launchimage | Create a Storyboard based launch image | iOS library
kandi X-RAY | launchimage Summary
kandi X-RAY | launchimage Summary
##Setup a Storyboard based LaunchScreen for iOS 8 based devices. This repository is the project template for this guide:
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QUESTION
I'm new in Flutter/Dart/Git and I am stuck in one place since few weeks. I have already made some simple projects using Flutter/Android Studio on few other machines and this problem doesn't exist. It just works fine. I want to use this software on my main computer without using the remote desktop... My OS is Windows 10.
Everytime I hit any flutter command I receive the same error:
...ANSWER
Answered 2021-May-12 at 07:53You downloaded flutter using the zip link instead of git clone. At least that I suppose with that message
Try go to the folder:
QUESTION
I'm doing some maintenance on an old iPad-only app in the appstore which I think was last put up from an Xcode8 build about 18 months ago.
My understanding (from here, for example) is that Apple have a 30th June deadline for existing apps to be updated to have been built with Xcode11 and SDK13. I am slightly unclear on whether this just means that any future app uploads must comply, or whether existing but non-compliant apps will be purged from the appstore, but for now I'm assuming the worst case and it would be good to get things sorted this side of the deadline.
The SDK requirement is no problem: I've successfully built the app with Xcode11.4 (after the usual wrestling with certificates and provisioning) and uploaded it to testflight and have reports from internal users that it seems to be working fine.
However there's another part of the requirement that concerns me:
Apps for iPhone or iPad must be built with the iOS 13 SDK or later and use an Xcode storyboard to provide the app's launch screen.
The app appears to use a LaunchImage.xib
(very boring: a blank screen with a centred logo, but the app itself plays an opening video when it actually starts and it fits with that well enough). The build process seems to pick this file up from the value of the UILaunchStoryboardName
key in the Info.plist
file.
So my question is: is the fact my app uses UILaunchStoryboardName
sufficient to meet the storyboard requirement?
If it isn't:
At what point in the app submission and review process should I expect to get called out for it, if at all? Just the first time I try to submit after the deadline?
Is there an easy/trivial way to migrate my
.xib
launch screen to a.storyboard
? From googling around the topic I get the impression they are both XML formats that compile to.nib
files, so they may not actually be all that different.Am I unnecessarily worried my app will vanish from the appstore on 1st July? (Actually, I see there is an attempt to answer this at iOS 13 SDK deadline confusion for existing released apps but reading the comments there I am not quite so confident as the accepted answer seems to be.)
Thanks for any pointers. Bear in mind I just dabble in this stuff and don't spend nearly enough time using Xcode to be an expert with it.
...ANSWER
Answered 2020-May-06 at 15:43- When you submit with a soon-to-be deprecated toolchain, you should get a warning about the submission via email. I can't recall for sure, but I think that once the toolchain is deprecated, Apple's servers reject the submission when you try to upload it.
- If your
.xib
is as simple as you say, it's probably easier to just re-create it as a storyboard. In addition, you can very likely copy the view in the.xib
and paste it into your storyboard. - Apple updates their SDK requirements every year. In other words, last year about this time they updated to require Xcode 10. And the year before that, the started requiring Xcode 9. If your app was built with Xcode 8, that means it has remained in the app store through two of these toolchain deprecations. It will continue to remain in the app store when requirements change to Xcode 11 this year.
QUESTION
Just updated a Cordova app to contain an iPhone X LaunchImage and now in emulation, I'm seeing a properly sized launch image, which then a second later shows another that is too large and expands off the page.
I can't figure out why a launch image/splash screen is being displayed twice? In device initialization the navigator.splashscreen
invokes hide
and then never calls show
so it isn't happening in the code. I placed launch images in Xcode and am using the cordova-plugin-splashscreen
plugin. From the docs I assumed using Xcode or adding them to the config.xml
were equivalent regarding splashscreen legacy assets, but now I'm confused. This only occurs on iPhone X and not on iPhone 5s, 6, 7, 8, or iPad.
ANSWER
Answered 2018-Feb-28 at 22:48Okay so the first launch image display is the one displayed by the system, and the second is the one displayed by the splashscreen plugin. The issue was solved by updating to cordova-plugin-splashscreen
v5.0.2, which contains the bug fix.
