Bundle behaviour differs inside ios simulator and actual device - iphone

At the moment I'm trying to manage a large number of images by putting them in a folder and naming the folder [something].bundle, and dragging these into XCode.
Weird thing right now is that, if I run this in the simulator, I can get access to these images with [UIImage imageNamed:] as if all the files are within the main bundle; but running the same code on a actual device (iPad 4.3.3 in this case), imageNamed: doesn't work.
Can someone explain to me why this might be?

You cant use imageNamed: with items in a bundle.
You need to either to imageWithContentsOfFile: or imageWithData:
See (iPhone) Use external image in UIImage imageNamed for similar examples.

Related

Images disappear after app released to appstore

There is something very weird in my app after it has been released to the appstore.
Some of the UIImages i used are just missing and seen black from some reasons.
I have checked many times before in device and simulator and it appeared just fine.
Some notes:
I did drag the files and check COPY - the images are in the library for sure
Images DO appears in Copy Bundle Resources under Build Phases
I used these 2 lines in order to get the image:
[UIImage imageNamed:#"email_icon.png"] and [UIImage
imageNamed:#"facebook_icon"]
And i have just noticed that the extensions of the images are PNG not png - maybe is that the reason?
Appreciate your assistance!
Can you replicate this issue on your device? If not I'd recommend deleting the current version from your device and redeploying. You may have cached images on your device which are not allowing you from seeing the issue.
Secondly, yes, filenames on the device are case sensitive. Also make sure that you are properly naming the files and it is not simply a spelling mistake or change from an image name.
Per your line of code you are missing the file extension on the second image
[UIImage imageNamed:#"email_icon.png"] and [UIImage imageNamed:#"facebook_icon"] <-- what type of file is facebook_icon?

Blocky image with UIImage imageWithContentsOfFile

I have a weird issue...
I have an image (a small thumbnail) included in the project AND as a file in the documents directory (both files are IDENTICAL)... when I load it into an image view using [UIImage imageNamed:xxx] it is perfect however when I load it into an image using [UIImage imageWithContentsOfFile:xxx] then it is really blocky....
Anyone have an idea why this would be... I repeat the images are identical (so it is not a different format or resolution which is the issue).
This is on the iPad, iOS 3.2
imageWithContentsOfFile: loads from the specified file, but imageNamed: tries to find a double precision version first. So, if you have an image file xxx#2x, it will be loaded instead of xxx.

App failing to see #2x images

This is driving me nuts. Been searching for 2 days, and I can't find any real solution or explanation for why this is happening. I know there are threads here on SO, as well as some other places, but they have been no help. I have read the Apple documentation on the matter.
I have normal and #2x images in my app. They are named correctly (edit_image.png, and edit_image#2x.png). They are sized correctly (normal is 60x60, #2x is 120x120). They are both being copied into the app bundle, and when I examine the contents, I can see them both in the root.
I am grabbing the image by calling [UIImage imageNamed:#"edit_image"]. It never grabs the 2x image. It only sees the 1x image. However, if I check the scale first, and use this code:
if ([[UIScreen mainScreen] scale] == 1) {
NSLog(#"test");
editImage = [UIImage imageNamed:#"edit_image"];
} else {
editImage = [UIImage imageNamed:#"edit_image#2x"];
}
Then it does grab the correct image. I have tried everything. I deleted the high res from the project, cleaned, re-added the high res, cleaned and then built, no dice. I deleted all the images, and re-added them, no dice. I have done everything I can think of. What the hell is going on here?
Are you creating universal application for both iPhone & iPad. If universal app is there then you need to create 3 set of images:
1) edit_image~iPad.png
2) edit_image~iphone.png
3) edit_image#2x~iphone.png
each with the same resolution of 72 pixels/inch. While you need to provide double size for that #2x image which I think you've already done this.
Now, try the below code
NSString *filePath = [[NSBundle mainBundle] pathForResource:#"edit_image" ofType:#"png"];
UIImage *image = [[UIImage alloc] initWithContentsOfFile:filePath];
Important: When creating
high-resolution versions of your
images, place the new versions in the
same location in your application
bundle as the original.
Source: http://developer.apple.com/library/ios/#documentation/iPhone/Conceptual/iPhoneOSProgrammingGuide/SupportingResolutionIndependence/SupportingResolutionIndependence.html
Two silly mistakes that I've made that can cause this problem:
Accidentally naming the small
versions #2x instead of the large
ones
Having the large versions be
slightly missized (by one pixel)
You don't need to add the "#2x" bit, or have the if-else logic at all. Just use [UIImage imageNamed:#"edit_image"].
I was suffering from the exact same problem, and finally found a solution (after 2 days of searching).
In my case the name of the #2x image didn't exactly match the normal sized image: tileSet.png and tileset#2x.png.
What made this so difficult to discover is that the #2x file did have the correct name in Finder and in XCode. I was only able to discover the problem by opening the image in Preview and looking at the Inspector. I don't know enough about the Mac file system to explain how this happens, but once I renamed the file to gibberish, then renamed it back to tileSet#2x.png everything started working as expected.

