This might be a hard thing to do , but
I have to save whats appears on the screen in some moment, to a file.
but not just a file, i need to save it to my assets folder:
my goal is that i can later use the image without the:
dirPaths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
docsDir = [dirPaths objectAtIndex:0];
but just to use it like it was on my assets, just to use: #"myImage.png" , when myImage is the image that i have already saved from my print screen .
any direction on how to do that ?
thanks .
AFAIK, you can't save it to app bundle.
I suggest you to write your own methods to load an image like [UIImage imageNamedCustom:...].
It would be nice if this method will search image in assets first, if not found try to load from Documents or Caches. Also, it may cache path to saved images. After that you can replace all occurences of "[UIImage imageNamed:" to "[UIImage imageNamedCustom:" and other similar methods.
Your app's main bundle is part of the app, and is read-only. You can't add or remove content from it on the device. You're going to have to save that image to one of the directories in your app's sandbox, like Documents or Library/Caches.
Instead of +[UIImage imagedNamed:], perhaps +[UIImage imageWithContentsOfFile:] would work for you?
What you are saying, if I understand correctly, is that you want to save part of a drawing on your screen in an image (which is easy) and want to retrieve that later from your application bundle (I presume you mean that instead of the term assets). This can not be done, because the application bundle is read-only at runtime.
Related
I'm trying to create an app that has an todays widget extension. This app should simply access a folder full of pictures, load them and draw them to the screen. One picture every hour. The widget should do the same, widget wise.
While loading an image in the main app and drawing it to the screen works flawlessly doing this:
NSString *tildePath = #"~/Documents/Adrian/Art/desertMovie.jpg";
NSString *path = [tildePath stringByExpandingTildeInPath];
_image = [[NSImage alloc] initWithContentsOfFile:path];
the extension completely messes up the path. It uses the same code as the main application but obscures the path completely.
From:
~/Documents/Adrian/Art/desertMovie.jpg
to:
/Users/Adrian/Library/Containers/ac.at.hulala.AK.ImageViewer2.ImageViewerWidget/Data/Documents/Adrian/Art/desertMovie.jpg
If I use a path without "~" the path stays the same but the image still doesn't get loaded.
Can someone tell my what I have to do that it accesses the same folder the main application does?
EDIT:
Archiving the app and exporting it seems to fix that problem. However I still would like to know how to make this working while developing.
EDIT2:
This is so weird! When working with the Todays Extension Widget a path like #"~/Pictures would lead to /Users/Me/Libraries/Containers/ac.at.ImageViewerWidget/Data/ like what the f***, why!?
When I force it to use the path #"/Users/Me/Documents/Pictures and run it the Memory Usage steadily increases until it reaches the limit and my system goes to hell. I really don't get that. I guess that the widget isn't finding any files so it tries to load the whole ssd. I guess. I really don't know whats the problem here.
Can someone please lead me into the light?
Not that xcode would tell you if something is wrong with your app. It will just allocate your whole memory and burn your cpu,
UNTIL,
you realize that the problem is caused by the lack of folder accessing permissions. Geezuz!
Add folder access permissions to your application if you want to access something!
Not sure how else to specify the path to the image.
I've added a png into a new image named "StatusBarIcon", which lives inside "Images.xcassets" resource folder.
I see they put a json file and what not.
Tried to do what the examples out there say, but no matter what I try, I always get nil as the output of [NSImage imageNamed:#"name of paths attempted here"]
Won't load using the full path either, I suppose the method is looking for the name of the image, but I've no idea how to specify the name correctly it seems, or perhaps I need another method?
Here are screenshots of my code, and my project.
Make sure you have the project set to use xcassets instead of just individual resource files. Once you create an image in the xcasset, you should just specify the name of the image, not the path. For example, [NSImage imageNamed:#"StatusBarIcon"]
To load from the assets catalog of the current bundle, use something like:
let image = Bundle(for: type(of: self)).image(forResource: NSImage.Name(“logo"))!
My question is about the application bundle in a project. I was reading about that and can understand some basic things (I'm not a native english speaker). I can understand that the resources folder is used to hold the files that will be used in the project, e.g. media files (images, audio, video, etc.) and should be in the application bundle to be identified.
So, what is the point if I want to use images and another resources in my project? In my other related question, I can't use them by referencing with NSImage imageNamed:.
I have used the following with no success loading my files:
NSBundle methods
imageNamed:#"string" with/without file extension
the images are in resources folder
I'm learning Cocoa and Objective-C, and of course this is different to C++ or Java when I want to create an ImageIcon or a QImage.
