Using btn_circle_normal - android - android-button

I tried to use the standard icons provided by android as the background for my ImageButton using:
android:background="#android:drawable/btn_circle_normal"
btn_circle_normal seems to be present in the sdk directory. However, I get the error:
error: Error: Resource is not public. (at 'background' with value '#android:drawable/btn_circle_normal').
What could be the possible cause for the same and also the solution.
Thanks in advance

these Ressources are private and you may not use them in your styles. You could however create your own style, that mimics the same thing. Just download the extracted rounded PNGs and create a file like rounded_buttons in your src/drawable Folder. You can find a good tutorial (Google-Translate it first).

Related

Find invalid image paths in vue project

In my Vue 3 project, all images are located in public/assets/image then in .vue files I refer to these images like assets/image/image.png.
Sometimes I might make a typo in a path or a path might not be correct anymore.
Is there any automated way to find and fix all incorrect paths in a project?
I am using "VS Code" and "IntelliJ IDEA" might be there are any plugins to handle this.
In VS Code there is an extension called Image preview
https://marketplace.visualstudio.com/items?itemName=kisstkondoros.vscode-gutter-preview
If the path is right it shows the image at the left side of the import.

How do I use fonts in Jetpack Compose for Desktop?

I'm trying to use some font ttf files placed in src/main/resources/fonts/ in JetBrains Compose for Desktop. How do I use the font files in the function androidx.compose.ui.text.font.Font()? I tried using the R.fonts.font_file mentioned in many online articles, but it seems like it only works on Android.
I know that there's this. He's facing the exact same problem I'm having here. I've tried this. Unfortunately, it didn't work. The only answer in the question I linked above says that the solution was to put the font files in src/main/resources and use:
Font(
resource = "font.ttf",
weight = FontWeight.W400,
style = FontStyle.Normal,
)
But it doesn't work. The androidx.compose.ui.text.font.Font() function on my machine requires 3 params, resId, weight, and style.
public fun Font(
resId: Int,
weight: FontWeight,
style: FontStyle,
)
(copied from the Idea tooltip)
As you can see, it requires a resId: Int. How am I supposed to specify it in an Int?
Since JetBrains Compose for Desktop is still in its early beta stage, resources I could find on the web is really scarce. I tried searching for "kotlin resource id" to find the way to refer to the font file as an ID, but all I could find are really Android-targeted things. I also tried searching for "jetpack compose desktop font" and "jetbrains compose font", and the results I get are also flooded with Android things. Yes, I tried using "-android" in the search query, but all that's left in the results are irrelevant. The question I linked is the only thing I could find about Jetpack Compose for Desktop font.
Here's most of my project structure.
Here is the tooltip that IntelliJ Idea shows when I hover over Font(). It isn't that useful, is it?
Kotlin version: 1.5.10
Jetpack compose version: 0.5.0-build225 (latest pre-release)
By the way, I'm using Manjaro Linux on a MacBook if it matters.
You can't use androidx.compose.ui.text.font.Font for this. Import androidx.compose.ui.text.platform.Font instead.
Perhaps counter-intuitively, androidx.compose.ui.text.platform.Font is a valid parameter type in a androidx.compose.ui.text.font.FontFamily, and supports resource, weight and style.

Windows 10 Phone Store Logo Error

I created my app in Unity and after publishing for Android and iPhone, i'm trying to get the Windows 10 Phone version published.
I added my image assets to Unity, but when I open the generated project in Visual Studio, I get the following error in the Visual Assets tab:
A mixture of mages with and without the "scale" or "targetsize" qualifiers exists in the project for the logical name "Assets\StoreLogo.png" for the "Scale 100 50x50 px" image. All the other images are importing correctly.
The only related question I see on SO is:
Adding all images to the Package.AppXManifest results in a compiler warning
but in my case it is an error instead of a warning
The image with the correct scale does exist in my Assets folder, even though I had to add it manually:
Just wondering if anyone knows how to debug/fix this? rename the image, create a new image etc? ie: Why the 50x50px scale 100 image is not working as expected.
My Unity version is 5.3.4, Visual Studio 2015
It's basically saying that StoreLogo.png will be ignored since there is a file with same name plus the scale qualifier: StoreLogo.scale-100.png.
When packaging the two files are considered the same, but to prevent unexpected behavior you should delete one of them. It basically means that if you change StoreLogo.png, but not StoreLogo.scale-100.png, the output will not change since the packaging process will always ignore the StoreLogo.png file.
I would rename the StoreLogo.png file to just Logo.png and keep them both. But you can also delete one of them and get rid of the warning.
Seems that the order of adding the PNG to the project matters. So, for the StoreLogo you would need to add the 50x50 resolution PNG first.
And if you are using version control, make sure it is checked-in.

Xcode 5 invalid image path error

Im relatively new to programming and am just in the process of uploading my first app to the app store however i am getting the following error message which i just can't figure out / fix. I have looked everywhere online for a solution but as yet, no luck. Please can someone help? I am using Xcode 5:
Error:
ERROR ITMS-9000: "Invalid Image Path - No image found at the path referenced under key 'CFBundleIcons': 'AppIcon40x40'" at SoftwareAssets/SoftwareAsset (MZItmspSoftwareAssetPackage)
This really doesn't mean anything to me as i have tried all the usual asset catalogue stuff / looked at my p-list.
You need an App Icon.
If you created the project in Xcode 5 then there should be a catalogue called Images.xcassets where you should place the icons of the correct sizes for your app.
I have added a screenshot of my app as an example of what I am talking about:
I saw the same error. First I thought that the images where not correct (I found one with 144 dpi), but the error showed up again.
Just search for the exact name "AppIcon40x40" in the whole project using Shift+Cmd+F. I have seen it referenced in a plist file under another key. There you have to change the names to the appropriate ones.

-HD image file not found?

Why am I getting
cocos2d: CCFileUtils: Warning HD file not found: META-hd.png
If I definitely have META-hd.png file in my project?
What I am doing is running my .tmx tilemap. The map uses a tileset that searches for "META.png" (without -hd suffix since I am expecting cocos2d to automatically put it on).
I've found the problem. I only do have -hd versions of my files. But I don't have "non-hd" versions. And for some reason, CCFileUtils will throw me errors when I don't have both types in my project.
Verify that the image is part of the app's target. If it was included as part of a group, and say there was a duplicate on file 10 of 25, the copy stops and files 1-9 are NOT tagged as part of the target. You have to go back and sweep the floor by hand.
In Xcode 4 show the assistant editor, and click the resource in the navigator. The target membership will be shown. If your app is not checked, click on that and voilĂ , the file will now be found.
In rare cases, i have had to clean the target and recompile to make this effective.
If I understand correctly you will have to have a -hd version of the tilemap as well: meta.tmx and meta-hd.tmx.
Also be sure that your image file is named META-hd.png and not META-HD.png and both images use the same case: META.png and META-hd.png. The iPhone file system is case sensitive (not the iOS Simulator though).