I would like to be able to add/edit languages in my iOS applications. Therefore, I followed the approach in this question, could not get it to work however.
This is what I did:
I created a folder myFolder and dragged the localization folders (en.lproj, ...) from my XCode project into that folder. Then I renamed it to myFolder.bundle.
Then I tried to load that whole bundle from a URL like so:
NSURL *url = [NSURL URLWithString:#"http://192.168.0.12/language_plists/Localizable.bundle"];
NSBundle *bundle = [[NSBundle alloc] initWithURL:url];
which throws the following error:
Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: '*** -[NSBundle initWithURL:]: non-file URL argument'
Explicitly it will not work using a non-file URL, because NSBundle only deals with File URLs. At best if you were to download, you would have to download into either Cache or Document locations, and you would have to do so explicitly.
Further, You will need to re-submit the App in order to get many of the benefits of localization, because your App Store entry will only contain languages that can be tested before download.
You have option with this github
Download your json file in your document directory and access its path.
i.e.
//Download the app from server and save it to Document directory
NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
NSString *path = [[paths lastObject] stringByAppendingPathComponent:#"strings.json"];
Related
I save some run-time generated files inside the .app bundle of my iOS app. In the simulator it works fine, in the device it crashes:
Could create output files in the given shader cache path
'/var/mobile/Applications/CB064997-B40E-4FE3-9834-B3217CE33489/SimedTest.app/Ogre3D/assets/RTShaderLib/cache/
Is there a good overview of where I should and shouldn't put files - how to use Documents, Library and tmp, etc?
To clarify, these are files created at startup which pre-calculate some data to save time. IF they are not present they get created so it's fine they are deleted, but not while the app is running.
The bundle is read-only. You don't want to mess around with it for two reasons:
Code Signing: the signature is verified by against the contents of the bundle; if you mess around with the bundle, you break the signature.
App Updates: updates work by replacing the entire app bundle with a newly downloaded one; any changes you make will get lost.
Where you should save stuff:
Documents: if you want it to persist and be backed up
Library/Caches: if you just want to cache downloaded data, like profile pics; will be auto deleted by the system if it is low on room unless you specify with a special do-not-delete flag.
tmp: temporary files, deleted when your app is not running
For a full explanation check out File System Programming Guide and QA1719.
No, every time you change your bundle you invalidate your signature.
If you want to write files you`l need to write in the best folder depending on what you want to do with that file.
Documents folder for long duration files
Cache for small operations
and so on
EDIT
To get the path you`ll need something like this:
NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
NSString *documentsDirectory = [paths objectAtIndex:0];
NSString *path = [documentsDirectory stringByAppendingPathComponent:#"filename.ext"];
With this path you can write or read like this:
write:
NSString *content = #"One\nTwo\nThree\nFour\nFive";
[content writeToFile:fileName atomically:NO encoding:NSStringEncodingConversionAllowLossy error:nil];
read:
NSString *content = [[NSString alloc] initWithContentsOfFile:fileName usedEncoding:nil error:nil];
I am attempting to load an executable file from a bundle stored in the apps documents directory. I can create the NSBundle successfully and read the info.plist but whenever I try to load the bundle with [NSBundle load] I always get a similar error no matter how I try to load the bundle:
Cannot find executable for CFBundle 0x..... (not loaded)" or, when using an NSError "The bundle "${PRODUCT_NAME}" couldn't be loaded because its executable couldn't be located
The bundle contains two items, 1) info.plist and 2) Obj-c class header and implementation. I have edited the info.plist to change the Principal class name.
I first copy the bundle into the iPhone simulators documents directory then run the following code after a button press to load the bundle.
NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
NSString *documentsDirectory = [paths objectAtIndex:0];
NSString *file = [documentsDirectory stringByAppendingPathComponent:#"TestBundle.bundle"];
NSBundle *myBundle = [NSBundle bundleWithPath: file];
[myBundle load];
I understand that you are not supposed to load executables after run time but I have seen a couple of articles/ comments from people who are able to do it, at least on a simulator.
I would basically like to know why i get this error and how to fix it (if possible).
Thanks
I am creating a quiz app for iPhone. I store all the questions in an NSArray that is loaded from a .xml file every time the app is opened. That file will be the same accross all "instances" of the app, and it will never be changed by the user.
I could hard-code all the questions with code, but I found it more elegant to have it in a file that is easily edited by any text editor.
