Related
when I load my application it shows a warning message that
"Could not load the "" image referenced from a nib in the bundle with
identifier "
I searched and confirmed all my images. But it still shows that warning.
Select your image(s) in Project Navigator.
Open the File Inspector.
Make sure you have the target selected.
I had the same issue when I Refactor to Storyboard. Apparently the Asset catalog does not transfer the image reference. To fix, see below:
You would notice that your ImageViews is empty from reference.
1 - Click on the ImageView
2 Go to the Utilities bar where you would see you asset image is unknown
3 - Change it back to you image asset
This should fix your error. Hope this helps!
There might be many reasons of this error. To fix this issue you can just follow below given step:
Go to product menu of the Xcode, select clean.
If still you are getting the error, then remove the images from your project and again add the images to your project.
while adding image into the project, make sure that you have selected the Project name inside the "Add to targets". And also enable the "Copy items if needed".
Please Refer below image for better understanding:
Just select the image in Xcode and in right side, File inspector, under 'Target Membership' make sure your project is selected.
Another thing you can do is delete and re insert your image and make sure 'Copy items if needed' is selected and 'Add to targets' your project is selected.
Click on the image file in your Xcode navigator.
Once selected, go to the right side bar (of XCODE) which is
utilities and under file inspector, scroll to target membership and
select your project target file.
Then build and run the project again.
Xcode9 beta2 release note:
Jpeg assets in asset catalogs are not found on iOS 10 or earlier for apps built with Xcode 9. APIcalls for accessing the image such as UIImage.imageNamed: return nil. (32524123)
Workaround: Use png resources or limit app testing to devices running iOS 11 or later.
Xcode9 beta3 release note:
Jpeg assets in asset catalogs are found on iOS 10 or earlier for apps built with Xcode 9.(32524123)
For those that are getting this error while developing a cocoapod
I was trying to use an image from my pod's bundle, thats inside a .xcassets file, in the storyboard. It would show fine in the storyboard but when i ran the app it would crash saying it cant find the resource.
I changed my podspec to include s.resources as well as s.resource_bundles
s.resource_bundles = {
'SDKRes' => ['SDK/Assets/*']
}
s.resources = ['SDK/Assets/*.{xcassets}']
Then it was able to load the resource properly from the storyboard
You can try opening your storyboard or nib as Source Code and then "Find" the image name in it, see if it exists but already invalid in your project, probably you have deleted or changed its name, and now it doesn't seem valid.
I have just updated to XCode 9 and it started giving me this issue. I created a new Image Set in the Assets section and added the images I wanted to this, then re-added them to my tab bar images with custom names and it worked fine. Hope this helps!
PROBLEM
This happened to me seemingly out of the blue on a tab bar controller with icons for each tab. The storyboard was still showing my image icons and the assets existed with the expected names.
MY FIX
Select the tab bar icons in their respective view controller and reassign the image like you did the first time.
This happened to me as well. I was doing everything right when adding the image but for some reason it was not working. I had to click on the image again once added, and then on the right toolbar under "Target Membership" I noticed my project was not selected even though I was selecting it when adding the image. I selected it here and everything worked fine.
I got the same error message (in XCode 8), even though the app ran fine (in the simulator and on the device).
I found the problem: In my storyboard, using the document outline pane, I clicked through every single UIImage, and looking at the attributes inspector for each UIImage - in the Image View section - found that one UIImage had a blank file name (instead of the .png file name containing the image). Reselecting the .png file name from the dropdown box fixed the error message.
I have fetching same issue in xcode 9.
just tick on target membership
I pulled my hair out over this issue for hours and none of the solutions in this thread worked. The problem, in the end, was that the Xcode project files were stored on a Google Drive file stream. As soon as I moved it to the local drive or iCloud it worked fine.
My case was a bit different. I was using an old IBDesignable element which had some property of setting an image directly from the storyboard. Since that element was old, hidden and unused the images it had were not present in my assets folder.
Now Xcode won't be able to search this image since it is not in the project anymore. But if you search in the finder, inside your project, you'll find the XIB/Storyboard in which it is mentioned. From there you can find it manually by opening that XIB or Storyboard as source code and search. Once found either replace them with a new image or remove the unused element.
Look into storyboard file you'll see a question mark icon on any of the imageView (as shown in screenshot below) or UIButton image.
Just correct it and the warning will be gone.
Hope this helps
My guess is that you have an image in the Project Setting->Build Phases->Copy Bundle Resources which loses its reference and appears in Red text color. Remove this image from there and re-add.
