Image inside imageview is not visible at runtime - ios

I have an imageview in the center of the screen defined in a xib file
several runs ago -> the image displayed and everything was ok
Now, for some reason, the image is visible in the interface builder, but is not there at runtime
I've tried with and without constraints
I triple checked that the image it displays is there in the project bundle
The image property hidden is set to NO
what could cause the image NOT to display at run time ?
with a curious thing: in the next screen the image IS there

It turned out to be a localization issue. It seems that if i load the xib file from a specific bundle, and not the main bundle. It wont be able to find the images of it, if the images are not localized as well

Related

ImageView in Xamarin.iOS LaunchScreens: Set image

I want to change/set the image in my launch screen for my Xamarin.iOS App.
Opening LaunchScreen.storyboard in my Visual Studio 2017 (Win10), I get the storyboard editor as expected.
But if I want to change (or even set) the Image-Property of the default ImageView (or a newly added one), the default file open dialogs comes up - and no matter what image file I select, nothing changes.
Do the images for the launch screen storyboard comply some criteria? e.g. filetype? location?
Update:
This is the property I try to set with an image:
As files I tried several PNG images - all working well as images in my normal Xamarin Views or as Icons.
I think your problem is that you can try this way,rebuild your project when you create a new xarmain.ios project.
Try the following steps

Using PDFs for icon images in Xcode 7.2

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

iOS 8: Launch Screen StoryBoard appears black [single XIB file works fine]

