anchor.diff:              let world = splashLabel.SetSize cameraEyeSize world
               let world = splashLabel.SetPosition (-cameraEyeSize * 0.5f) world
               let world = splashLabel.SetLabelImage splashData.SplashImage world
  -            let world = World.monitor (World.handleSplashScreenIdle splashData.IdlingTime) (Events.IncomingFinish ->- splashScreen) splashScreen world
  +            let world = World.monitor (World.handleSplashScreenIdle splashData.IdlingTime splashScreen) (Events.IncomingFinish ->- splashScreen) splashScreen world
               let world = World.monitor (World.handleAsScreenTransitionFromSplash destination) (Events.OutgoingFinish ->- splashScreen) splashScreen world
               (splashScreen, world)
   
  
positive.code:             let world = handleUpdate world
              match world.State.Liveness with
              | Running ->
                  let world = World.updateScreenTransition world
                  match world.State.Liveness with
                  | Running ->
                      let world = World.processSubsystems UpdateType world
                      match world.State.Liveness with
                      | Running ->
                          let world = World.updateSimulants world
                          match world.State.Liveness with
                          | Running ->
                              let world = World.processTasklets world
                              match world.State.Liveness with
                              | Running ->
                                  let world = World.actualizeSimulants world
                                  (world.State.Liveness, world)
                              | Exiting -> (Exiting, world)
                          | Exiting -> (Exiting, world)
                      | Exiting -> (Exiting, world)
                  | Exiting -> (Exiting, world)
  
negative.code:                     trace "Program Error: Could not handle splash screen update due to no selected screen."
                      (Resolve, World.exit world)
  
          static member private handleSplashScreenIdle idlingTime (splashScreen : Screen) event world =
              let world = World.subscribe5 SplashScreenUpdateKey (World.handleSplashScreenIdleUpdate idlingTime 0L) (Events.Update ->- splashScreen) event.Subscriber world
              (Resolve, world)
  
          /// Create a splash screen that transitions to the given destination upon completion.
  