This happens often due to relocate the image file after adding into project where image was added as a reference instead of a copy.
May be this can fix your issue.
Urughhh. I tried to fix this with all the above solutions, but nothing worked. What finally worked was:
Delete image from your project and select Move to Trash
Clean project
Close and restart XCode
Rename your image filename so something other than the previous name
Add new image to your project
I was facing the same problem, I solve it by deleting folder and create again and past all images then add reference again.
Based on what #hstdt posted above, it made me think I should check that my image is a filetype that doesn't have any bugs related to it. (https://stackoverflow.com/a/44558948/6804257)
I was using a .gif. I got rid of that image and instead used a .png. Now it works.
Had the same issue and none of these answers worked for me. Instead I restarted the mac and iPhone I was working with and then everything started to work fine again. 🤷♂️
My case is difference. I have more one assets folder. So I added to the wrong one.
Just remove and add to the right.
In my case,removing and adding the assets folder from the target fixed the issue.
Xib sets a wrong name for folder reference images. For example I have the folder like Menu->icon.png. Xib sets the "icon" name for the image. It should be "Menu/icon". So do no set images in xibs if you use a folder reference images.
I'm attempting to use PDF files as icons in an app I'm working on. The issue I'm encountering is I'm getting inconsistent tint colors.
If I set a button image from interface builder, the icon image shows up black at runtime. Every time. Regardless of what I attempt to set from interface builder.
I tried setting my button icon image via code and instead of showing up black, it's white:
let myGraphicFile = UIImage(named: "myPDFImage")
let myButtonImage = myGraphicFile?.imageWithRenderingMode(UIImageRenderingMode.AlwaysTemplate)
myButton.setImage(myButtonImage, forState: .Normal)
From code, regardless of what I attempt to set the tint to, it's always white from code.
I discovered this post relating to Xcode 6.x, but I think it might be dated, as I'm able to partially do it, but I can't set the tint.
Use PDF in XCode for an AppIcon (.appiconset collection)
I create the icons in Inkscape, save as PDF 1.5. I add the file to Images.xcassets. In Images.xcassets' attributes inspector, I'm setting:
Devices to Universal
Scale factor to Single Vector.
Summary: I can get it to show up and scale properly, but it's either black from interface builder or white from code. I suspect I'm missing something re: how to save the file from Inkscape.
Thank you for reading. If you have any suggestions, I welcome them.
I have figured out how to create vector icons with Inkscape. When you use PDFs to display icons in iOS, you need to alter the Attributes Inspector for your icon in xcAssets as follows:
1) Drag the PDF into xcAssets
2) Set devices (I did Universal and it worked fine)
3) If your PDF icon is under 1x, 2x, or 3x size class, drag it to Universal and delete the rest of them.
4) Set Scale Factors to Single Vector.
5) Render as Template Image.
Once it's configured there, then you just treat it was you would any other image in interface builder. It's essentially the same thing I was doing in code, but I don't think it gets done in code...it's gotta be done on xcAssets where the image lives. It's my understanding iOS renders vector images for the size class at run time. I think by attempting to tweak it in code wasn't working because the image had already been rendered.
If anyone has any questions on this, I found this link helpful in resolving my issue.
Additionally, this post covers the topic, too. https://stackoverflow.com/a/25804358/4475605
when I load my application it shows a warning message that
"Could not load the "" image referenced from a nib in the bundle with
identifier "
I searched and confirmed all my images. But it still shows that warning.
Select your image(s) in Project Navigator.
Open the File Inspector.
Make sure you have the target selected.
I had the same issue when I Refactor to Storyboard. Apparently the Asset catalog does not transfer the image reference. To fix, see below:
You would notice that your ImageViews is empty from reference.
1 - Click on the ImageView
2 Go to the Utilities bar where you would see you asset image is unknown
3 - Change it back to you image asset
This should fix your error. Hope this helps!
There might be many reasons of this error. To fix this issue you can just follow below given step:
Go to product menu of the Xcode, select clean.
If still you are getting the error, then remove the images from your project and again add the images to your project.
while adding image into the project, make sure that you have selected the Project name inside the "Add to targets". And also enable the "Copy items if needed".
Please Refer below image for better understanding:
Just select the image in Xcode and in right side, File inspector, under 'Target Membership' make sure your project is selected.
Another thing you can do is delete and re insert your image and make sure 'Copy items if needed' is selected and 'Add to targets' your project is selected.
