I've duplicated my Xcode project - basically I'm creating an app with similar functionality but with different content. I duplicated the main folder and updated the names in the new project for the new app following a guide on Youtube that was on another thread, but when I updated the background of the storyboard for the new app, I've now seen it has changed the storyboard of the original app, so it must be using the same story file, or be linked somehow.
Please can someone suggest what I might have done wrong, or what I need to do when duplicating the project to avoid the same story file being used.
Please check the "Full path" of your file like shown below. Make also sure, that all your other files are linked correctly.
Related
When I try to submit my app to the app store i get this error: "error itms-90032 invalid image path no image found at the path referenced under key CFBundleIconFiles"
The problem is that I ma not even using CFBundleIconFiles. A search of the entire app shows that it is not present. I just can't figure this out. Any help would be appreciated.
They are in AppIcon in Images.xcassets
Okay, but it sounds like you forgot to tell the app target about that. Edit the app target, go to the General tab, and make sure that the target knows where to find the icons:
You won't necessarily see CFBundleIconFiles in the plist that Xcode created for your project, but CFBundleIconFiles does get added to the Info.plist that is submitted to the App Store.
Your bundle icon files are automatically generated from your Asset Catalog icons and added to the bundle.
The details for the icons are contained in Images.xcassets.
Check to make sure that the Asset Catalog was not relocated, or the validation will fail, since the icons could not be generated.
I double checked everything you guys posted and everything is good, but still getting the error. I finally just decided to add iconfiles (ios5) to the plist and it worked when I tried to upload. I don't know why that did the trick.
I have problem when I want to access events. I already copied the resource files (nativej2me.res) under src directory but still the events are disabled within my project.
Can anyone help me how to arrange the resources so it enables the vents..?
Thanks
Don't move that resource file. Its not the place for it.
I'm guessing you created a handcoded application where GUI builder events aren't supported. You need to create a GUI builder project when creating a new project.
That's a GUI builder project (notice the visual not manual in the brackets)
Just for the googlers out there:
Have a look in the file codenameone_settings.properties - in there you'll find the property userClassAbs=something/StateMachine.java
Its an absolute path and it was showing the wrong directory. After fixing this I was able to add Events in the Designer again.
Am following tutorial at
http://www.raywenderlich.com/1980/email-tutorial-for-ios-how-to-import-and-export-app-data-via-email-in-your-ios-app
To link a document type to my application so that my application is responsible for opening up of that document.
XCode 5 works very different... Under your Target, Info tab is a "Document Types" line... am not sure how to use this, is there a sample for me?
Thanks
I'm sure you've either figured this out or moved on, but a little tip for most of these tutorials: you can often download the completed code from the website. I did so, and loaded it up in Xcode 5.0, and it works fine. Here's a screenshot of the plist entries (that's under Resources/ScaryBugs-Info.plist) for Document and Export:
Another way to change the Document types in Xcode is via the Project Info (select the project in the Navigator, then the target in the projects and targets list, then the info tab). Here's a screenshot of what that stuff looked like for me:
Here's another very helpful link straight from apple support. Watch the screenshot they have under Example and literally replicate everything from this screenshot and just change their custom extension from catinfo to pdf, ttf, xml or whatever you like
NOTE: Make sure you test this on actual iphone / ipad and not on simulator.
https://developer.apple.com/library/ios/qa/qa1587/_index.html
Have a custom built framework using custom template, etc. Works great. But would like to copy the framework after the build something like.
/dir1/myframework.framework
to
/dir2/myframework-5.1.framework
When the renamed one is included in the xcode program, all is well (framework search path is correct, etc), but the link does not see the framework. Have tried to change the renamed info.plist items with no luck. What could be missing... I thought this was done before, but can't seem to get it working now. is this a signing thing from the framework build?
Changed the following plist items
bundle name myframework-5.1.framework
executable file (changed file name)
etc.
Turns out you have to rename the object link in the framework to the same name as the framework and all is ok.
The project I was toying around with for some reason was a dated version of cocos2d, and the classes and methods I was trying to introduce were too recent. So, I have successfully installed the new cocos2d, and have created a cocos2d template in Xcode. My issue is that this project is brand new, and I want to bring all my other project's code into this.
I have searched this across other stackoverflow threads, and just dragged the files/folder into the new project. When the files wouldn't transfer, I adjusted their path, and then dragged them in, or in one unique case, when dealing with the class main.m, I just changed its internal code so that it would sync up with the rest of the code.
However, because this is a template file, there are some extra baggage classes that I am not sure how to handle. These classes are the classes that come standard in the 'Classes' folder when the cocos2d template is first created:
GameConfig.h
HelloWorldLayer.h
HelloWorldLayer.m
RootViewController.h
RootViewController.m
MyGameAppDelegate.h
MyGameAppDelegate.m
And then in the 'Other Sources' folder:
MyGame_Prefix.pch
These classes or their likeness does not appear to be used in the original project from which I copied the other classes, is there any special use for them that would be dangerously stupid for me to delete them?
You can delete HelloWorldLayer. It's just the example scene/layer.
You would do well to leave the other files in. Any modifications you may have made to your old project's app delegate (such as which scene is passed to CCDirector's runWithScene method) should be re-done in the MyGameAppDelegate rather than replacing that with your old project's app delegate.
The reason is that the startup sequence for cocos2d has changed to support Retina devices, autorotation, changes in the iOS SDK, etc. The RootViewController handles autorotation, should you need that. Whether autorotation is enabled or not can be changed via GameConfig.h.