iPhone: rename resource on copy to bundle? - iphone

I have an iPhone project (Xcode, Objective C++) with two targets - A and B. I want these targets to have different launch screens. The launch screen has a hard-coded name Default.png. I made Default_A.png and Default_B.png.
At first, I tried to add both images to the project in separate folders (folders, not groups) under the same name, and resolve the ambiguity by including one or the other in the respective build. Xcode won't let me add the second file.
Then I tried to include a "Run Script" phase in each target that would copy the right image to Default.png. The phase is not invoked, it seems, since Xcode thinks the phase destination file is not out of date.
Question - is there a right solution to this conundrum? It's all ultimately handle-able, but I'd like to know what's the most seamless way.

The script should be run regardless of whether or not anything is out of date as it has no dependencies. Did you click the "Run script only when installing box" or something?

Related

How to change location of iPhone app icon?

Okay, I am a noob. It must be simple but I stuck here.
I do rigth-click and choose 'select file'.
After I choose the file the dialogue appears:
I want to keep my icons not in the root directory. But I can't figure out how to do this. I tried different ways, even create project from scratch...
Please help.
When you bring image assets into Xcode they will all be in your application bundle's root directory at run time.
It appears that you've added a file named "icon#2x.png" to your project at one time already. Go to the project's summary page in Xcode click Build Phases and then expand the section titled Copy Bundle Resources. There you'll find the reference to the resources that will be copied to your bundle at run time.
More on bundle structures here:
https://developer.apple.com/library/mac/#documentation/CoreFoundation/Conceptual/CFBundles/BundleTypes/BundleTypes.html
Anyway, the way I've done this in the past is to:
Remove the existing image duplicate from Xcode and from the folder structure in Finder.
Add a new folder in Finder call it "/AppIcons" (or whatever).
Copy all the app icons to that folder in Finder.
Drag the "/AppIcon" folder into your XCode project. I typically put images in an "/Images" subdirectory in the Xcode project. Again you can put it wherever you'd like.
In Xcode on the project summary panel, add your app icons from the folder "/AppIcons" by dragging / dropping or by right clicking and adding them as separate files.
Alternatively in the past when I've had problems with this sometimes Xcode will copy the app icons to the root project directory. If that happens, I make sure that I have the "/AppIcons" folder structure on disc (in Finder) and in my Xcode project. I add the app icons to the project, then move them to /AppIcons in Finder, and re-reference them all over again.
Your Copy Bundle Resources should then have the proper file reference. Note that my apps icons go in "/Images/AppIcons"
Good luck!
I would add the image files to your project with the name icon#2x.png. To do this right click where you want to add the files in xcode and click add file/s. Then search for your image and add them using the dialogue that pops up. - there is a check box so that you can either copy them to the projects destination folder which will copy them into you project folder or leave it unchecked (inadvisable) which would reference it's current location on your HDD. Make sure the file doesn't already exist in the project before doing this!
EDIT:
Sorry I forgot to mention then drag and drop the file from within xcode onto the image location box.
In XCode 4 (I'm using 4.6.2) you will get this confusing message if you've just moved the target's info.plist file, but not corrected the location at the top of the summary panel. Fix this and the icons will reappear, assuming they are added to the project, or if not you should now be able to drag them in without xcode insisting on making extra copies.
This tends to happen when you're starting a project and sorting out the mess of default file locations that xcode gives you. I like my project structure to be 99% the same as the file system structure.
This is an easy fix. If the image you want as your App Icon resides outside of the root of your project, when you get that dialog just click "Yes", and then click delete on the newly created file in the root, and "Move to Trash".
The reference is still there and works without a hitch, since the file will still be in the root at runtime

How to drag & drop file in xcode?

when i drag and drop any files than its show like below image.
so i want to know that what is "PrizeperdayTests"?
is i have to checked it when adding some files? what if i not cheked it? i ask this question because when i run my app from Xcode it will run but when i try to run my app using api file than its just close instantly.
This is a unit test target created by Xcode, probably as part of the project template you chose.
Unless you are dragging in files required by your unit tests, you can leave "PrizeperdayTests" unchecked.

Share code between projects in Xcode

I made a generic app, and from that app, I use different images to make different apps (same app, different images).
My idea until now has been every time I was generating a new app, I copied the code and changed the images (and sometimes some lines of code). But every time I change something in the main app, I have to change it in all the sub-apps.
I've been thinking about using target for this (every time I create a new one, I use a new target with a new folder images linked to it), but I'm not sure about this as I never worked with targets before.
Is this the best approach?
And if it is, how is the best way of doing it? I created a new target inside my project, but it creates a whole new project inside of it, with its owns classes.
For your case, using multiple targets is a good solution. For each target you'll include all sources, and only the images used by that target (images can have the same name, just put them in separate folders).
On Xcode 4, you'd need to follow these steps:
Go to Project settings, right click on your main app target and choose 'Duplicate'. This will already include same sources from the main app.
Unlink all images that you don't need in your new target:
select all images that you want to unlink, and in the utilities panel (usually placed on the right), in the 'File Inspector' section, uncheck your new target
Create a new folder in which you place the images for your new target/app, and when you import them in the project, choose to link only with your new target.
When you duplicate your target, it will also automatically create a new info.plist for your new app. You'll need to change the bundle id, and any other options that you wish.
Another option would be to make the main project as a static library, and in all other projects include the main project, and link the target. Won't get into this, since the targets solution seems better for your case, for only changing the images.
I wish to add a link showing howto - in support of the above answer. Hope it will be helpful to others also.
iOS Mobile Development: Using Xcode Targets to Reuse the Code
http://www.itexico.com/blog/bid/99497/iOS-Mobile-Development-Using-Xcode-Targets-to-Reuse-the-Code

Can an Xcode project with multiple targets have different Settings.bundle's for each target?

I have a settings bundle in an iPhone app which has several subtle variant targets.
The problem is I need to customise some strings in each settings bundle to make them appropriate for each target. It appears that if the Settings bundle is named anything other than Settings.bundle it won't pick up the bundle (understandable, can I specify in a plist somewhere the alternate name?).
If I try and put them in different folders and call them the same thing Xcode gets horribly confused and lets you edit "2 files" that are actually the same single source.
I see no problem. For every target, create a specific folder with files for this target. Now create a group in Xcode for every of those folders and drag each of the new Settings.bundle directories to the corresponding group. When adding the bundles to the project, make sure that every bundle is only built (included) for its target by checking the appropriate box.
AFter you do what MrMage said which is correct.. i had an issue where the Root.plist would not show up under the Settings.Bundle for a specific target.
You have to let xcode know what the setting.bundle file is... click on the settings.bundle that wont show the Root.plist, then go to file inspector
Alter the file Type drop down to be applicationBundle ... now the Root.plist shows up.

Temporarily restrict certain resources from build inclusion in Xcode?

Is there a way to temporarily restrict which resources are included in the build of an iPhone app (via Xcode)?
I am testing a use case in my app and want to minimize the installation time on my device. I would like to do this by reducing the resources to only those needed by this use case... i.e. there are over 70MB of .wav and .png files that I do not need to copy over.
I am looking for something more elegant than moving the out of the project into a separate directory on the file system.
Thanks in advance!
Try this: duplicate your target in XCode (on the left-hand side of the XCode project window, open "Targets", click on your application target, then choose "duplicate" from the Edit menu).
In the duplicated target, go into the "Copy Bundle Resources" build phase and remove the files you don't want. Switch your "Active Target" (using the menu at the top of the project window) and build.