Hi-Res #2x image not being picked up for tab bar item

I have a TabBarController that sets the image for the tab like so, in the -init method:
self.tabBarItem.image = [UIImage imageNamed:#"tabImage.png"];
I have a tabImage#2x.png file in the resource. In the iPhone 4 simulator or the phone, the hi-res image isn't being picked up - the low res version is simply being scaled up.
Any ideas why this might be?
EDIT: Some more info:
If I try and explicitly use tabImage#2x.png (or just tabImage#2x) then the tab image I see is extremely large and blown up beyond the bounds of the tab, as if it's being scaled from 60px to 120px. So it looks like whatever name is supply is being treated as a scale=1.0 image.
Note that the simulator is not case-sensitive, but the device is. Make sure case matches EXACTLY. If you've changed the case of the filename at some point, you'll need to clean and rebuild. Sometimes, for the simulator, I've had to actually blow away the folder in Library/Application Support/iPhone Simulator/4.3/Applications/ to get the rebuild to pick up the renamed image.
Always use
[UIImage imageNamed:#"foo.png"]
This will work on 3.x and 4.x devices, and on the 4.x Simulator. Devices with Retina Displays (and the 4.x simulator) will magically pick up the #2x versions of your images; iOS has been modified to be smart about this function and #2x.png files.
Make sure you have both the #2x.png and the normal.png added to the project file, and do a full clean & build. As others have mentioned, verify the size of the images, too; apparently if they're not exactly 2x the dimensions it won't work (I haven't verified this myself).
If you leave the .png off, it will only work on iOS 4.0. So if you're building a 4.0+ only app, you can ask for:
[UIImage imageNamed:#"foo"]
If you have only one hi-res image and want to use it on both Retina and non-Retina devices, then you'll have to change view.contentMode to scale to fit.
I had the same problem. It turned out that my png was not square. Solution: make it square and it will work.
Are you sure the file has been added to the XCode project and is visible in the project explorer?
I had this problem as well.
Make 2 images:
30x30 pixels
60x60 pixels
Suffix the 60x60pixel image with #2x. For example, tabBarImage#2x.png. Then, in your storyboard or code, you can specify the regular one, tabBarImage.png, and iOS will choose the #2x version at its discretion.
You can leave the .png off now. I believe it will still work, but you may try that.
I just went through a few hours of redoing art in The Gimp and trying to get it recognized and loaded by my app on an iPhone 4.
I ran into the problem described with certain images with a #2x extension not being recognized and loaded.
I was not able to discern any pattern. My images are all loaded using [UIImage imageNamed:#"<name>.png"] into a singleton. I inspected the image scale settings post-startup and some were 1.0 (the old art) and some were 2.0 (the new art).
The only way I was able to resolve this problem was to delete and re-add the high resolution images that were not being recognized.
Two silly mistakes (both of which I've made before) that can cause this problem:
Accidentally naming the small
versions #2x instead of the large
ones
Having the large versions be
slightly missized (by one pixel)
you need 2 versions of your images and both ned to be at the same location in the project folder and added to the project
image.png 60x60
image#2.png 120x120
then simply use [UIImage imageNamed:#"image.png"]
did it this way with selfmade buttons and it worked for me (iOS 4.1)
Another thing to look out for is having two images with the same name.
I had the same issue. The #2x image had the wrong build target checked (ServiceTests instead of MyProject).
I had exactly the same problem.
Make two images: im1.png and im1#2x.png
Call imageNamed: with the first one.
Note, imageNamed: doesn't initialize UIImage, hence use it as transient [[UIImageView new] initWithImage:[UIImage imageNamed: #"im1.png"]] or initialize UIImage yourself.

iphone 4 - loading images x old devices

Apple says you must have #2x versions of your images and use a stuff like
UIImage* anImage = [UIImage imageNamed:#"Button"]; // without the extension
That will select the lowres and hires versions of Button image, depending on the iPhone version (3G/3GS or 4). But what if the app is for iPad too?
Will the iPad load the Button image even if I don't specify the extension?
thanks.
Will the iPad load the Button image even if I don't specify the extension?
No. From the doc:
Special Considerations
On iOS 4 and later, the name of the file is not required to specify the filename extension. Prior to iOS 4, you must specify the filename extension.
Since iPad is running 3.2, you need to include the .png part. However, writing
UIImage* anImage = [UIImage imageNamed:#"Button.png"];
will not prevent the system from finding Button#2x.png on 4.0.
Either
UIImage* anImage = [UIImage imageNamed:#"Button"]; // without the extension
or
UIImage* anImage = [UIImage imageNamed:#"Button.png"]; // with the extension
will work on iOS4, since apple basically discourage you from using any other image than PNG you can omit the exertion.
Both work for #2x.png files as well. Make sure the #2x files have been added to your project.
as a complement to the answer, I must mention this page:
the problem is that the SDK is broken and despite Apple mentioning that other methods beyond imageNamed load the #2x images, they don't. Shame on Apple to make us lose time when their SDK is broken.
the mentioned link has the solution for the problem, using a way around.
Yes, it will load the standard (lores) version.
Edit: Don't forget to test on the simulator or real device, as there are some twiddles, but imageNamed: has proven to work well so far.