In XCode 5 DP6 and now GM, I have a problem with all of my projects not allowing me to use an Image Asset in more than one place on a storyboard without getting an error upon launch from XCode stating "The document 'main.storyboard' has X internal inconsistencies that were found and repaired. Please save this document to fix the inconsistencies."
If you choose to list the inconsistencies, you see that it's saying that every UIButton, or UIImageView that uses an image from your asset catalog, past the first use of it, is duplicated in the Storyboard. I try to save the document, but it does nothing, and when I relaunch the project, I get the same error.
Correct me if I'm wrong, but it's quite possible to use an Image Asset more than once in a project, right? I do not need to make a duplicate image for each time I want to use it, do I?
Has anyone else run into this problem? It occurs in every project I make, on two separate machines, in both XCode 5DP6, and XCode 5GM.
same bug here. you should file a bug report (https://developer.apple.com/bug-reporting/).
For me it's seem like it's the message is also incorrect.
If I check the diff before and after this error I have this:
- <rect key="frame" x="0.0" y="0.0" width="320" height="310"/>
+ <rect key="frame" x="0.0" y="0.0" width="319.99999999999994" height="310"/>
I have the same results using the GM. In my case I have saved a copy of the storyboard file before and after the "repair." The diff indicates that the files are binary equals.
I had this problem with a BarItemImage. In the details it said that the problem originated in the Image "law.png".
Once I renamed the Image (in Finder), imported it new and reassigned it to the TabBar, the problem was gone.
Related
I want to make "Open in.." function in my iOS application.
Is there any way to check if any app on this device is associated with file extension that i want to share?
If there are no apps on current device to open file with such an extension than UIDocumentInteractionController will not be displayed after clicking on "Open in.." button, but i want not to show this button in such case.
So the question is: how to check if any app on device can open some file with specific extension?
Update:
For example UIDocumentInteractionController has NSArray property icons.
It contains images of all aplications that can open the file with my extension. But if there are no applications it contans image of empty application.
So i can't check it using docInteractionController.icons.count == 0 for example. I am looking for other tricks.'
Thanks, in advance.
Although UIDocumentInteractionController does not offer a way to discover in advance whether there are any applications that can handle a document, -presentOpenInMenuFromRect: will return a flag indicating whether there were any applications that could open a document. This requires you to have already set up and presented the controller, which is not optimal.
There is a workaround for this, a little hacky but is functional: Before you invoke the "real" interaction controller, create a dummy one using a dummy document, and present it from the rect of the window's bounds. This guarantees that it will "appear" offscreen, so your user won't see it. At that point, you have the flag returned from -present, and you can immediately dismiss the dummy controller, and the proceed to show your UI appropriately.
On OSX, you can get a list of application bundle identifiers capable of handling a specific content type using LSCopyAllRoleHandlersForContentType. But on iOS, I don't think there is such a way.
If I find, I'll edit my answer.
Considering you are looking for other tricks, you can check if that one image in the icons array is the generic document icon.
If it is then you know that there is no app associated to handle that file type. But this approach will be OS version dependent as generic file icon may change.
From the official documentation:
To declare its support for file types, your app must include the
CFBundleDocumentTypes key in its Info.plistproperty list file. (See
“Core Foundation Keys”.) The system adds this information to a
registry that other apps can access through a document interaction
controller.
To me this indicates that the registry can only be accessed through UIDocumentInteractionController and so no, you would not be able to know in advance if there are any available apps for the file format (which would be totally in line with Apple's philosophy of not letting apps interact directly with each other).
UPDATE:
as you said the icons property contains an image even with no applications present. I checked and all the other methods and properties of the controller do not give an hint about the apps that may open the current file format.
You said in case that no app can open the specified file format there is an "image of empty application". Maybe you can extract that icon and when the array icons only has one image check if the extracted image and the icon are the same?
I have an application that is currently named "xxxx". The app runs and works perfectly without any problems. However, I have reached a stumbling point. When I try to load the application onto my iPhone, the pictures on my picker view seemed to have disappeared for some strange reason. I've done multiple hours of debugging and everything checks out normal. I then decided I wanted to change the product name from "xxxx" to "xxxx Redo". As soon as I did that, the application loaded perfectly normal (with the pictures in the Picker View as it should be).