So I tried creating a launch storyboard for my iOS 8 app using this tutorial
However, I only get a black screen when I launch my app. A single launch screen.xib file works perfectly, however, when I try to use a storyboard, it doesn't work.
I tried a storyboard with just a single view controller, but it still gives me a black screen, hence I believe the issue is with storyboard files in my setup. Any ideas?
[XCode version 6.4]
EDIT: So I just want to clarify that it is the launch screen that appears black. The main storyboard itself appears correctly when the app has finished loading
Read through the tutorial and tested it, and it doesn't say two things:
1: You'll need to add a UIViewController to your .storyboard file, and then select it as the Initial Controller.
2: If you wish to change more than just the launch screen, you'll have to go to the project settings and set the "Main Interface" to your corresponding .storyboard.
Once that is done, all you need to do is edit the UIButton/Label/etc connections to your ViewController classes.
EDIT:
For clarification, you can set a UIView as the initial controller by selecting it in it's respective storyboard file, then opening the Attributes Inspector. The option for 'Is Initial Controller" is towards the middle.
For people using UIImageView in the launch screen
Make sure that you are using the image name without the extension in the attributes inspector.
So for example, if your image file is named launcher.png, only use launcher as image name.
This will show the image as invalid (?) in the editor but will show correctly when run on device.
(Don't ask me why it works this way. Ask Apple.)
None of the answers have all the steps required, hence this exhaustive solution.
Storyboard
Start by creating the LaunchScreen.storyboard. Xcode > File > New > File... > Storyboard > LaunchScreen.storyboard and add it to all appropriate targets.
In this storyboard, create a single view controller of type UIViewController. Do all the magic your launch screen requires, then follow these steps:
LaunchScreen.storyboard > Show the File inspector > Use as Launch Screen
LaunchScreen.storyboard > View Controller > Show the Attributes inspector > Is Initial View Controller
Project > General > Deployment Info > Main Interface > LaunchScreen
Repeat for [iPhone] and [iPad]
Project > General > App Icons and Launch Images > Launch Screen File > LaunchScreen
If setup properly, your Info.plist should have LaunchScreen .storyboard, without the .storyboard under the UILaunchStoryboardName & UIMainStoryboardFile properties:
<key>UILaunchStoryboardName</key>
<string>LaunchScreen</string>
<key>UIMainStoryboardFile</key>
<string>LaunchScreen</string>
Notes:
This is not incompatible with having legacy images for older devices using Launch Screen File > Assets.
Pay special attention to LaunchScreen.storyboard and Main.storyboard. One is used for launch, the other for your app entry point. They both need to have Is Initial View Controller set.
In the storyboard, which you are using for launching, please make sure that you had selected the option of Is initial view controller for the very single view controller present in it.
I Belive I may have had a similar issue that required something a littel different to the above answers.
I created a new launch screen in a .storyboard file, then after it not appearing I resulted to a new .xib file which still did not appear when the app was launched.
I figured out that some of the images I had on my launch screen had an Outlet Collection to an old .swift file. After removing this from the LaunchScree.xib's the launch screen worked fine.
Notice the litte warning sign in the outlet reference ->
Make sure that you set your entry point and in your general info tap make sure that you have the view set to resize from nib. Also make sure that in your general tab the start up point is set. In the deployment info.
Hope this helps
Spent way too long on this, thanks Apple! I finally discovered that I had to delete the actual UIImageView in my view controller - not just the image - in order to change to a different image. Tried renaming the images, replacing them in all different ways, deleting caches, deleting the app from the device, doing a Clean before building. The original image was gone from everywhere as far as I could see but it would still appear. Finally I added a new UIImageView on top in the view controller and this took a new image. Then I just deleted the old UIImageView and all was fine.
The solution is use the image name without the extension png.
For example, if your image file is named "img.png", only use "img".
This will show the image as invalid (?) in the editor but will show correctly on running.
This happen because the LaunchScreen.storyboard accept only images inside Assets.xcassets and the way to refer the images inside Assets.xcassets is the name of the resource without extension.
I think that use the name without extension is a workaround that work.
I had the black screen instead of my splash after localizing my app. In Localization section of the File inspector of LaunchScreen.storyboard I had only one tick for one localization. So, I added a tick for the second localization and this fixed the issue.
Answers by #SwiftArchitect and others are good, but I kept getting the black launch screen instead of my launch storyboard.
The problem ended up being that my storyboard was losing its connection to my target.
When I created it, I moved it into a different group/directory in the Project navigator, to keep things neat. BIG MISTAKE! That disconnected it from the target... it didn't matter that the group/directory it was now inside of was connected to the target!
You can tell the difference in the dropdown menu located at:
Project > General > App Icons and Launch Images > Launch Screen File
When you open that menu, you should see your storyboard as a choice to click on.
Do not type in your storyboard name manually -- that's a sign that the target membership isn't right.
I am also trying to add a launch screen, and this procedure got it to appear (thank you!), but now the app hangs there, not moving on to Main.storyboard and viewDidLoad. I have this:
Launch screen interface file base name LaunchScreen
Main storyboard file base name LaunchScreen
If I change the second LaunchScreen to Main, I do indeed get to viewDidLoad and the app's main screen, but without LaunchScreen.
Both sim and device do this. What am I missing to get to Main after LaunchScreen?

Image Assets: Could not load the image referenced from a nib in the bundle with identifier

I have a compass.jpg file that exists in Download folder. Then I dragged this image to my Images.xcassets. I made sure that the image is indeed within the folder by right click the image entry and view folder.
Then, in storyboard, I set my logo image view to this image, and with name compass. It all displays fine in the storyboard.
But, then, I started my app in my iphone, as well as in simulator. It gives me the following error:
Could not load the "compass" image referenced from a nib in the
bundle with identifier "com.x.Point"
I can't figure out how to solve this problem. Image's folder is indeed inside Images.xcassets folder.
How do I resolve this problem?
Update
I eventually have to make compromise to add the image into the project itself rather than its .imageassets folder.
I actually created a new project and copied and pasted all of my source code there, then .imageasset folder works again! I guess it is not a problem of my project settings. It must have something to do with XCode, I am still unsure of.
You need to drag the image outside of the Image.xcassets folder and into your project. The xcassets file is only for splash images and icons.
Have you tried setting the name to compass.jpg? I had a similar problem where the .jpg file from xcassets was not be loaded with the message Could not load the "xxx" image referenced from a nib in the bundle with identifier xxx, although it was correctly shown in the storyboard.
Adding the extension .jpg to the name resulted in the image not shown correctly in the storyboard preview, but loading correctly at runtime.

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.

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