launchimage | Create a Storyboard based launch image | iOS library

 by   coronalabs Swift Version: Current License: No License

kandi X-RAY | launchimage Summary

kandi X-RAY | launchimage Summary

launchimage is a Swift library typically used in Mobile, iOS applications. launchimage has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

##Setup a Storyboard based LaunchScreen for iOS 8 based devices. This repository is the project template for this guide:
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            kandi-support Support

              launchimage has a low active ecosystem.
              It has 6 star(s) with 7 fork(s). There are 16 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              launchimage has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of launchimage is current.

            kandi-Quality Quality

              launchimage has no bugs reported.

            kandi-Security Security

              launchimage has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              launchimage does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
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              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              launchimage releases are not available. You will need to build from source code and install.

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            launchimage Key Features

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            launchimage Examples and Code Snippets

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            Community Discussions

            QUESTION

            How to solve a Flutter problem - fatal: not a git repository
            Asked 2021-May-19 at 17:17

            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 07:53

            You downloaded flutter using the zip link instead of git clone. At least that I suppose with that message

            Try go to the folder:

            Source https://stackoverflow.com/questions/67499158

            QUESTION

            What's the easiest way to update an old iOS app with a .xib launch screen for the AppStore's new storyboard requirement?
            Asked 2020-May-06 at 15:43

            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
            1. 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.
            2. 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.
            3. 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.

            Source https://stackoverflow.com/questions/61638604

            QUESTION

            Two Different Launch Screens Shown for on iPhone X on Initialization
            Asked 2020-Mar-20 at 16:53

            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 22:48

            Okay 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.

            Source https://stackoverflow.com/questions/49039261

            QUESTION

            Running tns resources generate icons killed iOS app
            Asked 2020-Feb-29 at 12:52

            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 19:06

            In 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:

            1. Launch NativeScript Sidekick and open your app.
            2. From the left toolbar, select Assets to open the Assets view.
            3. To generate the icons of your app, complete the following steps.
              1. In the icon placeholder in the generator, click Browse.
              2. Browse and locate the image source that you want to use, select it and click Open.
              3. When prompted, choose for which platforms you want to generate icons.
              4. Click Generate and wait for the operation to complete.
            4. To generate the splash screens of your app, complete the following steps.
              1. In the splash screen placeholder in the generator, click Browse.
              2. Browse and locate the image source that you want to use, select it and click Open.
              3. When prompted, choose for which platforms you want to generate splash screens.
              4. (Optional) Provide a custom background color in a hexadecimal format.
              5. Click Generate and wait for the operation to complete.
            5. (Optional) Select the Android and iOS tabs to inspect the newly added app assets.

            Source https://stackoverflow.com/questions/55927827

            QUESTION

            Cannot run Flutter Get Started. Project 'app' not found in root project 'myapp'
            Asked 2019-Dec-13 at 20:27

            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 00:53

            Run 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.

            Source https://stackoverflow.com/questions/51391854

            QUESTION

            Creating Assets.car file through command line for app resigning
            Asked 2019-Nov-07 at 00:21

            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 00:21

            You just need to use the name of your appiconset.

            So in this example add:

            Source https://stackoverflow.com/questions/47382404

            QUESTION

            Asset Catalog Compile Error
            Asked 2019-Aug-23 at 00:44

            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 00:34

            Edit 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.

            Source https://stackoverflow.com/questions/47502376

            QUESTION

            How to fix conflicting provisioning settings in xcode?
            Asked 2019-Jul-31 at 06:11

            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 06:11

            You 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.

            Source https://stackoverflow.com/questions/57267704

            QUESTION

            Xamarin LaunchImage not listed as a source in ImageView properties
            Asked 2019-Jul-16 at 09:11

            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 09:11

            Here 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) ,

            1. 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:

            1. 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)

            1. 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:

            Source https://stackoverflow.com/questions/57036202

            QUESTION

            PWA in iOS 12 no longer re-executing Javascript when re-opening app
            Asked 2019-Jul-09 at 02:03

            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 22:15

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