QUESTION
I ran tns resources generate splashes
and tns resources generate icons
and it worked fine for Android but when it reloaded on iOS I got the following error:
/* com.apple.actool.errors / /Users/adam_beck/Desktop/code/fingoalNS/platforms/ios/fingoalNS/Resources/Assets.xcassets: error: None of the input catalogs contained a matching stickers icon set or app icon set named "AppIcon". / com.apple.actool.document.warnings / /Users/adam_beck/Desktop/code/fingoalNS/platforms/ios/fingoalNS/Resources/Assets.xcassets:./LaunchScreen.AspectFill.imageset/(null)[2d][LaunchScreen-AspectFill.png]: warning: The image set "LaunchScreen.AspectFill" has 2 unassigned children. /Users/adam_beck/Desktop/code/fingoalNS/platforms/ios/fingoalNS/Resources/Assets.xcassets:./LaunchScreen.Center.imageset/(null)[2d][LaunchScreen-Center.png]: warning: The image set "LaunchScreen.Center" has 2 unassigned children. /Users/adam_beck/Desktop/code/fingoalNS/platforms/ios/fingoalNS/Resources/Assets.xcassets:./LaunchImage.launchimage/(null)[2d][Default-1125h.png]: warning: The launch image set "LaunchImage" has 12 unassigned children. / com.apple.actool.compilation-results */ /Users/adam_beck/Desktop/code/fingoalNS/platforms/ios/build/Debug-iphonesimulator/fingoalNS.app/LaunchImage-700-568h@2x.png /Users/adam_beck/Library/Developer/Xcode/DerivedData/fingoalNS-fvoglrpadrrtljalueomxfllvudt/Build/Intermediates.noindex/fingoalNS.build/Debug-iphonesimulator/fingoalNS.build/assetcatalog_generated_info.plist
When I rebuilt for iOS I got the following error:
Failed to find LaunchScreen.storyboard but it was specified in the Info.plist. Consider updating the resources in app/App_Resources/iOS/. A good starting point would be to create a new project and diff the changes with your current one. Also the following repo may be helpful: https://github.com/NativeScript/template-hello-world/tree/master/App_Resources/iOS We will now place an empty obsolete compatability white screen LauncScreen.xib for you in platforms/ios/fingoalNS/Resources/LaunchScreen.xib so your app may appear as it did in pre v2.1.0 versions of the ios runtime. Info.plist: Merging CFBundleURLTypes: Property CFBundleTypeRole is required!
and it exits with Command xcodebuild failed with exit code 65
Thoughts?
...ANSWER
Answered 2019-Jun-03 at 19:06In case any one else runs into this issue the tns
commands never worked but I was able to successfully generate splashes and icons through Sidekick. From their docs:
- Launch NativeScript Sidekick and open your app.
- From the left toolbar, select Assets to open the Assets view.
- To generate the icons of your app, complete the following steps.
- In the icon placeholder in the generator, click Browse.
- Browse and locate the image source that you want to use, select it and click Open.
- When prompted, choose for which platforms you want to generate icons.
- Click Generate and wait for the operation to complete.
- To generate the splash screens of your app, complete the following steps.
- In the splash screen placeholder in the generator, click Browse.
- Browse and locate the image source that you want to use, select it and click Open.
- When prompted, choose for which platforms you want to generate splash screens.
- (Optional) Provide a custom background color in a hexadecimal format.
- Click Generate and wait for the operation to complete.
- (Optional) Select the Android and iOS tabs to inspect the newly added app assets.
QUESTION
Note. I can find many question with similar titles but none of them are in the same context and neither their proposed solutions have worked for me.
I am trying get started with Flutter following the official tutorial. (https://flutter.io/get-started/test-drive/#terminal)
When I try to run
...ANSWER
Answered 2018-Jul-18 at 00:53Run flutter doctor
.
If everything looks fine there, unfortunately it looks like your environment have a mysterious problem.
I would start by reviewing your PATH, exports, etc.
QUESTION
My app is white labeled by building a generic app and then resigning the app bundle with new images. Before iOS11
I could achieve this by switching in new images into the bundle and resigning. However now that asset catalogs are required for the app icons I'm having trouble creating the Assets.car
file.
Here is what I have tried:
Copying Images.xcassets
to a working directory (with a build
directory next to it). Images.xcassets
contains AppIcons.appiconset
and LaunchImage.launchimage
.
From the command line
...ANSWER
Answered 2019-Nov-07 at 00:21You just need to use the name of your appiconset
.
