Launch image can't be deleted from Xcode project - iphone

I added a launch image to my iPhone app in Xcode, but after while, I realized that it wasn't the right image, so I deleted it , but the problem, the image is still showing up on the app.
I have tried building and cleaning from scratch but still no luck .
Any help would be appreciated.

#TheEighthEro:
SOLUTION:
Considering that you have properly deleted the Default.png
In this Target Settings , go to Copy Bundle Resources. Remove the Default.png from there too.
Clean and Rebuild and Run the app. I am sure it won't show up then.
I think that should work for you.
Also try refering to following links:
can't remove splash screen image in iOS Simulator
http://www.iphonedevsdk.com/forum/iphone-sdk-development/81470-cant-remove-splashscreen.html
Hope this helps.

Did you remove the reference to the image in your app's info PLIST and/or the project build properties? Did you delete the image from the filesystem or just delete the reference in XCode? I would check both those things and then do a clean build.
Good Luck.

I was founded another reason to have it. If u disable to use asset catalog for launch images, but keep images inside image set, Xcode anyway using images from image set (definitely bug in Xcode). After removing, clean and removing app from a device/simulator, problem is gone.

That’s not possible. Every iOS app have a launch image, which you can change. The shorter your app takes to load, the shorter you’ll see that image. There is absolutely no way around this, since it’s something Apple specifically did to ensure that the user is never left with a black screen (that’s somewhere in the documentation I think).
If you want an animation, change your first scene to a scene with that animation, which redirects to your home scene after the animation is done. You can make your user think the launch image is part of the animation by having your first animation frame be the same as that image. That’s how most games do (Infinity Blade for example).
Link: http://discuss.cocos2d-x.org/t/custom-launch-image-solved/6055/5

Related

App icon not showing up on iPhone 5 device during testing

I have a 120x120 icon image that's working fine on emulators - however when I try it on my device, the icon doesn't show up. Any thoughts?
I figured it out. This was actually really annoying. So the UI designer had simply renamed his .psd files with .png and xcode thought this was fine. However, renaming the .pngs isn't going to automatically make them real .pngs. The way I solved this was going to mac preview and exporting the files to the PNG format.
Sometimes some of the images get cached by the OS.
Delete your app completely from your mobile device (press and hold, then delete the app)
Turn off your device and turn it on again.(This ensures that the cache gets cleared)
In xCode, clean the project and rebuild.
Load the software again you your device.
You should be able to see your icon as long as its properly added to your project.
Drag your app over another app to group both into a folder. Then drag the app out of the folder.
Check your info.plist file. Make sure the icon entry looks something like this (use your own image file names of course):
If you see another "Icon already includes gloss effects" row outside, remove it.
It is not uncommon not to see your app icon on the device. However, when your app is being uploaded to the App Store, everything will be fine.
Is your iOS device running iOS7? If not, you will need to include 57x57 and 114x114 icons as well. See https://stackoverflow.com/a/18737063/1646862 for icon sizes apple requires. It is always good to include all icon sizes you may need in your iOS bundle.

Dropshadow in a a transparent .png not rendering correctly on iOS device

I am using the following image as the image property for a UIImageView. It is semitransparent with a semitransparent drop shadow. When I display this view, it is rendered above a video with a white background. The drop shadow is not visible. When I take a screenshot from the device, the shadow shows up in the image. It seems like something is going wrong when the image is drawn, or the contrast is off on the device. The other interesting thing is that it looks fine on the simulator. Any ideas on why this is happening?
EDIT: I've tried cleaning the build.
try this:
1.delete your app in the device
2.in xcode menu:build:clean (and clean all targets)
3.in your project folder delete the folder "build"
it happens sometimes that xCode doesn't refresh the new images or other resources files when we modify them...
i lost a lot of time looking for code errors... to discover that it was just a bug in xCode compile/copy resource process...
hope this could be your case too...
luca

Settings slider images on iPad?

I've got a settings bundle in my app, with PSSliderSpecifiers in it.
What sizes should those images on either side of the slider be for iPad?
(I know that for the iPhone, they should be 21 pixels squared, but they are not showing up on the iPad.)
Edit: in developer preview of 4.2, my images are back! No mod needed. Weird!
The image size does not really matter but I took the habit of putting the pictures directly into the bundle instead of counting on Xcode to do the job.
Try opening the settings.bundle using the "Show Package Content" finder command, drag your pictures in there and try again. Don't forget to "clean all target" after modifying the bundle.
The solution works for both iPad & iPhone
It is actually possible to have different settings for iPhone and iPad. This is done by specifying SupportedUserInterfaceIdioms in the PSSliderSpecifier item. So if you are seeing different behavior on the different device types, try checking whether this is the reason.
Pretty sure they should be the same for the iPad. Are you sure you correctly added them to your project?

