AppIcons | AppIcon generator for macOS and iOS | iOS library
kandi X-RAY | AppIcons Summary
kandi X-RAY | AppIcons Summary
AppIcon generator for macOS and iOS
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Trending Discussions on AppIcons
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 can successfully build an iOS app with
...ANSWER
Answered 2021-Apr-02 at 19:43delete macos
and then run flutter create .
inside your project root, it will generate missing targets without touching existing ones
QUESTION
I keep getting a MessagingRemoteException
when trying to build my iOS project. I think I have corrupted my Assets folder but I am not sure how to fix it.
Full Error:
...ANSWER
Answered 2021-Mar-30 at 12:16This was caused by a bug in Visual Studio 16.10.0 Preview 1.0
I went back to 16.9.2, and everything worked immediately.
QUESTION
I have a two-step Login form where the user enters their email first, then is taken to the next page where they enter their password. Prior to taking the user to the password page, I want to check if the email entered by the user is valid and whether it exists in firebase. I have read a few posts about using fetchSignInMethodsForEmail
. However, I'm not quite sure how to implement this.
The idea is if the email does exist the user is taken to the password page, however, if the email does not exist a snackbar pops up with a button taking the user to the register page. How would I go about doing this?
This is what I have so far...
...ANSWER
Answered 2021-Mar-15 at 08:59You can try catch
and exception
like as my code. And let me know.
QUESTION
I have the following Info.plist (UTF8) file:
...ANSWER
Answered 2020-Nov-28 at 01:27Your Info.plist has an illegal character in it. You might be able to fix by deleting and retyping that one line, or the whole NSBonjourServices
array.
QUESTION
I have an old app I'm trying to promote and I'm hitting a wall on what should be something simple, the App Icon
It's a super simple web-based app so I remade the project using a more updated template and it build fine and everything but the app icon is not getting in.
When I try to upload my ipa to the store I get these messages:
ERROR ITMS-90022: "Missing required icon file. The bundle does not contain an app icon for iPhone / iPod Touch of exactly '120x120' pixels, in .png format for iOS versions >= 10.0. To support older versions of iOS, the icon may be required in the bundle outside of an asset catalog. Make sure the Info.plist file includes appropriate entries referencing the file. See https://developer.apple.com/documentation/bundleresources/information_property_list/user_interface"
ERROR ITMS-90704: "Missing App Icon. An app icon measuring 1024 by 1024 pixels in PNG format must be included in the Asset Catalog of apps built for iOS, iPadOS, or watchOS. Without this icon, apps cannot be submitted for review. For details, see https://developer.apple.com/ios/human-interface-guidelines/icons-and-images/app-icon/."
Here is what my Contents.json file looks like:
...ANSWER
Answered 2020-Oct-23 at 01:52I found that there are some wrongs with filename
.
Generally, the filename
defined by Icon-scale*size.png
, however your filename contains
wrod @3x/@2x
more is shown.
Therefore, you could modify the filename
as follows:
QUESTION
The app is being tested on a physical iOS device - an iPad with iOS 12.4 installed. This is on Windows 10 with Hot Restart. I have not tried on a simulator or without hot restart as I do not have a Mac at hand.
I have set all images in the AppIcons from the Asset Catalog (called 'Media'). AppIcons has been set to in Visual Assets under Info.plist. However, all icons used in the application still use the default Xamarin logo.
I noticed that the default logos were hidden from the Solution Explorer, but are under Resources in the file explorer. I removed them to see whether the icon would display the empty wireframe logo, however, the default logo is still displayed.
One solution said that this is due to caching, therefore the test device should have the app removed and should be restarted. This did not do anything.
The asset catalog has been deleted and recreated a couple times in an attempt to fix this issue. Nothing.
The path in Info.plist is correct, not directing to another folder.
...ANSWER
Answered 2020-Sep-07 at 02:09It seems the Assets file path
doesn't match the vaule in info.plist
.
