Invalid Image Path - No Image found AppIcon120x120 - objective-c

I'm using Xcode 6 and Assets Catalogue to manage my App Icons. Or at least so I thought!
I'm trying to validate my Archive, but keep getting this message:
I have an image of 120x120 in the Assets Catalogue under AppIcon (although labeled as CarPlay iOS8). In fact I have lots and lots of images under AppIcon. I know the 120x120 is there. I promise.
To check, I have deleted it. Added it again. Deleted all the AppIcons, added them again. Clean built.
Still the same error message.
I really am at a loss as to know what to do.
I've looked in the plist and there is no mention of CFBundleIcons in there ..
So, any help would be gratefully received.

Remove the CarPlay icon from your AppIcon image assets.

If you actually want or need a 120x120 icon anyway, this can also be fixed by including a 120x120 icon named AppIcon120x120.png in your bundle as a regular file (outside of the asset catalog), in addition to the CarPlay entry in the icon asset.

Related

Adding an icon to a screensaver

This might be a simple question, but how to add an icon to a screensaver in XCode ?
I'd added a Assets.xcassets to my project, an AppIcon with all versions possible of the image, but it is still shown with the default icon :(
Any hints of what i am doing wrong or missing ?
First ensure your General settings are correct:
In order for xcode to know where to pull the App Icon Source you should set this according to the name you assigned to the Icon Set. By default it pulls from AppIcon within your Assets folder. (As seen in the image below)
Also check all icons for correct dimensions:
If your general settings are correct and you are pulling from the correct icon source. Then the issue may have to do with a one or multiple icon sizes in your Assets folder that are not the correct dimensions. If you are missing icons or have incorrect dimensions the icon will not show up.
Hope this helps.
Finally got it working.
Applying AppIcons to a secreensaver is not enough.
You need to add two png images to the project too:
thumbnail.png – 90 x 58 pixels
thumbnail#2x.png – 180 x 116 pixels
The rest is done automaticly.
Hope this helps, if someone runs into the same problem.

Binary is not optimized for iPhone 5 error message for Xcode 6.3

I've read a number of similar Q&As regarding this subject but none have provided me with a working solution.
All my images are PNG.
My deployment target is 8.3 for iPhone.
I'm using Xcode 6.3
I am using an image catalog.
I've tried using -568h in the image name and tried not using it. I tried changing the filename to "Default-568h#2x.png".
I've deleted all images from the image catalog and dragged them back in again.
I've created a new launch images catalog.
No mater what I've done, the same error message appears when I attempt to upload to the App Store:
EDIT:
On the off chance that lacking iPad launch images might have triggered this issue, I also added all launch images for iPad. I also renamed all the image file names, created a new launch image catalog (again) and imported all images. Still getting the same error message.
Resolved the issue but not sure on the exact reason behind it.
The Launch Screen File field had LaunchScreen selected.
The correct selection should have been Main.
This solved the issue and I was able to submit the app without the error message.

image doesn't show when I build the app

In Xcode, I am just trying to get an image to show up in my app. I tried taking an image I had previously used in the app and put that into a uiimageview and still, when I build, nothing shows up. I have tried deleting the image file from the app and putting it back in there, I have tried to clean the app and then build. Nothing I am doing works. I just want to be able to put an image in the view and have it show up!
Most propably you're just have a typo in the name of the image - in imageNamed: - it happens sometimes) And it's case-sensitive - so double check the name.
It's possible that the image is not added as a bundle resource. To do this, you should go to your target settings, and then to Build Phases and later check if this image appears in the Copy bundle resources section. If not, add it by pressing the + button at the end of the list.
I don't know why but in the latest Xcode if you add an image, delete it and then add a new one with the same name, this is not added to the Bundle resources.
Please check if your images are added to the target which you are trying to build.
Sometimes, it happens when you have two targets lets say one for DEVELOPMENT and one for TESTING and images are added only at one target.
Please re-check if that is the case.

NSUserNotification don't show application icon in notification [duplicate]

