"Error loading image resource' from xcasset using PDF - swift

I have an "Arrows.xcassets" containing two items, both PDFs of vector art arrows. They are set to "Scales->Single Scale" and loaded into the Universal slot.
I am trying to load them into an SKNode:
let arrowTex = SKTexture(imageNamed:"green_arrow_up")
let up = SKSpriteNode(texture: arrowTex))
When I run this, I get this error in the console:
Error loading image resource: "green_arrow_up"
There are a number of posts hinting that this is something you can do (like this one), but I can't find one that actually shows how to refer to the images in question. I tried:
green_arrow_up#1x
green_arrow_up#1x.png
green_arrow_up
green_arrow_up.png
but none of those worked. I'm sure there's a simple trick?
UPDATE: I found a second thread of the linked question which had more details including a link to a known-good file. I grabbed that file and it worked fine, I was even able to scale it down nice and small and it still looks great. I used Gapplin for the conversion from SVG to PDF, does anyone know one that works?

Ok, after some poking about I found a solution. Gappin simply doesn't do the conversion correctly, although what that means I can't really say. However, I found an online converter, and presto, everything works. So if you get this error, try using that converter and see if that fixes it.

Related

How to get rendered colored text in GitLab / GitHub using AsciiDoc?

I'm new to AsciiDoc, so I made a simple project on GitHub to test the rendering of colored text.
The project is located at https://github.com/youngjim01/asciidoc-test
I can't seem to get the colored text to show when using the examples found on https://asciidoc-py.github.io/
Here's the source that I'm using to test:
[red]#Obvious# and [big red yellow-background]*very obvious*.
[underline]#Underline text#, [overline]#overline text# and
[blue line-through]*bold blue and line-through*.
It was taken directly from https://asciidoc-py.github.io/asciidoc.css-embedded.html
Any help in understand what I'm doing wrong is much appreciated.
Thanks goes to mojavelinux for answering this question in the thread at https://discuss.asciidoctor.org/Color-for-Text-td7509.html#a8689
To recap the most important point:
GitHub and GitLab do not permit using colors in content in the repository preview view. This has been requested countless times, and the response is always to reject that request.

Responsive FileManager Upload Window Too Small

I am using Responsive FileManager 9.10.1 (although this problem existed from previous 9.x.x versions as well): when the folder I'm browsing has just one line of files (e.g. if it's empty), and then I click upload, the RFM window doesn't grow larger, making it a very uncomfortable upload.
Is there some config option to enlarge the window? Is this a real RFM issue or is it just me?
The only way I've found to get around this is the "hacky" way: the class for the viewing area in RFM is called fancybox-inner. If its min-width is set to 580px, the upload iframe will fit perfectly inside.
This doesn't solve the problem of uploading a whole lot of files in a way that the upload window's height becomes higher, however, for most practical purposes it works.

Downloading image from server without file extension (NSData to UIImage)

From my server I'm pulling down a url that is supposed to simply be a profile image. The relevant code for pulling down the image from the urls is this:
NSString *urlString = [NSString stringWithFormat:#"%#%#",kBaseURL,profile_image_url];
profilePic = [UIImage imageWithData:[NSData dataWithContentsOfURL:[NSURL URLWithString:urlString]]];
My url is in the format (note no file extension on the end since its dynamically rendered)
localhost:8000/people/1/profile_image
If I load the url in my browser the image displays; however the code above for pulling down the UIImage does not work. I've verified that the code does pull an image from a random site on the interwebs.
Any thoughts on why this is happening?
Does it work if you feed NSURL
http://localhost:8000/people/1/profile_image
I imagine that the http:// is important here (so that the NSURL knows whether it's pointing at a file or remote URL).
The reason you can't display it in a UIImageView is because the UIImageView doesn't know what format it's in (jpeg,png,etc.)
A good way for future coding is always use extensions. Don't take short cuts, they will always end up worse and you'll have to fix them over and over again.
First check for the following :
Permissions: change from read only to read and write.
I have tried many methods in my project to display pic from server and the most prominent issue i have found is that by default, your localhost folders are read only and you need to change permission as well.... Initially i thought read only wudnt matter if i am just loading the picture beacuse technically i am only reading the contents , right. But it did matter.
White Spaces
One more thing you coud check for is the name of your image containing white spaces, if they are then you need to remove white spaces from your image name while making URL request.
Try adding extensions if nothing works out
If eveythings fine , try to load the image with extensions which would obviously work.
Provide us with some initial coding as well
Let us know about your code snippets and console outputs which could help the community to reach the solution of the problem in a more prominent manner.