So in this example add:
QUESTION
I think ive done a bad manipulation and my project dont run since, ive tried every solutions on stackoverflow without any good result.
so im desesperate and i prefer to ask.
heres my error message : /Users/dev/Documents/Work/TheSecondLast/TheSecondLast/Assets.xcassets: None of the input catalogs contained a matching launch image set named "LaunchImage".
[Here is my screenshot]-->1
I Really hope someone will have the time to help me and i thank you all even if you dont.
...ANSWER
Answered 2017-Nov-27 at 00:34Edit the target, switch to the General pane, and fix these setting to look this:
The problem is that you pressed the Use Asset Catalog button, which means your asset catalog contains a launch image — but it doesn't. If you configure as shown below, you'll go back to using the LaunchScreen storyboard as your launch image.
QUESTION
I have created a project with nativescript-vue that works fine on emulator and also I can install it to my iphone with tns run ios
but when I try to build and IPA and send it to a friend with diawi.com the app installs, the icon and splash screen are fine but then it crashes, I could see this in crash reports:
ANSWER
Answered 2019-Jul-31 at 06:11You need to refresh the code signing to set it automatically(It is easy if you don't put specific one).
Open the project in Xcode by running open ./platforms/ios/{appname}.xcworkspace
and just disable, enable automatic signing in the general tab of the project file. (as seen in the picture)
Also check this stackoverflow question.
You have two certificates one for development and one for distribution.
The development one is for the internal team in other words for devices that you registered to your account, you can check them in developer.apple.com devices section.
Distribution certificate is for TestFlight, AppStore or another way of distribution. Where you don't have udid-s of all devices and there are not related to your account.
The topic is really big and you need to take a deeper look at it.
You are having this problem because you created your project before haveing a development account. And some of the settings where wrong. Then When you switch them and make them right it won't get updated automatically so you need to refresh them.
QUESTION
I'm working on a mobile app for iOS/Android. I'm using Visual Studio Community for Mac version 8.1.5, and the project was initially created as a new Tabbed Forms Xamarin App.
When the new project was created, the Assets.xcassets "folder" already contained two items - AppIcon and LaunchImage, with the LaunchImage screen looking like this:
I didn't create this, it already existed. There was also a LaunchScreen.storyboard file, and in the info.plist file, the iPhone Launch Images setting was already set to LaunchImage (the name of the image set in xcassets that already existed and which is shown in the screenshot above), and the Launch Screen setting was set to LaunchScreen:
I then added a bunch of images to a subfolder in the Resources folder, added each image to the correct box in the xcassets screen, saved everything and then tried to add an image to the LaunchScreen.storyboard file.
Unfortunately, when I add an Image View control to the Launch Screen, the Image dropdown in the widget properties does not list the LaunchScreen as an asset I can use!
If I create a new Image Set in the xcassets folder, it creates a screen like this:
This has nowhere near the number of different images sizes (I guess because it's a general image, not an image specifically for the launch screen), but, I can set the Image View on the launch screen to use this set.
So my question is: how can I use the LaunchImage screen (with its many different sizes for different devices) as the source of an Image View widget on the LaunchScreen story-board? What am I missing?
...ANSWER
Answered 2019-Jul-16 at 09:11Here is the guide for Launch Screens for Xamarin.iOS Apps .
You can pay attention to the third section of this chapter (Managing Launch Screens with Storyboards) ,
- Add an image to the Assets.xcassets Asset Catalog so that it is available for use on the Launch Screen. For more information, see the Adding Images to an Asset Catalog Image Set section of the Displaying an Image guide.
Explain:
- If clicking Launch Image selection. ImageView's droplist can not see it.Because this is used as System image, and if want to show in LauchScreen. You should set in info.plist as follow: (Only set Source , not set LaunchScreen)
- If clicking Image Set In Asset Cattalogs , then ImageView's droplist can see added ImageSet Name there.But first need to set info.plist as follow:
QUESTION
I have a PWA which essentially re-directs the user to the messages app on open using Javascript. With the roll-out of iOS 12 and changes to PWAs, the webpage no longer re-initializes and executes the Javascript when it is re-opened or when it re-gains focus. Instead, it now loads the previously saved state and won't re-execute the Javascript.
Does anyone have any ideas around this? Can I force Javascript execution every time the PWA has focus? Can I force the page to re-initialize on load?
Sample code below:
...ANSWER
Answered 2019-May-11 at 22:15Take a look at this post re PWA 'state': Progressive Web App Progress in iOS 12.2 Beta 1 (Build 16E5181f)
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