iPhone Splash: "Default.png" displays on simulator but not the iPhone

I'm trying to give my iPhone a splash screen.
I've placed Default.png in my resources group. When I run the simulator it is displayed as expected, however when I install my application to the iPhone, no splash screen is displayed.
Does anyone know what the cause/solution to this problem is?
Thanks!
If Default.png is not showing up in device, but simulator... then try the following.
Be sure you delete any "default.png", "Default.png", "Default.PNG", etc. that you might have created in several wrong attemps from within XCode and in Finder.
Delete the App on your iPhone/iPod/iPad
In Xcode Build->Clean All Targets
In Finder go to your project and locate the build folder, delete all folders in there.
Create a new Default.png like in the following example:
Connect iPhone/iPod to Mac.
Start your App on iPhone
In XCode launch Organizer (Window->Organizer)
Select your connected Device
You should see a tab "Screenshots"
Push the Capture Button, to make a Screenshot of your App
Push "As Default Image..." Button (This will create the Default.png and add it to your project, so that's a really handy thing)
Build and Run again. It should work now
Problems can occur due to wrong format (should be 320 width and 480 height (yes, that means you can see the status bar in your default.png)) or because you might have named the first file default.png (WHICH IS WRONG), which worked in simulator because it seems to be case insensitive but then when it gets copied to iPhone, it won't be found, cause it is case sensitive. So it will still be there in build folder (i think) causing a next correctly named Default.png not to override the old default.png in this iPhone build folder and so it might seem, that you can't fix the problem (cause you see Default.png in project, but in build it's still default.png).
At least this is my understanding now (afterwards), since for me it simply didn't want to work even though I tried again and again with different solutions from other people.
So from my point of view this different file handling (case/not case sensitive) is a mess that you can solve, by simply cleaning all and everything and trying to generate a new Default.png with the organizer (after everything was cleaned).
If you want a different/modified splash screen. Open the generated Default.png with photoshop/gimp/whatever and edit it.
Make sure your image is 480x320 pixels, and placed in your application at the top level. The frameworks will display this image until your initial view has loaded and is ready for display.
If you are seeing a black background then there is something amiss, however if you are just seeing your app's initial view then be happy you have managed to launch your app and have it ready for use in good time.
If you really, really want the user to to see your splash screen then slow down your launch by adding a delay into your app before you present the initial view
The file name must be Default.png (with a capital D). Also, do a clean/rebuild of the entire project to ensure the most recent version of the file is being included in the project. Check the filename on the filesystem, it may display differently in XCode.
Make sure that is is added into the bundle. To do this, select the image in the XCode left navigation panel, get info on the file, and make sure the checkbox for your target is enabled. Also make sure the file is really a png and not just named that way.
Just check the spelling ... I think u r using "default.png" instead of "Default.png". just make "d" capital "D" of Default.png .
Another possible issue that is Default.png is actually Default.jpg that was renamed to .png.
This will work fine on the simulator, but won't work on the device.
If you are using an iphone 4 you also need to add a
Default#2x.png with the size 640*960 px.
That's what fixed it for me.
This naming convention applies to all images in your app btw.
I had a similar problem, but my images were being displayed as gray or gray bars. It turned out that there was an alpha channel on the PNG images that the simulator was having no problem with, but the iphone wouldn't display. I opened the images in preview on my Mac and re-saved them without the alpha channel and everything worked. Don't know if this is your problem, but it might be worth a try.
I know this is old, but I'm having the exact same issue. The image doesn't show on the device, but is fine on the simulator. I noticed a lot of really weird things with my project, like there were 3-4 "Default.png" images in my plist and that there were a few other "Default.png" images in different libraries and stuff that I didn't notice.
I tried everything to get them to show up, but after creating a new project and setting the launch images to the EXACT same images I was trying to use, they worked fine. The only thing I can think is that somewhere the project gets corrupted and won't figure out what those launch images do.
Had the same problem caused by saving the initial file as default.png, so it should be Default.png (normal) and Default#2x.png (retina) images.
Go to your projects plist and add a row "Launch image" - use a different file name. Save your images with this name (and add #2x.png for retina). Should be fine afterwards.
Also, if you've already install the app on device, delete the app from device (as previous installation may not affect the changes).

iPhone - Objective C, on app launch image

I'm using the Utility Application template to build my app.
Having a hard time getting an image to show up as the app launch. (I'm having this difficulty with all the templates basically)
Basically, right now when the app launch, it starts with a black background and it takes a second or 2 before the content appears.
However, I see that some apps has an image as it opens up. How do they do that?
I tried adding it to the "UIWindow" and have it set to "visible at launch". It doesn't quite work as expected. (i.e I think it goes behind the views since it is visible only when the views are flipping)
Thank you,
Tee
You need to add Default.png image to your resources directory. That should do the trick.