Try to change
QUESTION
I'm trying to use a font family NunitoSans & I have to modify a pre existing app. This is what the pubspec.yaml file looks like in terms of the font:
...ANSWER
Answered 2020-Aug-17 at 18:50 fonts:
- family: Montserrat
fonts:
- asset: assets/fonts/Montserrat-Regular.ttf
- family: MontserratMedium
fonts:
- asset: assets/fonts/MontserratMedium-Medium.ttf
- family: MontserratLight
fonts:
- asset: assets/fonts/MontserratLight-Light.otf
- family: OpenSans
fonts:
- asset: assets/fonts/OpenSans-Regular.ttf
- family: Palatino
fonts:
- asset: assets/fonts/Palatino-Italic.ttf
QUESTION
I know this question gets asked a lot, and I'm still having trouble getting the icons to show in my app on ios and android after upgrading my platforms.
cordova --version | 9.0.0 (cordova-lib@9.0.1)
cordova platforms | android 8.1.0 ios 5.0.1
Following this https://cordova.apache.org/docs/en/latest/config_ref/images.html my first attempt was to add: After building the app I see the images
Images.xcassets/AppIcon.appiconset
. But the images do not take in the app.
Next I generated all the necessary icon sizes and loaded them in res/icon/android
and res/icon/ios
and then added the following the icon references to the config.xml
from the guide above.
Run cordova build ios
and then I see the images Images.xcassets/AppIcon.appiconset
folder. However still my icon is not set when I run the app in the simulator.
When I run cordova build android
I get a build error: AAPT: error: resource mipmap/ic_launcher (aka com.project.mine:mipmap/ic_launcher) not found.
Any ideas?
Edit: If I got into Xcode General -> App Icon Source and click the arrow to access App Icon. I see the option to manually drag all my icons to the right spot. I see all my icons have a warning: "The app icon set "AppIcon" has 22 unassigned children". It looks like I can resize my images manually and drag them correctly.
I'm wondering if there is a automatic way to do this?
...ANSWER
Answered 2020-Jun-22 at 13:29Next I generated all the necessary icon sizes and loaded them in res/icon/android and res/icon/ios and then added the following the icon references to the config.xml from the guide above.
Did you do that by hand? 😱
There's a package that does it all for you.
QUESTION
I want to be able to parse APK files from various sources, or various kinds. I want to get only very specific, basic information about them:
- package-name
- version-code
- version-name
- label (app name)
- icon
- minSdkVersion
- whether it's a split APK or not (available when parsing the manifest)
The Android framework has a single function to parse APK files (PackageManager.getPackageArchiveInfo), but it has 2 disadvantages:
It requires a file-path. This isn't always available, as you might have a Uri to deal with, or you have the APK file being inside some ZIP file.
It can't handle split APK files. Only the base one of them. If you try it on split APK files, you just get null.
Because of this, I've tried to find a reliable, Java&Kotlin solution that can handle them easily.
The problemEach solution I've found has its own disadvatanges. Some libraries I couldn't even find how to use, and some don't have any way to parse APK files without having a real file path. Some of them just create new files instead of returning you objects in Java/Kotlin. Some are even in other programming languages, making me wonder if it's possible to use them.
So far, the only one that I've found as good enough, is "hsiafan" apk-parser, which needs only 2 files within the APK: manifest and resources files. It has some issues, but usually it can get you the information I've mentioned.
Thing is, as I wrote, it's not always working, so I want to return to the basics, at least when I notice it fails to parse, at least for the case that it's a normal APK of base of split-APK files. Some cases it couldn't handle well are:
- Sometimes the app name couldn't be fetched correctly (here).
- Some resources are somehow hidden in some apps (here). Even tools such as Jadx fail to show them, but others can.
- Adaptive icon is hard to parse, including drawable XML files. I succeed parsing VectorDrawable though (here), but it's quite a workaround.
And a few others.
What I've triedSo, I wanted to try out the Android framework again, but this time with a new idea: instead of handling the entire original APK, I could extract only what it really needs, based on the current observation of it.
For example, if I know the resources I need to handle, I can copy only them (and some key files that are needed) into a new APK, and ditch the rest. This could reduce the need to copy/download huge amount of data just to parse the APK and get information about it. If the APK file is 100MB, for example, there is no need to get it all when all we need is just a tiny portion of it.
As a start, I wanted to see how I can create a new APK that can be parsed, so for now I copied all of the entries of the original APK (currently of the current app) into a new file, and chose to parse it:
...ANSWER
Answered 2020-Jun-13 at 18:02Change the copy code from
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