Suppose I have a file data.txt in the Resource bundle of an extension (not the Resource bundle of the application). How do I access it? I have tried:
NSString *filePath = [[NSBundle mainBundle] pathForResource:#"data" ofType:#"txt"];
But it returns nil.
It turns out all I need to do is to add this file to the Application's target, and not only the Extension's target.
Add your resource file to main app bundle which contains the extension as embedded binary and then call this method. It will return correct path.
Related
If I include a folder in my bundle (a real folder, the blue ones, not the yellow groups), how can I get the path for that folder from my bundle? The method I would usually use is...
[[NSBundle mainBundle] pathForResource:fileName ofType:______];
...but what "type" is a directory? Is there a "type" to use, or is there another method for accessing the paths of directories within the bundle?
Or am I going about this all wrong, and there's some other way for including folders of accessible documents in the bundle?
Directories can have extensions too. If yours doesn't have one, just pass #"" for the type parameter, -[NSBundle pathForResource:ofType:] works for directories too, not only files. At the end, a directory is also a resource :)
As per a suggestion in the comments, it turns out you can use an empty string to refer to folders. So a folder called "myFolder" would be accessible using...
[[NSBundle mainBundle] pathForResource:#"myFolder" ofType:#""];
Hope this helps anyone else who wasn't expecting it to be so easy...
As you're adding a folder by your own, you know the name of the folder, so you can get the path like this:
NSString *myDirectoryName = #"myDirectory";
NSString *absolutePathToMyDirectory = [[NSBundle mainBundle].resourcePath stringByAppendingPathComponent:myDirectoryName];
You'll have to test if this path exist with NSFileManager.
Otherwise you can still use the method you're using, the type can be nil, so you can call it like this
NSString *absolutePathToMyDirectory = [[NSBundle mainBundle] pathForResource:myDirectoryName ofType:nil];
and then testing if the result is nil or not.
if(absolutePathToMyDirectory) {
// do stuff related to this path
}
I have images.xcassets listed ounder copy bundle resources, and I did try to just state the file name by itself: MSB_big_icon , before trying to add the path within images.xcassets.
Can anybody tell me what I'm doing wrong?
NSString *path = [[NSBundle mainBundle]pathForResource:#"/Raymio_android_images/MSB_big_icon.imageset/MSB_big_icon" ofType:#"png"];
NSLog(#"path: %#", path);
MSBIcon *tilecon = [MSBIcon iconWithUIImage:[UIImage imageWithContentsOfFile:path] error:&error];
David Ansermot is right that xcassets is a much better approach and strongly preferred. If you can't use that (running on older versions of iOS for instance), still put everything in one directory and use imageNamed:. This has significant caching benefits over hand-loading the file.
An asset catalog (xcassets) is a (relatively) new, unified way of managing image resources. The images are no longer accessible as separate files on the disk. Instead, imageNamed: consults the asset catalog and fetches the correct asset.
Prior to asset catalogs (and still, for non-images), assets were stored in localized directories. All of your unlocalized assets would be put into a directory called Resources (no matter where those files might appear to be in your source tree, and no matter how those files might be arranged in your Xcode folders). Localized files would be stored in directories like English.lproj or French.lproj. When you make NSBundle calls to load MyImage, it looks at each localized directory in the order the user has configured, and if it cannot find it in any of those directories, it looks in Resources.
Now it is possible to store full directories as "a resource" by marking them as directory references in Xcode. In that case, the whole directory would be copied into Resources or the appropriate localized directory. In order to find files inside such a directory you can use the ...inDirectory: version of the NSBundle methods.