In conclusion, it comes to find out that there is no actual bug in the programming aspect of it. However, my question comes up as to why does it not load the correct way with the original product name but then loads the right way when the product name is changed?
The second part of my question is if anyone knows of a way to fix the original application so that way it displays correctly again with the original name?
I have tried the following:
Cleaning the app
Trashing the .app file and rebuilding
Deleting the app on the iPhone and rebuilding.
These things sometimes just happen, you can try the following extra steps:
clean build folder in XCode (press alt while clicking Product menu)
reboot the phone (poweroff/poweron)
I have seen cases where it made a difference.
I am having a bug that has got me stumped. I created a label a short while ago that was just a placeholder to be replaced in the future. Finally, I get to replacing it with a button, so I delete the UILabel and put a UIButton in its place (keep in mind this is all in Interface Builder). When I run the program in the simulator, the new button isn't there and instead there is the old label which has been deleted. I have searched my whole program and I have no reference to this label, it is completely out of my program, yet it still appears in IB and my new button does not. I have tried Cleaning the program and quitting Xcode several times to no avail. If anybody knows of or has faced a similar problem I would love to hear your solution.
Thanks,
Kyle
It seems in your case NIBs are cached in Simulator, delete your app from inside Simulator and rebuild/reinstall then it shall be fine.
With xcode 3 I would have guessed that you did not save the xib file within Interface Buidler.
Still in xcode 4 I sometimes get the impression that not all changes come to effect for whatever reason. As if one or two source files do not get compiled at all.
Then I close xcode, save everything and start over again.
I am learning iPhone development, and have built a simple app that has an image that changes to another image when you tap it.
If i build it to the simulator, it works fine, but if i build it to the device the images dont appear. i feel like they aren't being copied across. I have checked they have been named correctly and i have made sure i imported them to 'resources'
I dont think it is a problem with the code because i added a thing to also make text appear when the image is tapped, and this works, so a button is still there doing something, it just doesn't have an image on it.
-(IBAction)changeImage:(id)sender {
[fortuneCookieButton setImage:[UIImage imageNamed:#"Image2.jpg"] forState:UIControlStateNormal];
label.hidden = NO;
}
-(IBAction)restoreImage:(id)sender {
[fortuneCookieButton setImage:[UIImage imageNamed:#"Image1.jpg"] forState:UIControlStateNormal];
label.hidden = YES;
}
Does the case (upper/lower) of all your file names match exactly for all letters? Source code & project & Mac?
just to share with you, I had this same problem and I found out the solution: I was using lower case in the file name and upper case in code. The thing is on Simulator there was no problem because Mac file system is case-insensitive but in the iPad it didn't work because iOS file system is case sensitive. ;-)
I had this problem. Bizarrely the image had been working in the past, then just stopped appearing on the device one day.
It was a PNG.
I opened it in GIMP and saved it again. Then it went back to working again. No idea why.
Crazy.
Is it the case with only PNG images or also for JPG & other format you're having same issue. If it's only for PNG image, then it might be possible they're not being compressed. Try the following way.
Select your project target & go into its info. Here go into the build tab. In the configuration select "All Configurations" from Configuration section. Now, write "COMPRESS_PNG_FILES' in the search bar. And see the status of the check-box. IF it's unchecked, then make it checked & it will work. But if it's already checked, then there should be other reason in your project.
In the later case, I would request you to create a new dummy project & check by adding 2-3 images whether it's coming or not.
Clear caches delete the previous build and try again.
I also had same problem, and it was caused by a different reason: my project has image files with the same name! Since my app has many images, I inadvertently included images with the same name. Simulator is more tolerant and show the images just fine; however, when built on device, neither of the images of the same name were copied to the build directory. Obviously xcode is more picky for device: since all images go to the same directory, the file names must be different. When there are files with the same name, xcode refuses to copy any of them since it doesn't know which one to pick.
I have the same problem. In my case, the issues is to do with the UILabel above the UIImageView that shows the image. When I change the type of UILabel to AttributedText (In Property Inspector), my real devices cannot load the image. When I change it back to Plain, it works now. I use XCode 6.2.
on top of all suggestions - it wasn't work for me until I restarted the device
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