Click on the image file in your Xcode navigator.
Once selected, go to the right side bar (of XCODE) which is
utilities and under file inspector, scroll to target membership and
select your project target file.
Then build and run the project again.
Xcode9 beta2 release note:
Jpeg assets in asset catalogs are not found on iOS 10 or earlier for apps built with Xcode 9. APIcalls for accessing the image such as UIImage.imageNamed: return nil. (32524123)
Workaround: Use png resources or limit app testing to devices running iOS 11 or later.
Xcode9 beta3 release note:
Jpeg assets in asset catalogs are found on iOS 10 or earlier for apps built with Xcode 9.(32524123)
For those that are getting this error while developing a cocoapod
I was trying to use an image from my pod's bundle, thats inside a .xcassets file, in the storyboard. It would show fine in the storyboard but when i ran the app it would crash saying it cant find the resource.
I changed my podspec to include s.resources as well as s.resource_bundles
s.resource_bundles = {
'SDKRes' => ['SDK/Assets/*']
}
s.resources = ['SDK/Assets/*.{xcassets}']
Then it was able to load the resource properly from the storyboard
You can try opening your storyboard or nib as Source Code and then "Find" the image name in it, see if it exists but already invalid in your project, probably you have deleted or changed its name, and now it doesn't seem valid.
I have just updated to XCode 9 and it started giving me this issue. I created a new Image Set in the Assets section and added the images I wanted to this, then re-added them to my tab bar images with custom names and it worked fine. Hope this helps!
PROBLEM
This happened to me seemingly out of the blue on a tab bar controller with icons for each tab. The storyboard was still showing my image icons and the assets existed with the expected names.
MY FIX
Select the tab bar icons in their respective view controller and reassign the image like you did the first time.
This happened to me as well. I was doing everything right when adding the image but for some reason it was not working. I had to click on the image again once added, and then on the right toolbar under "Target Membership" I noticed my project was not selected even though I was selecting it when adding the image. I selected it here and everything worked fine.
I got the same error message (in XCode 8), even though the app ran fine (in the simulator and on the device).
I found the problem: In my storyboard, using the document outline pane, I clicked through every single UIImage, and looking at the attributes inspector for each UIImage - in the Image View section - found that one UIImage had a blank file name (instead of the .png file name containing the image). Reselecting the .png file name from the dropdown box fixed the error message.
I have fetching same issue in xcode 9.
just tick on target membership
I pulled my hair out over this issue for hours and none of the solutions in this thread worked. The problem, in the end, was that the Xcode project files were stored on a Google Drive file stream. As soon as I moved it to the local drive or iCloud it worked fine.
My case was a bit different. I was using an old IBDesignable element which had some property of setting an image directly from the storyboard. Since that element was old, hidden and unused the images it had were not present in my assets folder.
Now Xcode won't be able to search this image since it is not in the project anymore. But if you search in the finder, inside your project, you'll find the XIB/Storyboard in which it is mentioned. From there you can find it manually by opening that XIB or Storyboard as source code and search. Once found either replace them with a new image or remove the unused element.
Look into storyboard file you'll see a question mark icon on any of the imageView (as shown in screenshot below) or UIButton image.
Just correct it and the warning will be gone.
Hope this helps
My guess is that you have an image in the Project Setting->Build Phases->Copy Bundle Resources which loses its reference and appears in Red text color. Remove this image from there and re-add.
This happens often due to relocate the image file after adding into project where image was added as a reference instead of a copy.
May be this can fix your issue.
Urughhh. I tried to fix this with all the above solutions, but nothing worked. What finally worked was:
Delete image from your project and select Move to Trash
Clean project
Close and restart XCode
Rename your image filename so something other than the previous name
Add new image to your project
I was facing the same problem, I solve it by deleting folder and create again and past all images then add reference again.
Based on what #hstdt posted above, it made me think I should check that my image is a filetype that doesn't have any bugs related to it. (https://stackoverflow.com/a/44558948/6804257)
I was using a .gif. I got rid of that image and instead used a .png. Now it works.
Had the same issue and none of these answers worked for me. Instead I restarted the mac and iPhone I was working with and then everything started to work fine again. 🤷♂️
My case is difference. I have more one assets folder. So I added to the wrong one.
Just remove and add to the right.
In my case,removing and adding the assets folder from the target fixed the issue.
Xib sets a wrong name for folder reference images. For example I have the folder like Menu->icon.png. Xib sets the "icon" name for the image. It should be "Menu/icon". So do no set images in xibs if you use a folder reference images.