So most of the time, you want to just use imageNamed:, which is going to fetch things out of the asset catalog if available, and then search localized directories, and then look in Resources. If you need to find a non-image, or if for some reason you want the real path to the file, you can compute it like this:
NSString *path = [[NSBundle mainBundle] pathForResource:#"MSB_big_icon" ofType:#"png"];
And if that resource were in a directory tree (because it was a directory reference in Xcode), you can access it like this:
NSString *path = [[NSBundle mainBundle] pathForResource:#"MSB_big_icon"
ofType:#"png"
inDirectory:#"Raymio_android_images/MSB_big_icon.imageset"];
Here's a code exemple from one of my apps :
NSString *appKey = #"Applications__GENERIC";
NSString *path = [[NSBundle mainBundle] pathForResource:appKey ofType:#"plist"];
appData = [NSDictionary dictionaryWithContentsOfFile:path];
The "Applications__GENERIC.plist" is stored like this :
Other solutions :
Use the images.xcassets.
Then in your code to load an image, use the code :
UIImage *image = [UIImage imageNamed:#"MyImageWithoutExtension"];
Don't put any path or extension, only the image's name
Try using this:
NSString *path = [[NSBundle mainBundle] pathForResource:#"MSB_big_icon" ofType:#"png" inDirectory:#"Raymio_android_images/MSB_big_icon.imageset"];
What you can also do to debug is to print out
[[NSBundle mainBundle] bundleURL]
Then navigate to that folder and see if the folder structure corresponds to the path you use.
I just struggled with this today, hope it works out for you too.
I'm building an application and want to load the cocoapods auto-generated acknowledgements markdown file into an NSString to be displayed in my application. I though it would be as simple, as doing this:
NSString *path = [[NSBundle mainBundle] pathForResource:#"Pods-acknowledgements" ofType:#"markdown"];
NSString *content = [NSString stringWithContentsOfFile:path encoding:NSUTF8StringEncoding error:nil];
But this doesn't work.... Is there a way to access this file?
It doesn't look like this file is automatically copied into your project bundle.
You need to add this file to your Copy bundle Resource build phase. It's also worth nothing that the file name actually contains your project's name Pods-<PROJECT_NAME>-acknowledgements
In practice you may want to make a symbolic link in your project that points to the generated file in the Pods directory to ensure that the newly generated file is used each time
I copied a mp4 format file into my XCode. named as abc.mp4
NSString *filePath = [[NSBundle mainBundle] pathForResource:#"abc" ofType:#"mp4"];
As I log filePath, it return me null.
How can I access my XCode resources files?
You probably have not checked the box to include that file. What you show is an attempt to fetch the file "abc.mp4" from your bundle.
Look in the target's build phases, and make sure that file is being copied to the bundle.
I am trying to get a strings file table for use with NSLocalizedStringFromTableInBundle.
I am using this method:
+(NSBundle*)getBundleForLang:(NSString*)lang{
//get the path to the bundle
NSString *bundlePath = [[NSBundle mainBundle] pathForResource:#"localizable" ofType:#"strings" inDirectory:nil forLocalization:lang];
NSLog(#"bundlePath = %#",bundlePath);
//load the bundle
NSBundle *langBundle = [[NSBundle alloc] initWithPath:[bundlePath stringByDeletingLastPathComponent]];
NSLog(#"langBundle = %#",langBundle);
return langBundle;
}
While it is working great on the simulator, when i try to use it on an iPhone device i get this NSLog:
2011-12-09 00:40:14.533 MyApp[12754:707] langBundle = NSBundle
</var/mobile/Applications/915E6BCB-EC44-4F1D-891B-EF68E2FA89C2/MyApp.app/he.lproj>
(not yet loaded)
Why isn't it loaded and where is the problem?
Thanks
Shani
Check the case of your file paths.
The simulator (by default) is not case sensitive, whereas the device is.
This could cause the simulator to successfully find the file, but the device to fail.
It's not an error. Strings bundle, such as en.lproj, does not include executable file. When you try to [bundle loadAndReturnError:], it will fail, and loadAndReturnError:'s document will tell you why.
Make sure the bundle contains a bundle identifier.
If it does not, despite the path is available, the resources can't load from there.