Images not showing on iPhone device - ios

(Xcode6, Build for iOS7.1, iPhone 4S, Swift)
Images are showing in the simulator, but not on the device. I've been fiddling and hacking away, trying to find the magic formula, but no luck. Here are my efforts to date:
Filename: abc#2x.png, abc.png.
Dragging an imageview onto storyboard and specifying file name via "image" drop-down menu in "Attributes Inspector."
All characters in file names are lower case.
Dragged and dropped files into images.xcassets folder
Verified that images.xcassets the "Copy Bundle Resources" section in "Build Settings"
No luck. Deleted files. Re-added using the "+" button at the lower left, and selected "Add files to myProject"
Checked "Copy items if needed."
Checked "Create Groups"
Verified that files were in the "Copy Bundle Resources" section in "Build Settings"
No luck. Deleted files
Re-added using the "+" button at the lower left, and selected "Add files to myProject"
Checked "Copy items if needed."
Selected "Create Folder References" radio button
Verified that files were in the "Copy Bundle Resources" section in "Build Settings"
No luck. Deleted files
Went into the GIMP and changed file format to .jpg
Repeated steps above with the .jpg file.
Dragged new imageview into the view controller, and set the image for this container using the drop-down menu.
Still no luck
Deleted app from phone several times to allow for a clean install.
Still no luck.
Project -> "Clean"
Project -> "Build"
Restarted Xcode
Still no luck.
Any ideas?
If anyone needs me, just look for the guy banging his head on his desk. :/

Your image is taking some other image reference also, Change the image name with any another name then you try with latest one.
abc.png to a.png
abc#2x.png to a#2x.png
I am sure it will solve your problem.

I got it working, albeit not the way that I wanted it to. I dispensed with the storyboard approach, and just set the background with code.
For posterity:
I. In storyBoard, delete the reference to the image in the Attributes Inspector. There must be some bug in there. It's not working, and it will break the code below.
II. Create an IBOutlet from the Image View to your controller. You have to do that wire ctrl+drag and hold thing. You should end up with something like this:
#IBOutlet var cheese : UIImageView = nil
III. In your viewDidLoad() routine, set the image programmatically, like so:
override func viewDidLoad() {
super.viewDidLoad()
self.cheese.image = UIImage(named: "cabotClothbound.jpg")
}
Of course, you have to make sure that all the stuff in the original question is done: make sure that your case is consistent, be certain that the files are added to your build, etc.
The .jpg file which was dragged n' dropped into the Images.xcassets is the one that worked.

I had the same issue but solved it. The image (in fact, icon) shouldn't be in the Reosurces.bundle, but in the Assets.xcassets.

Related

Runtime warning: Could not load the image "imageName" referenced from a nib in the bundle with identifier "bundleId" [duplicate]

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.

Assets cannot be found

Before xCode 9, when I wanted to create a UIImageView with an image, I would drag an image into the project side bar and create a UIImage with the name of that file. This worked and all was well.
However, with Xcode 9 this will not work. It won't be able to find that file, even though it's there in the main bundle. What I needed to do was to put the image into the Assets folder, and then it was able to find the image and show it in the UIImageView.
Likewise, when working with Sprite Kit, I would create a folder in my desktop with a .atlas extension, drag all my images into that, and then drag the .atlas folder in the project. Then I'd create a SKTextureAtlas with the name of the .atlas folder, and it worked. With Xcode 9 however, this again did not work. I would get a 'Texture Atlas 'foo' cannot be found' message in the console. So I went to the Assets folder, clicked the add icon and choose New Sprite Atlas, renamed that folder, and dragged my images into it. Now creating the texture atlas with that name worked.
What I'm now trying to do, and having trouble with, is creating an SKVideoNode using init(filedNamed: "foo.mov"), and as you guessed, this no longer works if you dragged the file into the project's side bar. So I thought maybe I again need to somehow do this through the Assets folder. I found that when I add my .mov file to the Assets folder, it gets created as a 'Data' type ('Data' shows in the top right corner of its box in the Assets folder). What I can do now is this:
let d = NSDataAsset(name: "foo") // 'foo' is the .mov file in Assets
d.data // the underlying content
Turns out d is not nil, which was good news, but the only way to access the underlying content is just by way of .data, and you cannot create an SKVideoNode with data. I also wanted to load a sound file, which I used to do like this:
let a = SKAction.playSoundFileNamed("bar.mp3", waitForCompletion: false)
But I get the message 'Error loading sound resource: "bar.mp3"'.
Check to see if your resources are being bundled.
Go into your project settings and click on the Build Phases tab, make sure your resources are in the copy bundle resources section
I had the same problem but my issue was I did not select "Create groups" when dragging a folder of sounds into XCode. That plus the "Copy items if needed" worked for me.

Could not load the "" image referenced from a nib in the bundle with identifier

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.

Full screen issue after manually creating an empty application in Xcode 6

Since xcode 6 didn't offer an empty application any more, I manually created one by deleting the Launch screen interface file and the Main storyboard file base name in the info.plist file, and deleted Main.storyboard and LaunchScreen.xib then. Considering that I'll drawing the UI by myself, I created a view controller without an xib file. But when I ran the app, there are black bars both on the top and the bottom. I checked the [[UIScreen mainScreen]bounds] and found out that the bounds was 480*320.
I've checked on google and there were suggestions like adding png pictures or creating a xib file, but I really wonder why the property bounds didn't get the right size.
I have met with this problem, it's because you delete your "Launch screen file" and didn't set in general tab "Launch image source".
So you need to make .xcassets file, after right click inside .xcassets file you create "New Launch Image" with name something like "LaunchImage" and set images for appropriate sizes. After that in general tab you set "Launch image source" property name with your "LaunchImage".
Step 1:
Step 2:
Step 3:
A better approach would be to keep the storyboard and everything else Xcode sets up for a single-view app, and then build out your UI programmaticly from the ViewController. That way, you inherit all the automagic stuff the SDK does during startup.
I can't tell you exactly what this automagic stuff is; but, I'm pretty sure your bug would go away if you adopted this approach.

Copy image in to xcode

I had an image in my project which I removed (remove references) due to not needing it.
It transpires that I actually do need it, however now when I try to copy it back I get the following error - even though the image is not in my images folder any more - how is this fixed?
Thanks
Open the folder (in Finder) that your app is contained in. A shortcut is to right click on an object and choose "Show in finder". Once you're in the folder, hunt around for an image named "962-puzzle-piece#2x.png". When you find it, delete it (drag it to the trash).
When you 'remove references', Xcode leaves the image in the project folder, and simply doesn't show it to you. Then when you try to add an image of the same name, it fails because there's already an image by that name in the folder Xcode tries to add it to.
You can avoid this entirely by selecting "Move to Trash" in this dialog when you delete things:
Right click on the folder -> Show in finder.
Then drag the real file to the trash.

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