I am pretty new to iOS and Xcode.
I tried to load an image with
[UIImage imageNamed:#"imageName.png/jpg and so on"];
but it only returns nil. The image should be in my project bundle, considering the fact that I can choose it from drag and drop menus in the InterfaceBuilder and it was added to Xcode via the "Add files to "projectname"..." menu.
It makes no difference whether I use .png or .jpg images, the result stays the same: they work via IB but not if I try to run the imageNamed method myself.
There are only a few reasons why an image would come back nil with imageNamed:
The image is not in your bundle. Make sure the image is actually in your project. Make sure the target is checked by clicking on the file and selecting the target it belongs to.
You have the image name spelled incorrectly or a problem with the extension.
You are using a retina display but do not have an #2x image. Try changing your simulator to retina and see if it shows up.
If you are using an asset catalog make sure you have the correct devices selected in the attribute inspector.
Some tips:
If you are testing using simulator delete the app off of your simulator and clean your project, then re-run. If it still shows up it should show up on your phone (if it doesn't it's probably an issue with the case of the filename or the #2x version).
If you are testing on your phone and it doesn't show up, make sure you are using the same version of the simulator (if you have an iPhone 4/4s make sure to use the 4/4s simulator with retina).
One last thing according to this post: JPG image doesn't load with UIImage imageNamed There is some issue with certain JPG types working with imageNamed and no extension. IMO, you should be using PNGs anyway since iOS compresses them for you, unless you just have to use JPG.
Re Mike Weller's comment. The checkbox is ....
If you verified all of the above and are finding that your UIImage(named: "myImage") returns nil from code inside of a dynamic framework you are building, then you have to change the code to:
UIImage(named: "myImage", in: Bundle(identifier: "com.myframework.name"), compatibleWith: nil)
This should retrieve the asset from CXAssets correctly.
In my case, the PNG was malformed.
For some reason Xcode preview shown it correctly, but when I tried loading it with UIImage, it returned nil.
I just had this issue for jpg files named on disk "file.jpg"
I was trying to load without the extension, just #"file". While this works fine for pngs, it does not for jpg. Once I used #"file.jpg", it worked!
Swift 5
If you get UIImage nil in dynamic framework, you should set image with bundle identifier.
You can create an extension to Bundle like this;
Create an extension;
extension Bundle {
public static let myFramework = Bundle(identifier: "com.myFramework.bundle")
}
Then you can use like this;
UIImage(named: "myImageName", in: Bundle.myFramework, compatibleWith: nil)
Or
You can use like this;
UIImage(named: "myImageName", in: Bundle(for: type(of: self)), compatibleWith: nil)
I think the first one is more useful because it's more readable than second one.
Try re-exporting your image.
I had a similar problem, UIImage imageNamed was returning nil and none of these answers fixed my problem.
I found out that it was actually something wrong with the png file. I opened the file in GIMP image editor, saved it as a new file, exported it again as png and magically it started working.
I didn't change anything in code at all so there was definitely something wrong with the actual image file.
try
[UIImage imageNamed:#"imageName.png"];
instead (with an extension)
I had the same problem: #"photo.jpg" resulted in 'nil' UIImage.
Changing to the "actual" filespec, #"photo.JPG" works fine!
I hadn't realized there was case-sensitivity there! VERY non-intuitive.
i had a similar issue, finally the cleanup fixed it: the image showed up in the simulator, but id did not show up when running the app on the iPhone.
What I did:
1) deleted the app from the iPhone
2) performed Product/Clean
after that the bug was fixed and the image showed up!
Try to use UIImage(contentsOfFile:) instead of imageNamed. It worked for me with downloaded images.
Check that file has no space at the end.
The name like name #2x.png will fail loading, but name#2x.png is fine
Does the image work on the simulator but not on the device?
If so, in this scenario it is always to do with the case of the name. The device requires exact case and the simulator is not so fussy if I remember correctly.
e.g. for an image named image.png
[UIImage imageNamed:#"Image"];
would work on the simulator but not on the device...
Make sure you have the image for the DEVICE you are using in your .xcassets file. An image flagged for iPad won't show up on the phone (or the simulated phone).
In addition to #Inturbidus's answer:
For those who came here working on Application Extensions:
The image you are working with should belongs to both targets - hosted app and extension.
In other case you'll always getting nil trying to access it from within the extension's code.
