flash builder Your binary is not optimized for iPhone 5, Application Loader, ERROR - iphone

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 ...

Related

Issue in Converting iPhone application to iPad application

I have applied the required settings for converting my iPhone app to run on iPad. So, when i Build and Run, the window is an iPad window but the size is not compatible, meaning that no proper scaling has taken place.
Moreover, the xib files formed inside the iPad resources still show iPhone window. Please suggest where I am wrong

INVALID BINARY : Your binary is not optimized for iPhone 5 As of May 1

I had imported all 3 Launch Images First
1: 320 x 480
2: 640 x 960 (Retina 3.5-inch)
3: 640 x 1136 (Retina 4-inch)
they have the following default names that are needed:
1:Default.png
2:Default#2x.png
3:Default-568h#2x.png
and Get the rejection with the warning :
iPhone 5 Optimization Requirement - Your binary is not optimized for
iPhone 5. As of May 1, all new iPhone apps and app updates submitted
must support the 4-inch display on iPhone 5. All apps must include a
launch image with the -568h size modifier immediately following the
"basename" 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 and iOS App Programming Guide.
Even after adding:
Default-568h.png of size 320 x 568
then also get the rejection with the same Warning
Where is the problem in launch image NAME or in SIZE
Well I have faced the same issue and found the solution by adding the default-568h#2x.png file at the root level As show in the image
And make sure you don't use image asserts for launch image, This solved my problem.
The way you named the large app icon is correct "Default-568h#2x.png". If you are using any background image for your app, make sure the image exists for iPhone 5.
I guess you are trying to support older versions of iPhone like 3G. Apple stopped supporting older versions of iPhone.
To overcome this issue what you are facing, all you have to do is compile with latest SDK. Keep armv7 architecture in Project build settings. And keep deployment target >= 4.3 SDK.
This is the fix for your issue.
For those who are using AIR:
(v3.9 at least)
Air automatically generates the icons folder with this default structure and names:
project/icons
│
├── android
│ ├── icons
│ └── ...
│
└── ios
├── icons
├── Default.png
├── Default#2x.png // Should be rename to Default-568h#2x.png
├── Default-Landscape.png
└── Default-Portrait.png
To solve this problem, Default#2x.png should be rename to Default-568h#2x.png.
I couldn upload my binary unitly I clicked "Use Asset Catalog" and migrated launch images & icons.
After that I got this screen and clicked array:
At the end I had to drag/drop launch images from my resource folders into blank squares:
After this I was finally able to publish our app.
Are you sure the 568h file is actually in PNG format? Also make sure that you provided support for iphone 5 for all your screens? Only adding Default-568h#2x.png is not gaurantee for iphone 5 support. You have to check for framing of all your view for iphone 3.5" and 4" device.
You can do the framing by code or autoresizing that is other thing.
Did you see how it iPhone 5 screen(on a device or simulator)? Try this
Name - Default-568h#2x.png
Size - 640 X 1136
I had the same problem today and finally got it solved!
The problem originates from a localized -568h#2x Launch image.
Normally localization works well, but apparently Apple did a major screw-up with their iPhone5 optimization validation script and it isn't localization aware.
So what I did to fix it is copy any Default-568h#2x.png from one of the .lproj folders next to the lproj folders and add it to the target you are trying to compile/submit. This most likely will increase your package file by one unnecessary launch image (although compression should probably get rid of it) and will "trick" the validation script to rightfully accept your app binary.
I get this if I am building with iOS 6 support enabled. By default it isn't enabled in Media.xcassets/LaunchImage as you can see by the unchecked box under iOS 6.0 in the attached screen grab (grey bit).
So tick that then you will see the empty slots appear as per the screenshot on the right above'iPhone Portrait 5,6'.
Now go back into your Xcode source directory and into the Launchimage.launchimage directory and drag the Dafault.png, Default#2x.png and Default-568h#2x.png images to the relevant boxes.
QED - it fixes that iTunesConnect upload issue for me every time.
Can you please check proper format of your image? It should be in .png format. Because, name which you gave for default image is correct..So, please image format.
There can be many reasons of Rejections , beside the launch images.
Read out the warning properly and check all the things mentioned in the warning.
Check the following link for further changes Apple has given for Application Uploading after 1st May.
May 1 deadline for app changes
For iPhone 5 the image size will be 640 x 1136 pixels(#2x). Try this it will help you.
As of May 1 every app needs to fully support iPhone 5. not only launch Screen but all the UI aspects of your app needs to be fully compatible with iPhone 5.
If you localized launch images, you have to put launch images in every .lproj folder even if this .lproj folder was not added directly by you.
I encountered this problem. I am using appirater which provides many localizations (many .lproj folders are added into the target). However I only localized launch images for several languages I need. So my app was rejected because there were no launch images in some .lproj folders. The solution is simple. Removed unnecessary localizations or localize launch images for all languages.
There are detailed steps to resolve this issue caused by appirater on my blog. http://vinceyuan.blogspot.hk/2013/08/a-weird-reason-why-ios-app-is-rejected.html
Got the solution:
Your iOS Deployment Target should be 4.3 or later
Xcode should be version 4.5 or later