I may not have completely understood the issue, so correct me if I am wrong. I believe the problem has to do with your image's target membership or how you're retrieving the image in your code.
Adding an image to your project target will appropriately copy the resource at compile time. To add the image to your target, select it in the file navigator and then reveal the Utilities Panel. On the Utilities Panel, select the File Inspector Tab. Look for the Target Membership section and ensure that the image is selected for the desired targets:
Do you mean that you can't use the NSImage imageNamed: method to retrieve resources? If so, you can retrieve the resource like this (from the main resource bundle):
NSString *imageName = [[NSBundle mainBundle] pathForResource:#"image1" ofType:#"png"];
NSImage *imageObj = [[NSImage alloc] initWithContentsOfFile:imageName];
It also looks like you already have a good answer to your other related question.
I need some help for my OS X program.
I need the URL of a file inside the supporting files.
I have an array in which I save URLs from images and add them to a table view and if no images are chosen I want to add a question mark image (it is called "bild.jpg")
This bild.jpg is inside the supporting files but for later use I can't just save the name of the image because the array stores also URLs.
I need to have the URL of that image in the supporting file because it's easier to use the array for image initialization.
Is there a function to get the path or is there a standard path to the supporting files? I already search on the net but couldn't find anything that could help.
You seem to be talking about the application bundle and its resources directory rather than, say, a subdirectory in ~/Library/Application Support/..., in which case you probably want something like:
[[NSBundle mainBundle] URLForResource:#"bild" withExtension:#"jpg"]
(See the documentation for NSBundle.)
I have a problem accessing my files in my app.
I am currently using
//Directly from TileMap example from WWDC2010
NSString *tileDirectory = [[[NSBundle mainBundle] resourcePath]
stringByAppendingPathComponent:#"Tiles"];
to access my tiles for my MKOverlay. This gives me this directory
/Users/xxxx/Library/Application Support/iPhone Simulator/4.2/Applications/9D62025C-C53B-472C-8309-xxxx/xxxx.app/Tiles
The x's is only for privacy reasons
I have my tiles in a folder called Tiles in the root of my application which is in Xcode in a group called Tiles which is in directly in the Resources group.
When I run my app, I get a simple error saying that it could not find my tiles at the generated directory (the one quote above) If I replace that piece of code and make it:
NSString *tileDirectory = #"/Users/xxxx/Documents/xxxx/Tiles";
Then my app works fine. This is obviously because it finds my tiles in its direct location on my Mac. This is fine for testing, but I need it to work on my iPhone/iPad.
This problem might be occurring due to:
The generated directory is incorrect.
The tile images aren't getting included in the builded .app file.
Either way, I have no clue of what to do to solve it.
How can I solve this problem?
[EDIT]
I changed that piece of code to:
NSString *tileDirectory = [[NSBundle mainBundle] resourcePath];
Now it works in simulator, because all files are in the apps root folder and I don't ask for it to enter another directory called "Tiles".
This runs with no error on the simulator, but when on my iPhone it gives the original error (just a different file path but also ending with /xxxx.app
How can I ensure a directory in my app file such as xxxx.app/Tiles - TileMap does this.
Since it is your files in your app bundle, I think you can use pathForResource:ofType: to get the full pathname of your file.
Here is an example:
NSString* filePath = [[NSBundle mainBundle] pathForResource:#"your_file_name"
ofType:#"the_file_extension"];
Remember that the "folders/groups" you make in xcode, those which are yellowish are not reflected as real folders in your iPhone app. They are just there to structure your XCode project. You can nest as many yellow group as you want and they still only serve the purpose of organizing code in XCode.
EDIT
Make a folder outside of XCode then drag it over, and select "Create folder references for any added folders" instead of "Create groups for any added folders" in the popup.
If your tiles are not in your bundle, either copied from the bundle or downloaded from the internet you can get the directory like this
NSString *documentdir = [NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES) lastObject];
NSString *tileDirectory = [documentdir stringByAppendingPathComponent:#"xxxx/Tiles"];
NSLog(#"Tile Directory: %#", tileDirectory);
You need to use the URL for the link, such as this:
NSURL *path = [[NSBundle mainBundle] URLForResource:#"imagename" withExtension:#"jpg"];
It will give you a proper URL ref.
You need to add your tiles into your resource bundle. I mean add all those files to your project make sure to copy all files to project directory option checked.