How to add app icon to project using Xcode 4.3.1 - xcode

How do I add an application icon to my project using Xcode 4.3.1?

Drag and drop the icon files you create into Xcode.
They should be named
Icon.png -- 57x57 for iPhone
Icon#2x.png -- 114x114 retina
Icon-72.png,icon-Small.png and Icon-Small-50.png etc...
then drag them here in Xcode

You drag and drop the file in from the finder or a location on you're computer to Xcode supporting files. Make sure it is called icon.png and other names for other resolutions / versions etc...
If it still deosnt come up go to project then target then same drag and drop into the application icon template

Download Asset Catalog Creator Free from iTunes. All you have to do is select a base image, and the program will create all required iOS icon sizes for you and place them neatly in an .xcassets file, which you can simply drag into Xcode. Much easier than worrying about the sizes/resolutions of individual icons.

Related

I changed the icons in my XF application. The info.plist ITunes artwork 1x and 2x. But the icons don't change when I deploy locally to the phone

Am I missing making some change? If not then how can I make it so the phone displays the new icons I have just uploaded. Right now it still displays the old ones.
As you can see from the official documentation:
iTunes Artwork is being used for App list in iTunes.
If you want to change the icon that is being displayed when the application is being installed, then you must change the App Icon.
You need to create an AppIconSet, which will hold all of your icons - incl. Spotlight, Settings, etc. You can read more from the official Microsoft documentation where everything is pretty good documented - Application Icons in Xamarin.iOS.
There, you will also find more information about iTunes artwork.
In solution explorer, under iOS project, double click on 'Assets.xcassets' and change the existing 'AppIcon' icons or Add a new Asset and attach the icons.
In solution explorer, under iOS project, double click on Info.plist. Go to 'Application' tab, and change the 'Source' of 'App Icons' to the asset that you just created.

No option for Landscape in iPhone Launch Images

Is landscape splash screen supported in iPhone? I don't see the option like I do with iPad, as such:
That's Visual Studio?
Because I am able to see the iPhone Landscape option in Xamarin Studio.
Try switching on and off the "Assets Catalog" dropdown to see if that helps.
Also if that doesn't work you could change at anytime from Launch image to Launch screen and there you can configure your Storyboard for all different sizes and orientations.
Note: will check later in VS.
You could add them to your assets. I don't think image assets are rendered properly in VS. It doesn't show specialized image for iPhone, iPad, watch etc. Only the generic one.
Another thing you might want to consider is using launch story board and not launch images. That's the new way of doing it or the suggested way by Apple. You have far more control on it.
Customizing launch images - Manual approach
Open LaunchImage.launchimage and change the default launch images with your own using the proper resolution for each image (e.g., Default-568h#2x.png should be 640px x 1136px). If your images have different file names then open Contents.json and change the key filename for each image.
Xcode WYSIWYG approach
Drag and drop your Assets.xcassets into Xcode (7.1 or newer version). In the opened window choose LaunchImage and add the proper image for each iOS version and device. Close Xcode and rebuild your Xamarin app to use the new launch images.
Further info : Human guidelines reference

Is there any way to update an old app with Xcode 7 and the iOS9.1 SDK and use the awesome auto scaling for the iPhone 6/6+? [duplicate]