iOS Localize Splash Screen in Xcode 4.6

I found a bug in Xcode 4.6 during the App Store submission process.
The problem is from May 1, 2013, Apple reject applications that doesn't support retina display and iPhone 5.
To understand if an application is optimized for iPhone 5 the process looks into the launch image section in the settings:
The problem born when you try to localize the splash screen: to localize splash screen you must drag the image NOT in the launch images section, but in the supporting file folder in project navigator. Then localize the image and call it Default.png (and with other appropriate name for iPhone 5 and iPad). This procedure cause the launch images sections are blank even if all works fine: in the device you can see the correct splash based on device language.
But, because Apple looks into this section to understand if an app is optimized for iPhone 5 you can't able to publish the app and the process returns you this error: iPhone 5 optimization required.
This is a bug in Xcode because the process I mentioned works fine...
Has anyone have encountered this problem and found a solution to it?
please check this:
"....you can also localize your application icons and launch images by placing files with the same name in your language-specific project directories. Even if you provide localized versions, however, you should always include a default version of these files at the top-level of your application bundle. The default version is used in situations where a specific localization is not available..." from Apple
I had the same problem, and I have solved it using UILaunchImageFile key in the app Info.plist and renaming the splash images, check the documentation for a more complete explanation

iPhone 5 Optimization Requirement - Launch image really necessary?

When trying to upload a binary to App Store, I get the following response in an email:
"iPhone 5 Optimization Requirement - Your binary is not optimized for iPhone 5. As of May 1, all new iPhone apps and app updates submitted must support the 4-inch display on iPhone 5. All apps must include a launch image of the appropriate size. Learn more about iPhone 5 support by reviewing the iOS Human Interface Guidelines."
Also, the status of the app is "Illegal binary".
I've read that I must include a launch image called "Default-568h#2x.png". Question is: My app was not intending to have a launch image at all. Am I really required to have a launch image now?
Yes you must include one. Not only does the launch image give the hint to the OS about the app's iPhone 5 (4" screen) support, but launch images in general are required:
From Apple's Interface Guidelines
To enhance the user’s experience at app launch, you must provide at least one launch image. A launch image looks very similar to the first screen your app displays. iOS displays this image instantly when the user starts your app and until the app is fully ready to use. As soon as your app is ready for use, your app displays its first screen, replacing the launch placeholder image.
Furthermore:
Generally, design a launch image that is identical to the first screen of the app.
So really, making a launch image that is about the same as the first screen of your app (e.g. if the first screen is a UITableViewController with a toolbar and navigation bar, perhaps the screen looks like an empty navigation bar, an empty toolbar, and an empty table view, which then suddenly all become populated as soon as your app really gets going), is the way to go for the best user experience.
If really you don't want or need this, then make the default images just be black.
Yes, as stated, as of May 1, 2013, all new apps and app updates must provide support for the new iPhone 5 4-inch display.
The way to indicate that your app supports (has been tested with) the new iPhone 5 resolution is to simply include the launch image for that device.
You can simply create a black .png image (which is what your other default launch images are anyway) that is 640 x 1136 pixels and use that as the launch image for that device.
Simply including the new splash screen image (Default-568h#2x.png) is not enough
You must re-build your project with the iOS 6.0 SDK (or newer) - which supports iPhone 5
So if you're still using an older SDK, update your XCode in the App Store first
Yes. from 1st May, you can't upload application with out including Default-568h#2x.png in your application.

Convert iPhone project to iPad project?

I'm just starting out with iOS development and I'm actually trying to make an iPad application. I've found a sample project that is perfect for me to start from but it's meant as an iPhone app.
So I was wondering, maybe it's just a matter of replacing some xml file to convert it into an iPad app?
Any ideas if it can be done, and how?
If you are using Xcode 4, select the application target and change the value of Devices in the Summary tab to iPad.
You should also modify the appropriate xib files made for iPhone. You may also have to change any code that works only for the iPhone like specifying frames with fixes values that fit the iPhone screen size, but are too small for the iPad screen size.