I'm with a problem which don't know like resolve. I already did everything that others users says...
This is the message that is appearing to me:
Missing required icon file - The bundle does not contain an app icon for iPhone / iPod Touch of exactly '120x120' pixels, in .png format for iOS versions >= 7.0.
Invalid Image Path - No image found at the path referenced under key "CFBundleIcons": AppIcon29x29
But, in my Resources/ Images.xcassets that is Ok.. Any help on this subject?
Related
I am using flash builder 4.6 , Air 18.0 on windows 7.
I am receiving this error :
Your binary is not optimized for iPhone 5 - - New iPhone apps and app updates submitted must support the 4-inch display on iPhone 5 and must include a launch image with the -568h size modifier immediately following the portion of the launch image's filename. Launch images must be PNG files and located at the top-level of your bundle, or provided within each .lproj folder if you localize your launch images. Learn more about iPhone 5 support and app launch images by reviewing the 'iOS Human Interface Guidelines' at 'https://developer.apple.com/library/ios/documentation/UserExperience/Conceptual/MobileHIG/ IconsImages/IconsImages.html#//apple_ref/doc/uid/TP40006556-CH14-SW5' and the 'iOS App Programming Guide' at 'https://developer.apple.com/library/ios/documentation/iPhone/Conceptual/iPhoneOSProgrammin gGuide/App-RelatedResources/App-RelatedResources.html#//apple_ref/doc/uid/TP40007072-CH6- S W12'.
I packed all type of style one by one Default-568h#2x.png Default.png, Default-568h#2x~iPhone.png etc but eror is not going.
what i do to remove error. I packed up images and images one by one on splashimage... default page.
Now i am confuse may be this is Air error or apple error, or my flash builder error.
please can you assit.
with regards.
Naser.
My problem solved. Actually Default-568h#2x.png in wrong place. i put every where then problem solve. I don't know which place it accept. I hate iphone development, development is ok but uploading and waiting time is hell. Like iphone has paradis ticket ...
I believe I am making a silly mistake. But I cannot figure it out.
I have an image named Default.png that I have added to my project. Now when I go to General and then Launch Images I drag and drop this Default.png to the 2x window for my app. When I go to build the project and try it, I get this error:
"The launch image set named "LaunchImage" did not have any applicable content."
What's the problem here? I've also seen that simply dragging and dropping the Default.png should do it, but I think that's for older versions.
Any ideas?
Thanks
Search for LaunchImage keyword in your .plist file and delete it. Then, try assigning the image again by dragging as you already did before...
This case raised in Xcode 5.0 + iOS 7.
Apple use Images.xcassets to group App Icons, App Launch (Default) Images in Xcode 5.0 + iOS 7.
For solving the problem of Asset Catalog Compiler Error
The launch image set named "LaunchImage" did not have any applicable content.
Approach:
Putting suitable size of images into LaunchImage.
For example:
Should be 640x960 dimensioning in iPhone Portrait iOS7 2x.
Should be 640x1136 dimensioning in iPhone Portrait iOS 7 R2.
Reference from iOS App Programming Guide:
Create and Set iOS Launch Images
Launch images are displayed while your app is launching on iOS. A launch image matching the device resolution appears as soon as the user taps your app icon.
App Launch (Default) Images
Specify the launch images for your app in your Xcode project settings. In Xcode 5.0, specify these images on the General tab of your project settings; in older versions of Xcode, this tab may have a different name. Xcode places your launch image files at the top-level of the app bundle and configures other project settings as appropriate. Specifically, Xcode adds the UILaunchImages key to your app’s Info.plist file automatically if your app runs on iOS 7 or later. That key tells the system the name of your app’s launch image files. For earlier versions of iOS, the system uses the launch image filenames to decide which image to load.
The same error has been resolved by adding the exact sizes of launch images for different iOS devices.
I tried everything here, deleted the .app and rebuilt each time, and nothing worked. I finally got fed up and switched back to the old style of launcher image specification (Project Settings Window -> General -> Launch Images -> Source -> Don't use asset catalogs.) That worked!
I had this problem as well. Make sure of a couple of things:
Aspect Ratio is what Apple expects, in other words square
The sizes are correct, 60pt (for example) should be 60x60
60pt #2x should be 120x120
After I fixed the sizes the app compiled without errors but I think the most important thing is the aspect ratio.
In my case, with Xcode 7, the Images.xcassets was missing from the Build Phases, under Copy Bundle Resources. Then I just added it manually and the problem was gone.