For Xcode 6.4, click on Images.xcassets and check whether there are entries for each image that you called. You may right-click on the image and select "Show in Finder" to check if the images are the correct ones added.
Make sure the Attributes Inspector name field of the image matches exactly the name you're using. In my case the image was part of a folder and so the image name was "folder/name". Using this long name solved the problem. XCode 7.3.1
In my case, using a name with accented characters proved to be a poor idea. I changed Astéroïdes to Asteroids and it worked fine.
In my case problem was with image name in asset catalog.
For example if you have image with name "TEst" and change name to "Test", changes won't be indexed. If your teammate will pull commit with this changes, image in his asset catalog will have previous name "TEst".
Very small chance to catch this situation but it's possible.
I had multiple .xcassets in my projects and 2 had duplicate name of images. So it was not loading the image in my case.
I had got an iPad application.The ViewContrtoller.xib has got an UIImageView in it. The UIImage of the UIImageView is set through Interface Builder. When I run the application in simulator everything is fine. But when I am trying to run it in iPad the UIImage is not loaded. The message that I am getting is:
HexaPuzzle1.0[3259:207] Could not load the "start.png" image referenced from a nib in the bundle with identifier "com.yourcompany.HexaPuzzle1-0"
2010-12-17 10:57:27.221 HexaPuzzle1.0[3259:207] HexaPuzzle loaded
Any help would be appreciated and will be a great help for me.
The issue has been rectified.
Problem was with the image format. When the image has been edited and saved as PNG-24 everything goes fine.
The application now runs smoothly in simulator and device.
Thanks for all friends who suggested a solution and tried to helped me.
Regards,
Rupesh R Menon
I know it's very late, but this is a solution that also works in Xcode 5, and therefore likely to be useful to people who have this problem in the future.
I have seen a lot of questions like this on the web but none of them seems to have one clear answer. This is, as far as I know, the solution for this problem:
Go to the image in Xcode (no need to re-add or re-generate the
image)
click "show the file inspector"
Make sure the checkbox in the category "Target Membership" is checked. the test check box does not have to be checked to make your app load the image.
The target membership tab looks like this:
if this is already the case, you are working with a broken or damaged file. to rule this out, check if another app (like photoshop) can open your image.
This should do it, hope it helps!
When dragging your start.png file into your project, did you check this option?
I was getting this error in the simulator after upgrading to Xcode 7 / iOS 9 and opening an existing project. The image was present and named correctly, within an XCAssets package.
Turns out the problem was with a parameter within the XCAssets package.
Changing Render As from Default to Original Image solved the problem:
I've had the same problem before. The png file format is not right. Try re-generate the png image file and the problem will be solved.
None of the above worked for me, and the message I got was "could not load the "(null)" image referenced... which means I could not look for the image. Very frustrating. In the end it became a trial and error exercise of going through every xib and storyboard looking for potential conflicts. I finally found it - I had specified a "Selected Image" for a tab bar item which was not needed. As soon as I got rid of that the problem went away.
None of these things work for me. I created a new folder in the projects where I placed the pictures. That worked for me.
This problem was fixed when I changed "add folder reference..." to "add group..." when I import the images to my project. I'd prefer to have folders with live updating, but at least it works now.
Had an image on a XIB (which is replaced by the correct one in code). After finishing this XIB, I renamed the images. So XIB was now referencing a non-existent image.
There is also another potential cause of this problem: If you upgraded to XCode 5 and use both the image asset catalog and "normal" images copied to your project (like you did prior XCode 5). If you then have images with identical names (e.g. "dog.png" and a image set called "dog") it might work in your storyboard and in the simulator, but you'll get this message when run on a real device (where the image will not be shown).
Try moving the images directly to the Resources directory (not in a sub folder)
Make sure the resource isn't too big to be handle.
If you get the error message with the name of the picture, you can search it inside your project and xCode will display immediately the UIImageView with the wrong picture inside UIStoryboard:
Make sure it is included in your Target Membership
Select your "Images.xcassets" file in the file Inspector
Open File Inspector (cmd + opt + 1)
Select your target membership (Usually 1st line)
I had the same problem, but the cause was very different. I was using image sets in the Asset Catalog that varied based on the device idiom: iPad or iPhone.
The framework target they were being added to had been accidentally marked as as having a deployment device type of iPhone, so the images weren't showing up on iPads - they weren't even being copied into the .car file in the framework.
Setting the deployment device type to Universal, as it should have been, solved the problem.
For some reason I was getting error until I put the image in the Assets.xcassets