Closed. This question needs details or clarity. It is not currently accepting answers.
Want to improve this question? Add details and clarify the problem by editing this post.
Closed 7 years ago.
Improve this question
In an iOS project, if I wanna use an image, I should add a file reference to project navigator, it's not so convenient when there are many images to be included, is there any way to include all images automatically ?
If you are targeting iOS 7+ there is really one answer - you really should
use assets catalogs. You might find this tutorial and of course the primary source.
Is a way to include all your images automatically? Well if you have all you images in one directory, you can drag&drop it to “assets catalog” view and that should be it - they all will be organised nicely so you will see what is missing, given that you named your assets properly (“~ipad”, “#2x”, “#3x” suffixes etc.). Although assets catalogs allow you much more.
Related
Closed. This question needs to be more focused. It is not currently accepting answers.
Want to improve this question? Update the question so it focuses on one problem only by editing this post.
Closed 4 years ago.
Improve this question
I'm considering a way to make an easy extensible iOS app. Let me explain, a client want's an app which is easy extensible with modules, so we can make separate modules and add them as wished to a base app. It have to be a possibility to make de modules in a new Xcode Project (it may be that inheritance of an interface is necessary). So in the end, de modules have to be added tot the Xcode Project of the base app and the new added module (UIView) is automatically added to the tab bar menu (or any other menu structure).
I'm not asking for code snippets but just your opinion of how to solve this problem or what the best way is to do it.
It sounds like you need to develop a framework. Find the pieces of the app that you want to be shared among other apps. Make that into its own, standalone entity.
On my projects, I have similar apps with different UI's. So the core of how data is retrieved and manipulated is all the same code. What differs is the UI.
That's the approach I would take.
Closed. This question needs to be more focused. It is not currently accepting answers.
Want to improve this question? Update the question so it focuses on one problem only by editing this post.
Closed 7 years ago.
Improve this question
How to replace images from server to Asset catalog via programmatically (iOS)?
Image asset add in the app bundle. and You can't change anything in the app bundle at run time.
You can't change images from an asset catalogue programatically as they are baked into the app. You can, however, use something like AsyncImageView to load images from a URL which is probably what you want to do.
You can not change anything inside NSBundle. So you can put your image in DocumentDirectory.And make sure your document directory should not sync with iCloud.
Closed. This question is opinion-based. It is not currently accepting answers.
Want to improve this question? Update the question so it can be answered with facts and citations by editing this post.
Closed 8 years ago.
Improve this question
In working on an iPhone application, what is a good method for working with multiple developers? I have run into several git conflict from simultaneous modifications to the Storyboard file. Is there a good method around this?
The storyboard files are stored as XML so you're going to run into the same types of issues that XML files have when tracked with git.
Check out this answer for more technical info on using git attributes and custom merge drivers
Storyboard XML is not that hard to read from a human perspective (compared to old XIB files) so if the changes are small and not on the same object it can be trivial to use the merge tool in Xcode to resolve conflicts.
To avoid the conflicting situations as much as possible you could set up your project to use multiple storyboard files to split things up and minimize the chances for conflicting changes to a single large storyboard. Use +storyboardWithName:bundle: to load the storyboards when needed.
Closed. This question needs to be more focused. It is not currently accepting answers.
Want to improve this question? Update the question so it focuses on one problem only by editing this post.
Closed 5 years ago.
Improve this question
That question makes no sense... so let me try to explain.
I have two apps already on the App Store. Let's call them Pro and Free. In short, I would like to copy Pro, change the copy slightly (removing a few features), and update Free by uploading the copy in its place.
(If anyone's curious, I want to handle it this way because I made a LOT of changes to Pro, all of which I need to make to Free as well. But it will be faster to copy Pro, strip out the Pro features, and rename this copy as Free.)
My question: Besides changing the Bundle Identifier of the copy to match Free's ID, are there any other changes that will be required to make this work?
Thanks for your consideration!
You just need to change the bundle identifier and the product name of your target.
For the future, if you have a free and pro version of the same app, and they share a big portion of code, you should consider just using one project, and create two targets instead. This way you can decide in the project which resources to bind to target Pro and target Free, and that's pretty much it. On deploy you just have to select the right target. Check this link
Closed. This question needs to be more focused. It is not currently accepting answers.
Want to improve this question? Update the question so it focuses on one problem only by editing this post.
Closed 8 years ago.
Improve this question
I have the code of an application but inside it there aren't ".m" files, but app works fine and runs on device; is it possible? I don't understand this fact, can you explain me this case?
If the app is calling into a file with one .a suffix, that means it's an already compiled library and the original source code is on the original author's machine.
You can ask him/her nicely for the source code to that .a library but unless it's open source, chances are high they're not going to provide it.
Using the "nm" tool to get the exported symbols is one trick, but whatever API's you're supposed to use in the library are probably visible and documented in the .h file.
You can put the #interface and #implementation code in 1 .h-file no problem. It will still work and if you do it doesn't need a .m-file.
The seperation between .h and .m is just default by xcode but not mandatory to stick to as you can see.