Installed the app on iPhone 6 iOS9 and here is what happened. Notice black bars on top and bottom. It works just fine on iOS8. How I can fix it?
I've tried building with Xcode 6.4 & 7. Same result.
(iPhone 5 used to run iPhone 4 apps like this)
Did you migrate your app from an earlier version of Xcode? If so then Xcode is now making an assumption about your screen size and you need a way of indicating the actual screen size at run time.
There are two ways:
a) If you use a launch screen.
You are missing a LaunchScreen.storyboard file.
Create a Launch Screen object from the New File... dialog
b) If you don't use a launch screen.
Go to your Target's settings and choose General, then App Icons and Launch Images.
Now set "Launch Screen File" to your "main.storyboard" (or another storyboard if appropriate)
My App does not use a launch image.
Setting the "Launch Screen File" to my "main.storyboard" file fixed the issue for me.
This setting can be found under "Target->General->App Icons and Launch Images"
Use the following link for more information:
http://oleb.net/blog/2014/08/replacing-launch-images-with-storyboards/
For me the problem is i'm migrating my app from earlier version of Xcode and the project is missing LaunchScreen.storyboard file. I have just created LaunchScreen.storyboard and added it to launch Screen File. This did the trick.
I'm using xcode 7.2 . At first, I created a LaunchScreen.storyboard file, as Potassium Permanganate
suggested, and it worked! However, I didn't want a launch screen, so I tried setting Main.storyboard as Launch Screen File and it did the trick!
This one is if you do not use storyboard at all.
It occurs when you remove LaunchScreen from Launch Screen File in App icons and Launch Images.
Instead of removing it from here go to info.plist and find Launch screen interface file base name and remove LaunchScreen, i.e. leave it blank.
It wont show in info.plist if you have removed LaunchScreen already from Launch Screen File. Then you can give any name in Launch Screen File and it will appear and you can remove the name.
When you migrate your app from earlier version of xCode to xCode 6 or xCode 7, you will face this issue.
For iOS 7 and earlier, developers need to provide separate launch
images for all screen sizes, resolutions and orientations their app supported.
In Xcode 6 or later, there is another option. You can specify a storyboard whose initial view controller will then be used as the app’s launch screen. Use below steps:
Create a blank storyboard file named LaunchScreen.storyboard.
Go to your target settings and, on the "General" tab, select the storyboard as your Launch Screen File in "App Icons and Launch Images" section. Xcode will add a corresponding UILaunchStoryboardName key to your app’s Info.plist. When this key is present, Xcode will prioritize it over any launch images you might have set.
Add some subviews to newly created storyboard's view and position them with constraints. When you launch the app on a device, the OS should use the scene as the launch screen.
Delete the older app from simulator and clean the project.
Cheers :-)
I have same issue in my app . In my app i have multiple targets added to project . If i use launch storyboard solution then i can see full screen but in my case my Lunch image looks blurred and stretched on iPhone 4 . To come out from this issue I have used LaunchImage asset solutions . After this still I am facing same issue .I have tried all above solutions, At end I found my png images don't include ALPHA resolutions . After adding new images ,i can see full screen images .
iOS changed the way the system detects the resolution of the iPhone. You used to have to supply a number of png images named things like "Default-568#2x.png", "Default-667h#3x.png". Now you don't have to do that anymore. You need to delete those "Default-568#2x.png" style files and move on to using a proper LAUNCH SCREEN object in your project.
To add a launch screen just go to the New File... dialog (File / New / File, or press Cmd + N)
Double click that new Launch Screen file to edit it. Be sure it is ticked "use as launch screen" in its properties.
Finally be sure to select your LaunchScreen.storyboard file under project properties / Targets / "App Icons and Launch Images"
Go to the asset catalog and create a new iOS launch Image. then in Target>General>App Icons and Launch Images>Launch Image Source you will see automatically the new Launch Image created in the assets catalog.
In my case, I have several targets in the project and each one has it's own launch screen images. The weird thing one of the targets looks fine but others have those black bars. The thing was in the name of Launch folder inside assets. Change name to LaunchImage solves the problem.
Swift 4.2
select LaunchScreen.storyboard if its empty
In my case I have one asset with launch images however it was displaying the top and bottom dark bar as well.
I've tried the launch storyboard solution and yes it works but I didn't want to add a new file so, this is what I did to fix the issue:
Copied my launch images to another folder
Removed the existing LaunchImage asset
Added a new LaunchImage asset
Added the images to the new LaunchImage
That's it!
Go to target settings in xcode in that section go to App icons and launch images section in that section select launch screen file you will find a drop down of values select CDVLaunchScreeen value against launch screen file value
I had a similar issue on an iPod. To fix this, I replaced
<key>UILaunchStoryboardName~ipad</key>
<string>LaunchScreenIpad</string>
<key>UILaunchStoryboardName~iphone</key>
<string>LaunchScreenIphone</string>
with
<key>UILaunchStoryboardName~ipad</key>
<string>LaunchScreenIpad</string>
<key>UILaunchStoryboardName~iphone</key>
<string>LaunchScreenIphone</string>
<key>UILaunchStoryboardName~ipod</key>
<string>LaunchScreenIphone</string>
in Info.plist.
I had an old app (iOS 7.4 - 8.2) and after upgrading it got the same issue (getting black empty bar at the top), I managed to solve it by:
Main.storyboard
Choose your Scene & Controller
on left menu, go to Attribute Inspector
find "Presentation" and instead of "Automatic" set it to "Full Screen"
It did the trick for me.
My app is written in python kivy. This is what I did. It worked.
The reason is that I don't have AppIcon and LaunchImage defined.
There is free website that can provides you a set of icons and
launchImages for various devices.
Once you have the full set, usually 2 folders - AppIcon and
LaunchImage folder. Open your Xcode project, General > AppIcon and
Launch images.
In the AppIcon Source, click the arrow on the right. It will go to
another page, in which you can drag and drop the two folders in
(yes, drag the folders).
Go back to the previous General tab, in the AppIcon Source, you can
select your folder, usually called AppIcon-1. And tick 'include all
icon asset'
Leave 'Launch Screen File' blank. This is very different from
previous Xcode version.
Under the deployment info, status bar style, you can tick require
full screen.
After those steps you should be good to load again.
Please note these steps are for a non storyboard app. In my case, my app is written in kivy.
Don't Do anything that are described in earlier answers...
To show view Controller follow the following single step
Step 1 : Add the splash Screen for iPhone and iPad.
After this this error will not come again.

