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.
Related
I've been using localization in my app, but for some reason, some of the strings (not all of them) won't translate, I see the key instead the value. I've tried to check if the app finds the localization files by doing this:
NSString *enPath = [[NSBundle mainBundle] pathForResource:#"en" ofType:#"lproj"];
NSString *hePath = [[NSBundle mainBundle] pathForResource:#"he" ofType:#"lproj"];
NSString *ruPath = [[NSBundle mainBundle] pathForResource:#"ru" ofType:#"lproj"];
NSString *esPath = [[NSBundle mainBundle] pathForResource:#"es" ofType:#"lproj"];
NSString *frPath = [[NSBundle mainBundle] pathForResource:#"fr" ofType:#"lproj"];
NSString *arPath = [[NSBundle mainBundle] pathForResource:#"ar" ofType:#"lproj"];
And none of them is nil.
I've checked the name of the localization file and it's Localizable.strings as it should be.
Also checked if the key exists inside the Localizable.strings files and it does.
I've also tried:
Empty Cache
Cleaning all targets
Delete Derived Data folder
Restart
Reset simulator
Convert to UTF-16
Remove all localization files and recreate them.
Also tried to do everything that is in this question.
It's important to say that this is not just a Simulator/Cache problem. It's also showing on devices which download the app. (I have Enterprise account).
What more can I do in order to identify nor fix the problem?
So I found the problem, I guess who translated the Localizable.strings files for me is an asshole. In 4 places in my strings file there was a row as followed:
"KEY" ;= "Value"
This line cause some kind of a crash, but let the compiler to build successfully for some reason. That's why I couldn't find the bug, only when I decided to take the last Key and Value which are not translate and move them to the top of the Localizable.strings file. Then I was able to understand and see that the problem is somewhere in the middle of the file and the top Keys and Values are translated fine.
One thing that you can do catch these kind of errors is to make a copy of the strings file, change the extension to plist and try to open it in Xcode. If there is any problem in the strings file it will show in Xcode since the dictionary will contain only the keys till the point where there is an error. You can then do a Find operation and find the error until you are sure that all strings appear in the plist file. You can then rename the file back to .strings
If you specify table:nil, then NSBundle will try to fetch the localization from the default table (the one in SOMELANG.lproj/Localizable.strings). If you have the localization elsewhere, you should explicitly specify the table using table:#"File" (or use the NSLocalizedStringFromTable() macro in a similar manner:
NSString *value = NSLocalizedStringFromTable(#"key", #"File", nil);
Also,
Double check that the Localizable.strings file is being added to
Targets -> BuildPhases -> Copy Bundle Resources
It hadn't been added automatically for me.
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.
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.
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'm trying to load a plist file in my application with
NSBundle* bundle = [NSBundle mainBundle];
NSString* plistPath = [bundle pathForResource:#"CategoryData" ofType:#"plist"];
categoryProps = [[NSArray alloc] initWithContentsOfFile:plistPath];
but the categoryProps array always ends up with 0 objects. I've placed the CategoryData.plist file under the "Supporting Files" dir in my project but I can't figure out how files are arranged in the compiled app.
Can someone point me to docs that describe how the file system of an app is laid out and how to figure out where files are located within the file system?
I forgot to point out that I am using XCode 4 which does not create a resources folder for the project
Your loading code code should work for locating the file within the file system. In a project, I have:
NSString *data = [[NSBundle mainBundle] pathForResource:#"data" ofType:#"plist"];
What I would do is log the plistPath to the console or inspect it in the debugger, then navigate to that location on disk and determine if the plist ends up where you think it does.
Also, locate your application bundle in /Users/<# Username #>/Library/Developer/Xcode/DerivedData/<# Unique Appname #>/Build/Products/Debug-iphonesimulator/<# Appname #>.app, right click on it and select "Show package Contents". Ensure that you see your plist where you think you should.
You need to place your plist file in the Resources folder. Then you will be able to load and use them like this
NSString *path = [[NSBundle mainBundle] bundlePath];
NSString *finalPath = [path stringByAppendingPathComponent:#"Info.plist"];
NSDictionary *plistData = [[NSDictionary dictionaryWithContentsOfFile:finalPath] retain];
UPD: In xcode4 you must to place plist files in the "Supporting Files" directory instead of "Resources". And try to use NSDictionary instead of NSArray