaunchingScreen.storyboard give your controller a StoryBoard identifier let's say "splashController"
  2. In Main.storyboard give your initial viewController a StoryBoard identifier let's say "initController". -This could be nav or tab bar etc...-

In AppDelegate you can create these 2 methods:

  1. private func extendSplashScreenPresentation(){
        // Get a refernce to LaunchScreen.storyboard
        let launchStoryBoard = UIStoryboard.init(name: "LaunchScreen", bundle: nil)
        // Get the splash screen controller
        let splashController = launchStoryBoard.instantiateViewController(withIdentifier: "splashController")
        // Assign it to rootViewController
        self.window?.rootViewController = splashController
        self.window?.makeKeyAndVisible()
        // Setup a timer to remove it after n seconds
        Timer.scheduledTimer(timeInterval: 5, target: self, selector: #selector(dismissSplashController), userInfo: nil, repeats: false)
    }
    

2.

@objc private func dismissSplashController() {
    // Get a refernce to Main.storyboard
    let mainStoryBoard = UIStoryboard.init(name: "Main", bundle: nil)
    // Get initial viewController
    let initController = mainStoryBoard.instantiateViewController(withIdentifier: "initController")
    // Assign it to rootViewController
    self.window?.rootViewController = initController
    self.window?.makeKeyAndVisible()
}

Now you call

 self.extendSplashScreenPresentation()

in didFinishLaunchingWithOptions.

You are set to go...

Write sleep(5.0)

in - (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions for 5 seconds splash screen will be displayed

1.Add a another view controller in “didFinishLaunchingWithOptions”

 UIStoryboard *storyboard = [UIStoryboard storyboardWithName:@"Main" bundle:nil];

UINavigationController *homeNav = [storyboard instantiateViewControllerWithIdentifier:@"NavigationControllerView"];
UIViewController *viewController = [storyboard instantiateViewControllerWithIdentifier:@"SplashViewController"];

self.window = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
self.window.rootViewController = homeNav;
[self.window makeKeyAndVisible];

[(UINavigationController *)self.window.rootViewController pushViewController:viewController animated:NO];
}

2.In view did load of SplashView Controller

  [self performSelector:@selector(removeSplashScreenAddViewController) withObject:nil afterDelay:2.0];

3.In removeSplashScreenAddViewController method you can add your main view controller for eg.-

- (void) removeSplashScreenAddViewController {`  UIStoryboard *storyboard = [UIStoryboard storyboardWithName:@"Main" bundle:nil];
UINavigationController *homeNav = [storyboard instantiateViewControllerWithIdentifier:@"HomeNav"];
UIViewController *viewController = [storyboard instantiateViewControllerWithIdentifier:viewControllerName];

UIWindow *window =  [StaticHelper mainWindow];
window.rootViewController = homeNav;
[window makeKeyAndVisible];

[(UINavigationController *)window.rootViewController pushViewController:viewController animated:NO];`}

Put your default.png in a UIImageView full screen as a subview on the top of your main view thus covering your other UI. Set a timer to remove it after x seconds (possibly with effects) now showing your application.

xhan

The simplest way to achieve this is to creat an UIImageView with "Default.png" on the top of your first ViewController's UIView.

And add an Timer to remove the UIImageView after seconds you expected.

This works...

- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
{
    // Load Splash View Controller first
    self.window = [[UIWindow alloc] initWithFrame:UIScreen.mainScreen.bounds];
    UIStoryboard *storyboard = [UIStoryboard storyboardWithName:@"MainStoryboard" bundle:nil];
    UIViewController *viewController = [storyboard instantiateViewControllerWithIdentifier:@"Splash"];
    self.window.rootViewController = viewController;
    [self.window makeKeyAndVisible];

    // Load other stuff that requires time

    // Now load the main View Controller that you want
}

The simplest solution here is to add sleep() to didFinishLaunchingWithOptions method in your AppDelegate class.

Swift 4:

sleep(1)
  • delays the LaunchScreen by 1 second.

If you wanna do something fancier you can also extend the current RunLoop in the same method:

Swift 4:

RunLoop.current.run(until: Date(timeIntervalSinceNow: 1))
Sharif Lotfi

Just go on project name. then Right Click/properties/Application Tab. Find "view Application Events" near Slash form combobox. copy this code in myApplication Class :

        Private Sub MyApplication_Startup(sender As Object, e As StartupEventArgs) Handles Me.Startup
              System.Threading.Thread.Sleep(3000) ' or other time
        End Sub

You can create your own view and display it when application starts and hide it with timer. Please avoid delaying app start as its bad idea

In Swift 4.2

For Delay 1 second after default launch time...

Thread.sleep(forTimeInterval: 1)
John Doe

You can simple specify number of seconds to sleep in the AppDelegate didFinishLaunchingWithOptions method.

Or alternatively use another ImageView to customize the splash screen.

See details for the latter at the following link by me:

Splash Screen Problem