Xcode storyboard versus #3x

Using storyboard on Xcode 6. I have 3 images
bkg_menu_iphone#3x.png,
bkg_menu_iphone#2x.png,
bkg_menu_iphone.png
Xcode automatically detect the regular and #2x(merge it together in the Media view, etc), but the #3x stay alone.
Any idea why Xcode still not manage the #3x?
My first idea was to have ONLY the #3x and have xcode auto adjust size based on the device. But it doesnt work well using the storyboard. (If I drag it to the viewcontroller, it was not auto resize as a #2x or other.) (and if I use the #2x, it was)
How do you manage the 3 iPhone size versus storyboard?
Hope my english was ok. Thanks for comment & best practice.
I am using Xcode 6.3.1. You should use Images.xcassets found in the File Manager.
You then drag and drop the images from the File Manger into the left hand pane of the Images.xcassets. It will create a new xcasset with the same name minus the ##x.png.
You then drag the other resolution files and drop the into the corresponding image placeholders.
You can then use the name of the .xcasset in the storyboard as shown below.
(pick the first entry without the .png extension)

how to create a icon for application in ios? [duplicate]

How do I add an application icon to my project using Xcode 4.3.1?
Drag and drop the icon files you create into Xcode.
They should be named
Icon.png -- 57x57 for iPhone
Icon#2x.png -- 114x114 retina
Icon-72.png,icon-Small.png and Icon-Small-50.png etc...
then drag them here in Xcode
You drag and drop the file in from the finder or a location on you're computer to Xcode supporting files. Make sure it is called icon.png and other names for other resolutions / versions etc...
If it still deosnt come up go to project then target then same drag and drop into the application icon template
Download Asset Catalog Creator Free from iTunes. All you have to do is select a base image, and the program will create all required iOS icon sizes for you and place them neatly in an .xcassets file, which you can simply drag into Xcode. Much easier than worrying about the sizes/resolutions of individual icons.

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