I am currently on Whack-A-Penguin (Project 14) of Hacking with Swift. I am trying to get the sound to work, but I am unsure of why it is not working. There is no error code that comes up in debugger, which makes it hard to understand what is going wrong...
I am testing on a physical iPad with the sound settings on. Below is a snapshot of where i have placed the files and how the soundfile is being called in my code. Not sure what the issue is...Any help would be greatly appreciated.
Image of my file directory and code snippet
When you select your sound file in XCode, access the inspector on the right side, then make sure the file is selected for your target(s).
Screenshot from Xcode showing where to do this
After I've updated to Xcode9 all my apps appear without pictures. The problem is if I just build my previous project it works fine. Once I add new picture to the imageView it shows just white background instead of picture.
It also gives an error like: Could not load the "images.jpeg" image referenced from a nib in the bundle with identifier "***"
here it is, please pay attention to the error
I've tried to clear product, I've reinstalled Xcode, nothing helps. Please advise.
I've had that issue before. If you don't have many images then you can remove them all (Delete > Move to Trash) and add them back. When you add them back make sure you are Copying them over to your project instead of just linking. Make sure to clear out all images from your viewControllers then build the project. Build successfully - reassign your images to your imageViews and they should show up.
I've already answered it here but I think it refers to the same issue, images outside of xcassets not being copied into the bundle by default in Xcode 9.
enter image description here
When I run this project in Xcode, 'NSLog(#"view init......")' this line has been executed, but the React component is not displayed in iOS simulator. Please help or try to give some ideas how to achieve this, thanks in advance!
I had resolved this problem. I missed the style of this component and also make sure the Width & Height had been set.
Also setting flex: 1 to the style of the component should do the trick.
I've tried looking for info on how to set these (in red) using CMake but have had no luck so far:
1st red box issue:
First of all, even though the device seems like it's been set to 'Universal' correctly, the value isn't being interpreted correctly by Xcode. When I set it to 'Universal' manually using the dropdown, it gives a tab each for iPhone and iPad. Furthermore, I know it's not being interpreted correctly as the app does not function correctly (in my case, neither the launch image nor the app itself run full screen).
I don't think setting orientation programmatically is an option for me since I need the launch image in the correct orientation as well.
So can't do something like this:
How do I programmatically set device orientation in iOS7?
2nd red box issue:
I use an asset file for all my icons, so at the moment I'm having to build using CMake and then press 'Use Asset Catalog' each time.
I found this but doesn't seem very useful:
http://cmake.3232098.n2.nabble.com/Icon-and-Launch-image-support-for-iOS-apps-td7590970.html
Regarding the "1st box issue", I've found that the approach taken by this demo project works really well.
https://github.com/forexample/testapp/blob/master/CMakeLists.txt
They use a templated Info.plist to inject the bundle identifier, etc, during configure. The nice part is then you can modify the orientations in the plist.in file, and then these get translated cleanly to the Info.plist once you open the project.
Regarding the 2nd red box issue, i found that the attribute I needed to set was XCODE_ATTRIBUTE_ASSETCATALOG_COMPILER_APPICON_NAME
For example:
set_target_properties(${TARGET} PROPERTIES
XCODE_ATTRIBUTE_ASSETCATALOG_COMPILER_APPICON_NAME "AppIcon")
For Launch Images I got it to work by setting it in the plist.in file under UILaunchStoryboardName as described in yano's previous answer.
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