I'm using OSX's Notification Center APIs for the first time and can't seem to figure out how to make my app's icon to show up in the Notification badge.
The default "your app doesn't have an icon" icon keeps showing up:
Here's what I've done so far
I have created an icns file that includes 512, 256, 128, 32 & 16px versions
dragged the icon into the "App Icon" section of the target's summary
I made to sure to check the box to copy the icon into the project
the plist's "Icon file" section references the correct icon name (minus the .icns) part
Any ideas? The icon doesn't show up when I run the app thru Xcode or when I export an archive either.
I also have extracted the Sparrow.icns file from Sparrow.app and tried using that one instead of the one I made. That didn't work either.
I was able to fix this issue by incrementing the Build number in the General section for the build Target.
You can force the Notification Center to refresh all of the icons by deleting the Notification Center database file (~/Library/Application Support/NotificationCenter/SOME_UUID.db) and then killing the Notification Center process (e.g., from Activity Monitor).
Unfortunately this has the side effect of deleting your notification history, but this wasn't too much of an issue for me.
There's actually an ongoing debate on Apple's developer forums (link, link for people with access) about this. As far as I know, there's currently no real solution, but you can try the following:
Change your app's bundle ID and try it again. If you change it, clean your app, and change back, some people have reported success with seeing their icon show up.
Log in as another user. The caching Notification Center uses may be per-user, so you might be able to get the properly-iconned notifications as a different person.
The folder location has been moved for OSX 10.10+.
Following command takes to you to its new location:
$ cd `getconf DARWIN_USER_DIR`/com.apple.notificationcenter/db
and then
$ open .
Easiest way that I managed to get the icon to show up is change the Bundle Identifier in your project. This works on OSX 10.10.5 and XCode 7.2
(Once notification center picks up the change, you can change it back to your original bundle identifier if you already have a provisioning profile associated with it)
I have solved the issue by archiving my app and adding a copy to my applications folder. When the app is in Application folder, the icon is always visible even you run the app from XCode...
I tried all of the above suggestions but the only thing that worked for me on 10.14 was to delete DerivedData:
rm -rf ~/Library/Developer/Xcode/DerivedData
If anyone still having this issue, and none of the methods above worked, here is how I solved it:
open Notifications from the System Preference (easiest is to open Alfred or spotlight and type Notifications)
find your application and remove it (press backspace/delete button)
NOTE: this may remove all notifications
I am using Xcode 11.5 and I had the same problem. In my case tough, it was sufficient to clean build output, close and reopen the project. Then do a fresh build and let it run again. The icon was there afterwards.
Side note: I've placed the app icon for every size in the assets.xcassets file, except 1024 x 1024 pixels. Don't know if this is relevant or not. Hope that helps.

hd images, and app size

i have 2 issues.
my app has a high quality images, and i enabled the retina display(using cocos2d), so every png has the hd : image-hd.png .
my first question is, if want it to fit also iphones under 4 (3gs) i must have all my images again in the 320x480 without the -hd ?
i have sooo many images, and this way seems strange to me, cause it doubles the app size!
another thing. my app size on disk is BIG, but i have discovered that there is a folder init that called: build, which is 136Mb ! it has simulator and debug files that are not mine.
how would i get ride of this folder that is so big ?? my app is 30mb only !
thanks a lot
i must have all my images again in the 320x480 without the -hd ?
Yes. If you want your game to work with non-Retina devices, then for each xxxx-hd.png you must provide a corresponding xxxx.png file.
this way seems strange to me, cause it doubles the app size!
It doesn't double it. It depends a little on the type of files (PNG, JPG) and how well the images can be compressed. Uncompressed, an SD image is a quarter of the size of an HD image. So you're more likely looking at an increase of app size by 25%. If your HD assets weigh in at 100 MB, your SD assets will add roughly around 25 MB to the app size.
my app size on disk is BIG, but i have discovered that there is a
folder init that called: build, which is 136Mb ! it has simulator and
debug files that are not mine.
These are temporary build files created by Xcode. Don't delete them because Xcode will recreate the files anyway.
The size of your .app is the only file size you should be considering. Furthermore, you should ignore the size of your .app in debug builds, which is what you've been looking at. The only app size from which you can determine (or guesstimate) the final app size on the App Store is the app created by an Archive build.
Run Product -> Archive with a iOS device selected as your current configuration (otherwise Archive is grayed out). When it's done, the Xcode Organizer will open and highlight the newly created archive. Right click it and select "Show in Finder". There may be several .xcarchive files in this folder, select the latest one and right click it, then select "Show Package Contents". Navigate to Product/Applications which will show your .app and its size. This is the only size of your app you should ever give any consideration.
However, this is not the final size of your app on the App Store, since the .app bundle will be compressed (making it smaller) and at the same time the executable will be crypted (making it impossible to compress). I once wrote an article about how to determine your app's final App Store size that I think still holds true today. In essence, you copy the .app bundle, remove the executable from the bundle, compress the bundle, then add the size of the compressed bundle and the size of the executable and the result is a good approximation of your app's size on the App Store.
You need to give a name for HD image with prefix #2x, for example image#2x.png. Leave normal name for images in order to support lower versions of iOS - image.png. In code or Interface Builder you have to use only normal named images (all another things will be executed automatically).
The short answer to the 'images' part of the question is YES , you should include the normal sized files. The artwork is probably different with the two resolutions (I am not a graphics expert, but i suspect there is a lot more to it than resizing the image). The whole point of implementing the "-hd" suffix was to have the ability to deploy a single bundle that works seamlessly for Retina and non Retina displays. I just had a requirements change to go from SD to SD+HD on one of my products ... errr ... now both the artists and the softies are in a mad rush to do just that : create the artwork and make certain all is well (ie no missing resources). Best of luck with your own requirements change.