Smartface Splashpage image Android - smartface.io

I am trying to attach image on Splashpage it works for IOS but it crash on Android on startapp.
Some additional setting or not allowed for android?

On my experience, you need to set the Background image property in the visual designer otherwise the app will crash on Android (this is a strange bug in Smartface).
You can change the image in code later, but in the designer, the Background image property needs to be filled (not empty).
Hope this helps!

Related

How To set Launch Images for Universal app

I'm using Xcode 10.1 and my app is a universal app. I'm having a design issue when loading the launch images using the assets i.e. it showing some black screen background in iPad Pro 11 inch and iPad pro 12.9 (3rd generation) devices other than that it working fine in all devices. So how can solve that issue? And If I want to use the LaunchScreen.storyboard file how can I set a single image to satisfy all screen sizes(which image size and what resolution(2x or 3x) have to use) ? or how to use the Static Launch Screen Images by the apple click here?
Any help appreciated.
As you wrote there are two ways to configure the LaunchScreen:
Static image from the special imagest - LaunchImage.launchimage
Designed screen that can hold multiple UI elements - LaunchScreen.storyboard
If your launch screen is simple enough and you choose to use Static image please make sure that your Info.plist doesn't hold the following key: <key>UILaunchStoryboardName</key> <string>LaunchScreen</string>, if it does then the static image won't be used.
The LaunchImage.launchimage holds an image for all device types and tells you which image size to use.
If you use it and do populate all the images and still some devices has no launch image try cleaning and rebuilding your app and uninstalling and reinstalling the app from your test device or simulator. Also consider updating your environment (xCode).
If you choose to use Designed screen please avoid setting the source of your ImageView to the LaunchImage.launchimage, its a special imageset. You can only use regular x.imagesets with less images (1x 2x R4 3x).
Take a look at the following answer to a different question, it explains the mechanism that auto selects the image, it also has table that connects iPhone type to the selected image.

Make sidebar widget transparent on macOS Mojave

I have two apps for macOS Mojave that come with an extension for the sidebar.
I have noticed that the app extension looks different in the Widget Simulator and the sidebar. When the app runs in the Widget Simulator, the background has some transparency. When I run the app normally, there is no such transparency. I have attached two screenshots:
As you can see, the app has no transparency (compare to the calculator app of macOS).
The second screenshot shows the app running in the simulator with transparency.
Are there any options that I have to set to make it transparent? Is there a new type if NSView descendant? The title bar is also different, so I don't think it is enough to simply set the background color to "clear". The latest version of the app is built for 10.14 only, so I don't care if the solution is only available for macOS Mojave.
I have checked, that the widget inherits the appearance of the super view/window. I did not change any other properties. I also tried using a NSVisualEffectView with various settings, but this also did not solve the problem.
Regards
I just found a solution in the Apple Developer forums:
Apple Developer Forum
In the info.plist file of the extension, there is a section called NSExtension. In there, the NSExtensionAttributes/NSExtensionPointVersion had to be incremented (was 2.0, now is 3.0).
Now the app extension looks nice:

Launch images xcode issue, Iphone 6s launched app zoomed

When I launch the app through the Xcode in my Iphone 6s, the app is being launched zoomed. The specific app is already on the app store with all the assets and launch images set correctly and everything was working fine. All the resolutions were correct for all IOS devices. But now, after I launched it again through the xcode as I want to make an update the app is being launched zoomed. Any ideas why this is happening? I managed to test it only in Iphone 6s.
Happened to me when I gave a wrong resolution to the splash image (750x1134 instead of 750x1334). I guess Xcode assumes you want to use the app with that resolution overall and adapts accordingly. Was fixed when I gave the correct resolution splash image.
At least I didn't find a solution and what caused this issue, but I used the storyboard file as a launch screen which was much easier to develop.

Corona SDK, build for iOS device works not correctly

I build my Corona app for iPhone Simulator, and it running well. But if I installed my app on my device(iPad), and i have many issues(no scrollview and tabbar working) buttons is visible only.
How to solve the problem?
Look at what happens when you run it in the iPad simulator- Do you get any errors in the console if you check it while running the app on your iPad? If so this could shed some light on the issue. One possibility is a corrupted image, or an incorrect image format.
If only the buttons are visible it sounds like you app has an error that is preventing all of the display objects from loading. (Just based on the fact you mention your buttons display but nothing else.)

image doesn't show up in appstore version of an iPhone app

I have an image in an app that shows up fine when debugging on the device from Xcode or distributing ADHoc, but when downloading the app from the store, the image doesn't show for iPhone 3G.
I've tried extracting the IPA for the app and found that both the low-res and #2x version of the image are present.
What could be causing this?
Solved. The image was being used as the background of a button. The issue wasn't a missing image. It was that the button was being positioned offscreen. It was being set as a subview of the tabbar of a TabBarViewController. I was using the height of the tabbar to calculate the center of the button. I replaced that with hard coded values to fix the problem.
Why was it only happening with iPhone 3G and only when distributing? I'm really not sure, but I was able to use the remote logging in the TestFlight SDK to figure out that the position of the button was off by >400 pixels.