In the playground app, I am trying to upload an image, I google it and many solutions said that I need to put my image to resources. But the case is that in the new playground app, the is no resources folder that's why I couldn't add my image. There are shared Sources and Xcode sources but in these files, I couldn't put my image.
this can be an easy question but the case that I struggle with. And in order to continue my project, this point madden me. Thanks
as you can see, there aren't resources that ı could put my image
there is space for adding an image but in this case, the problem is that after ı chose my image nothing happened
UIImage can be loaded to the Playground app like this,
File --> New Blank Playground.
Click on the '+" icon on the top right corner and choose the picture by clicking Insert from... option.
Load the image with its name from the Playground.
UIImage(named: "test.png")
Output with loaded image
I am loading a html file to WKWebview from local everything is working fine but it is not showing image on iPhone.
This is the code i am using to load a html file
do{
let fileName = try String(contentsOf: destinationURLForFile)
print("fileName is equal to\(fileName)")
webView.loadHTMLString(fileName, baseURL: destinationURLForFile)
}catch{
}
Trying to fix since hours. Any suggestions would be helpful!
I had a very similar issue yesterday, you need to tell the build to copy this file to the device as part of the bundle.
Make sure sure you have the HTML file in the Copy Bundle Resources part of the build settings. Just go to the project settings > build phases > copy bundle resources and if your HTML file is not listed there, click the + button and add it.
This should solve your issue, if not could you please provide more information, are you getting any errors, does the file actually exist?
This is occuring on ModX Evo 1.0.15.
When I try to select an image (or file) using TinyMCEs image selector I can upload and browse for the image but when I select it to place within my text nothing happens - the image path area remains blank.
Heres a video demonstrating what happens: https://www.youtube.com/watch?v=VSgTsyj9B6k&feature=youtu.be&hd=1
Does anyone know how to fix this?
Weird, never had that problem.
Did you try update / reinstall of Evo? (or only tinymce and kcfinder)
Are config paths correct?
Try testing in Firefox, It's possible it's related to Chrome. If it doesn't work in Firefox, Reinstall the plugin.
Clear your cache and try selecting the image.
For a temporary solution if this doesn't work, just type in the image name into the box 'images/imagename.jpg' (minus quotes)
Good Luck
I found some interesting URL http://cubiq.org/rotating-wheel-for-your-iphone-webapps which has rotational menu. Its good. It has html file along with images, css files etc.
In iPhone app, I copied (to root folder) all the files and imported to project. I'm using UIWebView's load request to load the html. But I'm not getting the rotatable menu.
Can some one post me the code (or tutorial or prototype or example) on how to use it?
Also let me know how to catch the even on click on "OK" button at the middle of the html.
Thanks in advance.
checkout IUI : http://code.google.com/p/iui/
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