not able to change image in UIImageView control

This seems to me as a bug because I have changed images with:
someImage.image = [UIImage imageNamed:#"anotherImage.png"];
and I have never had a problem. so let me show you what I have:
I have placed an UIImageView:
note that imgObjetivos is conected to this UIImageView.
I have a method that get's called when clicking the following button:
and the method contains:
as you can see I just want to change the current image with:
so when I run the application in the simulator everything looks great:
and when I press the button the image changes successfully:
Now why is it that when I run the application on my iPad the image does not change!? when I press the button the image disappears instead of getting a new image like in the simulator. I just learned objective-c and I am starting to dislike it. What am I doing wrong?
EDIT
I found a solution I changed the name of the image and now it works:
but this makes no sense. Which names works and which ones do not? I also have make sure that I don't have two images with the same name and that is not the case. when I have a few letters after the '_' underscore it does not work. This is really strange. I am starting to dislike objective-c :(
I've had the same problem before. The problem is that the image that you're using to replace the previous image is corrupted or say is not in it's original format.
In my case, I downloaded images in the web which was .jpg format and renamed it as .png format which actually made it .png. so in short term, ipad does not support the functionality for converting image format by just renaming the extension. you have to have a proper converter or something.
I would go with removing the image file from the project, clean the project and add the file back.
I had to rename the image name to something else I don't understand why... I thought that the problem was because I previously deleted that image that contained the same name but that is not the case because I imported the image with a similar name to the solution and I had the same problem. for example the original name of the image was objetivosFoto_h.png and when I renamed to objetivosFoto_ho.png it still did not work but when I renamed to objetivosFoto_horizontal.png it worked.

iPhone simulator shows app's images but iPhone does not

I have create an application on iphone using objective-c.In this application i am just displaying different players images stored in one folder, which will be run perfectly on simulator. But when I deploy it on iphone it is not showing the images of the player.
for that the code is:
UIImageView *imageplayer = [[UIImageView alloc]initWithFrame: CGRectMake(imgx, imgy+45,135,150)];
imageplayer.image = [UIImage imageNamed:playerpng];
if(imageplayer.image == nil)
[imageplayer setImage:[UIImage imageNamed:playerjpg]];
if(imageplayer.image == nil)
[imageplayer setImage:[UIImage imageNamed:#"noimage.png"]];
[self.view addSubView:imageplayer];
Plz solve this query.
Thanks in advance
Sometimes xCode doesent update correctly the bundle, try cleaning and building again.
I am currently experiencing this problem as well. I was able to correct it after a bit of debugging and reviewing the build file.
When I do an ls -l, I noticed that some of my png files have a # symbol beside the permissions. When I followed that up with a ls -l#, it showed that the files with an '#' had an attribute set 'com.apple.quarantine'. This attribute is given to a file (often from a zip, jar, or other executable) that is downloaded from the net. You can get rid of this attribute by performing:
xattr -d com.apple.quarantine *.png
Then, select the images in XCode, and check that the checkbox under the target is checked. In my case, it was not, so the images weren't being included in the bundle.
I had the same problem, solved by using all lowercase for the file name in code - image.jpg, but it does not seem to make any difference what case the actual file name is, e.g. Image.jpg
check name of image file. It must be "noimage.png"
not Noimage.png or noimage.PNG
Just to clarify, does the "noimage.png" display, or is the program loading a player image but failing to display it? Or is nothing loading.
These should easily be determined in debug mode.
A few additional things to check...
1) Just for testing, start out with PNG versions of the player files. This is the primary format on the iPhone and might eliminate a file format issue or other anomaly that the simulator is not sensitive to.
2) With regard to fixing in an image editor, specifically make sure that the image is set to a DPI of 72 pixels/inch. The iPhone and particularly Interface Builder are very sensitive to this being correct and will sometimes not display or will display a very blurred version of the image if incorrect.
3) Make sure the image(s) haven't been added multiple times (from different directories and/or to different group folders). We encountered a situation where we had inadvertently imported the same images at two different layers within the project hierarchy and this can cause unexpected behavior within the iPhone (selecting randomly or failing to select).
4) Make sure the Get Info -> Targets has your particular target checked. The simulator may still see the image but it will not get deployed to the iPhone.
5) Make sure you can view the image within XCode and that it looks correct.
Barney
This happens to me sometimes. I once spent half a night trying to figure out what was wrong. In this end, this is what worked: open the image with an image editor and save it again. That's all. I'm using the free Acorn image editor to do this. Haven't tried it with Photoshop. (After all, it seems that Photoshop might be responsible for introducing the error in the first place, although that's far from sure.)
I don't know what causes the problem. I usually get it when I use png files that have been sent to me. Could be a simple file permissions problem, or some more subtle problem with the image format. I would be very interested in hearing the opinion of better-informed people.
In any case, if all else fails just try this: open the image with Acorn, save over the original file. Works for me.
Make sure the image files are added to your XCode project.
After some investigation, Michael's comment seems to have a solved it for me. I had all lower case as the file name but was following variable convention and had the png file with an upper case for the second part of the file name. Here my file was putback.png but was referenced in my code as putBack.png
UIImage *putBackImage = [UIImage imageNamed:#"putBack.png"]; //wrong
UIImage *putBackImage = [UIImage imageNamed:#"putback.png"]; //correct
Select correct target while adding image files to your project. Following are steps to make it further clear
Select Add Files to "YourProjectName"
In opening window there is an "Add to targets" option at bottom that shows all available targets
Check target or multiple targets in which you want to add images
Press "Add" button and you are ready to go