But how do I give each app "instance" of the app a copy of that file? That file should be bundled along with the rest of the application files.
This is the code I use so far (in app delegate).
NSArray *documentPaths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory,
NSUserDomainMask,
YES);
NSString *path = documentPaths[0];
path = [path stringByAppendingPathComponent:#"questions.archive"];
NSArray *fileQuestions = [[NSArray alloc] initWithContentsOfFile:path];
if (!fileQuestions)
{
// Code to add three default questions…
[fileQuestions writeToFile:path
atomically:YES];
}
// And here the "file questions" are transformed to instances of my question class
No need to try to store the file in Documents directory. Just store it right there in the app bundle itself. This works exactly like an image file, a sound file, or any other resource. Make the file part of the project; make sure it is part of the app target, so that it will be copied into the app bundle as part of the build process. In the running app, get its path with [[NSBundle mainBundle] pathForResource:ofType:], and read it as you would any file of this type.
I am having problems updating an app to iOS7 SDK. Before I've used iOS 6 SDK and accessed my mp3 file using a NSURL for the folder like this:
NSURL *folderURL = [[NSBundle mainBundle] URLForResource:#"" withExtension:#"" subdirectory:#"AudioGuide"];
Now, using the iOS 7 SDK I always get nil as the value for folderURL and my audio guide doesn't find the mp3's anymore.
I've already looked into the generated .app-Bundle for the simulator (in ~/Library/Application Support/...), and I can see the "AudioGuide" folder in the root. So it's definitly there.
I am not that iOS guru and didn't really follow iOS7 updates. Has there been any changes made on how to access own assets in an app? How do I access my files?
Apple doc for - (NSURL *)URLForResource:(NSString *)name withExtension:(NSString *)extension subdirectory:(NSString *)subpath
Returns the file URL for the resource file identified by the specified
name and extension and residing in a given bundle directory.
what that means is you can get the file URL with specific type in a given subdirectory, so you should use this method call with your file name and extension.
If you are trying to read the list of files under that directory, what you can do is bundle all of your audio files in a single zip or gzipped file and you extract it in your Documents or Application Support directory when it is accessed for the very first time, then you can read it using the code below.
NSArray *directories = NSSearchPathForDirectoriesInDomains(NSApplicationSupportDirectory, NSUserDomainMask, YES);
NSString *directory = [directories objectAtIndex:0];
NSString *audioDirectoryPath = [directory stringByAppendingPathComponent:#"AudioGuide"];
NSArray *audioFiles = [[NSFileManager defaultManager] contentsOfDirectoryAtPath:audioDirectoryPath];
Hope this helps!
I save some run-time generated files inside the .app bundle of my iOS app. In the simulator it works fine, in the device it crashes:
Could create output files in the given shader cache path
'/var/mobile/Applications/CB064997-B40E-4FE3-9834-B3217CE33489/SimedTest.app/Ogre3D/assets/RTShaderLib/cache/
Is there a good overview of where I should and shouldn't put files - how to use Documents, Library and tmp, etc?
To clarify, these are files created at startup which pre-calculate some data to save time. IF they are not present they get created so it's fine they are deleted, but not while the app is running.
The bundle is read-only. You don't want to mess around with it for two reasons:
Code Signing: the signature is verified by against the contents of the bundle; if you mess around with the bundle, you break the signature.
App Updates: updates work by replacing the entire app bundle with a newly downloaded one; any changes you make will get lost.
Where you should save stuff:
Documents: if you want it to persist and be backed up
Library/Caches: if you just want to cache downloaded data, like profile pics; will be auto deleted by the system if it is low on room unless you specify with a special do-not-delete flag.
tmp: temporary files, deleted when your app is not running
For a full explanation check out File System Programming Guide and QA1719.
No, every time you change your bundle you invalidate your signature.
If you want to write files you`l need to write in the best folder depending on what you want to do with that file.
Documents folder for long duration files
Cache for small operations
and so on
EDIT
To get the path you`ll need something like this:
NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
NSString *documentsDirectory = [paths objectAtIndex:0];
NSString *path = [documentsDirectory stringByAppendingPathComponent:#"filename.ext"];
With this path you can write or read like this:
write:
NSString *content = #"One\nTwo\nThree\nFour\nFive";
[content writeToFile:fileName atomically:NO encoding:NSStringEncodingConversionAllowLossy error:nil];
read:
NSString *content = [[NSString alloc] initWithContentsOfFile:fileName usedEncoding:nil error:nil];