Generate the random number: Generate the random number to be used as the target by the game.Improve the slider: Set the initial slider value (in code) to be whatever value was set in the storyboard instead of assuming an initial value.This chapter takes care of a few other items from the to-do list and covers the following: That already knocks quite a few items off the to-do list. You’ve built the user interface for Bullseye and you know how to find the current position of the slider. 53.4 Removing the default checklist items.52.2 Giving checklist rows their own view.52.1 Changing how the user changes checklist items.50.6 What happens when you launch an app?.50.5 Connecting the view to the ViewModel.47.4 When to use structs and when to use classes.Store Search Section 4: 12 chapters Show chapters Hide chaptersĬhecklists Section 6: 8 chapters Show chapters Hide chapters 28.2 Creating a custom table view cell subclass.My Locations Section 3: 11 chapters Show chapters Hide chapters 9.1 Table views and navigation controllers.3.2 Understanding objects, data and methodsĬhecklists Section 2: 12 chapters Show chapters Hide chapters.Getting Started with UIKit Section 1: 8 chapters Show chapters Hide chapters I completely deleted and re-created the AppIcon.Deleted extraneous icon-related entries in ist.AppIcon set name is unique and being pointed to in Build Settings.So, I might add a bot post-integration script that does the Archive manually via xcodebuild (something I already do to build for enterprise distribution). xcarchive from the exact same code that created the bad archive. However, if I go into the bot's checkout directory, open the workspace, and Product > Archive, I get a perfect. ipa have no icons, and so icon validation fails. xcassets and individual icons with proper names exist in the intermediate build files. The server bot archive is missing icons, though the build log seems to show that icons were generated from the. Note that the Carthage checkout folder is NOT part of the project itself, it just happens to live inside the project This is exactly what I have discovered today. Here's a sample of what the copy resources script finds when searching for xcassets inside my project. AppIcon) it will extract and copy it to the app bundle root folder, which may result in overwriting the correct one.įor those of you seeing no icon (instead of the wrong icon), can you do a recursive search on your project folder to see if you can find any Pods or libraries that include xcassets, and if any of these contains an icon file that matches your own icon name (i.e. So when building the IPA, every time Xcode's build tool finds a matching icon name inside a an xcassets file (i.e. What's changed in Xcode 9 is that inside the app bundle, the actual icons seem to live outside the compiled Assets.car file regardless of whether you used an asset catalog or not. my Carthage checkouts folder is one example) and these get copied into the app bundle. During this recursive look it happens to find xcassets that may or may not be included in the project (i.e. Ok here's my theory after spending a whole day investigating this.įor some reason, the "copy pod resources" build phase script is recursively looking through the project root folder and then running actool's processing steps on it. Not sure why or exactly where the process is failing. app bundle, and that the AppIcon resources are listed in the assetcatalog_generated_ist, yet inspecting the Assets.car with cartool shows that there is an AppIcon entry but there are no image resources are listed under it. Inspecting the build intermediates and products directories, I can see that the AppIcon resources are included in the. Original comments: Not sure how helpful this is to post so hesitated, but just to note that I've tried the solution posted above and it hasn't resolved the issue with one of my projects-it still is building without the app icon appearing. Replacing the images with new pngs, at the same resolutions, that had been created with a different process, resolved my issues. Rather, something seems to have changed in Xcode 9 which meant that pngs that were previously rendered fine as an AppIcon were no longer working. Update later: Turned out after much experimenting, my issue was not with Cooapods whatsover.
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