Try looking at the code for "LaunchImage" and rename it to "Default"
Check and compare carefully if your image size matches the expected size. In my case I was using a wrong size, but when correcting the project built fine.
Check this attached image to see where you can compare them
my app icon shows fine in the IOS simulator and the launch image is displayed too. However, when I run the app on my iPhone 4, it shows the launch image as the app icon.
If I delete the .plist value for the launch image, this seems to resolve the problem for running on the iPhone. But should I be doing this?
Is there some setting I need to change on my phone? I have tried cleaning the project to no avail-- only deleting the plist Default.png value seems to fix the issue and I am not comfortable doing this because I figure xcode must copy it there for a reason.
System Details:
IOS 5.1
Xcode 4.3.3 (was a problem with 4.3.2 too though)
iPhone 4
Thanks.
Is your icon named Icon.png (and its associated Icon#2x.png, etc.)? This is the required name for iPhone apps according to the Apple documentation.
I'm in the final stretch of submitting an application for distribution in the iTunes store, but I'm getting hung up on the icon files!
If I have only a 57x57 file, I get a warning in XCode and an error in Application Loader that I haven't provided a 72x72. If I set the 72x72's name to "Icon.png" instead of the 57x57, then it complains that it needs a 57x57 and chokes on the Application Load step.
Apple has addressed this already at:
http://developer.apple.com/iphone/library/qa/qa2010/qa1686.html#IPHONEADDITEMS, but those instructions are failing when I try to follow them: No disclosure arrow ever appears next to the "Icon files" key once I've added it, so the method there for adding multiple icons is failing for me.
On a related note, I don't actually WANT the 72x72 icon for iPad. I've set the application properties to iPhone only, yet it continues to demand the 72x72 icon in addition to the 57x57.
You can get the disclosure arrow to appear by clicking the icon on the far right side of the row when it's selected to get the first one, then click the plus to get the next one. That is really the recommended way of doing it. Apple actually recommends 57x57 (iPhone), 114x114 (iPhone4), 72x72 (iPad), and 512x512 (Ad-Hoc Distribution) icons be in there.
Better yet, I sometimes find going to the new "Preview Release 2" of XCode 4 and using it to modify the Info.plist is the way to go-- a MUCH nicer editor and apparently forward and backward file compatibility. Then open it back up in XCode 3 and do your final compiles there.
If you don't care how your app looks on an iPad, the quick & dirty solution is to create a 72 by 72 pixel icon file (just copy and resize your current one using the Preview app) and include it in your project resources as Icon-72.png
Here were the assorted issues:
1) I had to manually set the type of CFBundleIconFiles to Array by right clicking on it after changing the name. However, that got rolled back as...
2) Application Loader's schizophrenic insistence that the sole icon be both 57x57 and 72x72 at the same time was because I had set the "Base SDK" to 3.2 in the Project properties, an OS version which is iPad only, at the same time that I set the "Targeted Device Family" to compile for iPhone only. The solution was to change the "Base SDK" to 4.0 but the "iPhone OS Deployment Target" to 3.1.3, while leaving iPhone as the "Targeted Device Family".
Now I'm compiling without warnings. The new hang up is that Application Loader just says there was an error communicating with the iTunes store. :P
I heard somewhere of an workaround by adding the following files to your xcode project:
Icon.png - 57x57 pixels application icon for standard resolution iPhone
Icon#2x.png - 114x114 pixels application icon for high resolution iPhone 4
Icon-72.png - 72x72 pixels application icon for iPad
Icon-Small.png - 29x29 pixels settings icon for standard resolution iPhone
Icon-Small#2x.png - 58x58 pixels settings icon for high resolution iPhone
Icon-Small-50.png - 50x50 pixels settings icon for iPad
Then setup your CFBundleIconFile to "Icon" (without extention).
The compiler will put a warning because your icon does not have an extention. If you just ignore it - it will work like a charm - UNTIL YOU WANT TO UPLOAD YOUR BINARY!
If you upload your binary through webinterface everything is working fine - but if you use the "apploader" it will not upload your app because of the missing extention..
is there a known way how to setup correctly the icons so you can use it for iPhone3 and iPhone4?
There is a "CFBundleIconFiles" Key for iPhone 3.2 and later - is it possible to use both?
Just set the Icon filename to Icon.png or delete the key all together from the info.plist file and let the OS do the work for you. It will select the correct one based on the device.
As long as both an Icon.png and an Icon#2x.png are added to the app bundle, the OS will load the correct one.
See Apple's Technical Q&A QA1686 which describes the exact naming conventions, Info.plist keys, and other details for the various icon sizes required for each device.