Setting up the Interface:
The UI (user interface) object that will display the image is called :
You can think of this as the picture frame that will display your image on the screen
1) Go ahead and add a UIImageView to your StoryBoard
2) Add a pointer to your ViewController ‘m’ (main) file
   – remember to add it to the top of the file in the @implementation section
   – when the pointer is declared in the @implementation section – any of the functions in the view controller can ‘talk’ to and use the UIImageView
@implementation ViewControllerDetailScreen{
     __weak IBOutlet UIImageView *imgView;

3) Link the storyboard object and your pointer

The object you use to hold an image is :
You can think of this as the [picture information] or the [data for the picture]
As usual you can create a “pointer” for your image data as follows :
UIImage *img

Loading an Image from the Project
PART 1 :
You can add images (PNG files or JPG files) directly into your project
‘Add File’ to your project and browse to find the image you want.
PART 2 :
Lets say your image is called “icon.png”
In the code – in order to load your load your image you can use the following line :
UIImage *img = [UIImage imageNamed:@"icon"];

As usual the left hand side is your pointer.

.. and the right hand side is the part that actually loads the image data from the “icon” file
The image data is now ‘assigned’ to your pointer called “img”

 Displaying the Image
You now have the picture frame ready to hold the image data – and you know how to load the data for the image
Lets create a function called “loadImageFromProject”
     UIImage *img = [UIImage imageNamed:@"icon"];
     [imgView setImage:img];


Line 1:
The first line creates a pointer and loads the image data into that pointer
Line 2:
The second line uses the pointer for the UIImageView (from the storyboard) and tells it to ‘set’ its image to be the data in the image pointer from line 1