Updated splash / launch not working - iphone

I will add localization to the splash image from my app.
I created the images and put them in the correct folder, but when I launch the application "updating" my app in the simulator it still shows the old image.
I tried to cleand and build with no results.
If I delete my app and istall it again, it works fine!
I did a test in 2 iphones from my company and in both I got the same behavior, I have to delete and install the app to update the images.
My question is: This will happen when I update the app on the apple store? The users will continue to see the old splash image?

Your users shouldn't see the old image when updating from the app store. From what I have seen and heard from others, the install process in the simulator from Xcode is more of a copy/paste action than and update/install action. As long as a clean run works fine, it should be safe to assume that your app store version will work fine as well.

One Suggestion.. if you just want to show SPLASH PNG image then just use default.png name of the splash image in you Resource folder... Don't code anything for splash png image...
iPhone will automatically detect this default.png as a splash image..

Related

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.

Titanium iPad displays Appcelerator's splash before custom splash

I have a problem with a custom splash screen. This is an iphone-only app (meaning it's targeting only iphone in the tiapp.xml), running in the iPad simulator sdk 3.3.0, ios7.1 and Alloy.
The app should run in compatibility mode, the problem is that even though I have all resources inside my assets/ folder, the standard Appcelerator's splash screen briefly appears before the simulator switches to my custom one.
here's the folder structure:
And here's the sequence of images when the app is loaded:
From the last pic, We can still see the appcelerator's icon, so I'm guessing Titanium is loading my custom image on top of the standard one?
Could this be a bug? I figured if Titanium CAN find my img, then it isn't a problem on my end?
The weirdest thing is that I've looked in all folders for this default Appcelerator picture and couldn't find it. I've also tried a clean build & manually deleting the build and Resources generated folders.
Thanks for all the help, this is driving me nuts!
I got this to work after manually deleting the app from the Simulator's system before running the project.
I'm not sure why, but it seems that the simulator somehow 'caches' the last img, and maybe it had this old img of my splash.

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.

How do I get rid of sticky iPad splash screens?

Initially I developed my app as Universal. Then I designed splash screens separately for iPad. Recently I decided to deploy my app in iPhone device mode only. My app has no fancy graphics and it just looks well and works perfect on iPad either in 1x or 2x mode.
To do so I set Devices to iPhone at TARGET/Summary/IOS Application Target pane. I dragged new splash images I created for iPhone into Launch images placeholders, one for non-Retina and one for Retina displays.
However when I launch my iPhone app on the iPad, either through debugger or stand alone, the old iPad splash screens I no longer use come up. They look bad because the image centre appears to be moved down-right as they were originally created for iPad.
I went back to XCode and momentarily changed the Device type to Universal or iPad. I deleted the images both from Launch images placeholders and physically from the file system.
Unfortunately the iPad splash images I created earlier still come back when I build my app in iPhone device mode and deploy it on my iPad. How can I get rid of them once and for all and get the app use the iPhone launch images I created and setup recently?
If you deleted the images from the disk, Clean all targets (in Xcode Product->Clean) and rebuild. There should be no way after doing this that the old image will appear (if it does it means it was not deleted properly from your project).
Clean your project (Command+Shift+Option+K)
Close Xcode, go to ~/yourCurrentUser/.Library/Developer/Xcode/DerivedData
Find the folder for your project, and delete it.
Delete the app in your simulator or test device.
Now build and run the app, and that must work; if not, delete the final images once more, and repeat the above steps.
Don't forget to check your info.plist file for Icon Files key. Sometiems splash screen images get added to the Icon Files key for no clear reason! You must remove them from there.

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).