I've tried this about nine different ways tonight (and read through all the SO responses to similar issues, all of which have a straightforward similar resolution that doesn't seem to be working for me).
I'm getting this response from Apple after submission:
We have discovered one or more issues with your recent delivery for "[App Name]". Your delivery was successful, but you may wish to correct the following issues in your next delivery:
Missing recommended icon file - The bundle does not contain an app icon for iPhone / iPod Touch of exactly '120x120' pixels, in .png format.
Missing recommended icon file - The bundle does not contain an app icon for iPad of exactly '76x76' pixels, in .png format.
Missing recommended icon file - The bundle does not contain an app icon for iPad of exactly '152x152' pixels, in .png format.
Now, normally the advice is to make sure those app icon sizes are included, obviously, but also in the Info.plist.
The problem is that I've verified that they're in both — I have Icon-76.png, Icon-120.png, and Icon-152.png in the app bundle along with all the other pre-iOS-7 icons, and Info.plist includes, under "Icon files", "Icon-76.png", "Icon-120.png", and "Icon-152.png" along with all the other icon filenames.
I've cleaned, deleted any other developer-rejected archives, checked to make sure the archive from the Organizer has the icons and updated Info.plist, and tried rejecting and resubmitting several times, always receiving the missing-icons email upon the otherwise successful submission.
Has anyone run into this sort of thing, and/or have a possible solution?
Thanks.
If you use asset catalogues, could it be, that the asset catalog is not part of your build target? Check it by clicking on the catalogue in the project explorer and inspecting the targets in the inspector window.
Related
I'm playing with Mingw and embedding Icons. I add a single Icon by using windres and linking it in at compile time.
TRAY_ICON ICON "np.ico"
The Icon for the executable shows as the linked one, and opening the file with CFF explorer or similar tools show the Icon in the resource section.
When loading the Icon from within the application I use LoadIcon like below:
LoadIcon(GetModuleHandle(NULL), "TRAY_ICON");
Which works as expected and I can use the Icon for whatever. When looking at other executables I can see multiple Icons in the resources however. These are similar and are only different in size.
With multiple Icons present in the resource section, how does Windows decide which one to use when viewing the file in explorer or similar?
How are specific Icons selected when specifying a given Icon group?
K, so solved both, just forgot to post an answer here.
Windows uses the first icon group for the program icon.
Icon files can contain multiple images. Use the Linux imagemagic package to merge them. Windows decides which one to use based on size.
I've just added a complication to my watchOS app. I was able to select it on simulator's watch face, but it shows blank items. Temporary all methods of CLKComplicationDataSource return nil. I've created a new assets group for complication, added all required .png images as specified here, setup Complication Group property in Xcode target, but nothing shows up!
What should I do to enable static placeholder images for my complications?
Configuration in Xcode:
The problem was that the .xcassets file with placeholder images must be included into the watch extension bundle, but it was included into the watch app instead. I spend all day trying to figure this out.
I use PyInstaller to get a single file executable from my python script.
as seen in this thread : Pyinstaller setting icon
it is not that complicated to add a icon to the .exe file.
Except that it adds 2 icons :
* when I show "Medium icons" (or bigger) in the windows explorer, then I see the standard PyInstaller icon
* when I show "small icons" (or smaller, like in "details view") then I get the icon I specified.
With a "iconviewer" I can see that the default icon is mine, but the PyInstaller icon has ID=1
is there a method to get avoid this second (ID=1) icon ?
My icon is already 256x256 big...
According to this answer https://stackoverflow.com/a/3244679/4316500 Windows 7 does not need bigger icons.
It seems that the problem solve itself alone...
The day (and a reboot) after my long time search on that problem, the icon was OK.
Perhaps the Windows cache for icons where preventing me to see the right icon.
Still not clear because I'm also sure that my iconviewer saw 2 different icons. Now, I have twice the same (and wanted) icon. It's twice too much, but nobody sees it.
It was my understanding that all you needed to support retina display was to have a #2x image and scale down to half for the non retina display devices. I put all the regular and #2x files in my Supporting Files > Images folder. However, on the apple website is says the following:
"Even if you use these fixed icon filenames, your app should continue to include the CFBundleIcons or CFBundleIconFiles key in your app’s Info.plist file"
I was unaware that I had to do anything to the plist file or maybe the information in apple's website is outdated. I am running xcode 4.4, any help is appreciated, thanks.
its simple to add icons click on your project in the xcode navigator and just drag and drop the icons to the right slots. then, to be sure they are there just click on the info tab icon files ios5, icon files, ... , and then see if it says icon.png, icon#2x.png, icon-72.png because you need those. its pretty simple and the only editing you really have to do is add icon-72.png(which should be 72x72) and then it should work fine
I am developing an Adobe Air app. I need to set an icon to the app so it is shown on the task bar. I added the icon tag to the descriptor file but it is not working and I really don't know why, any ideas?
Two things that might be throwing you off:
1) the icons block is commented out by default in the auto-generated descriptor file, and is an easy thing to overlook
2) the icons specified in a descriptor file don't appear in the app unless you build a release build, and install the resulting .air file. A debug build will only show the AIR icon.
At least these are the behaviors I experience in Flash Builder 4.
Adding the icons to your application descriptor should do it.
However, icons come in different sizes.
For example:
<icon>
<image16x16>/icons/app/icon_16.png</image16x16>
<image29x29>/icons/app/icon_29.png</image29x29>
<image32x32>/icons/app/icon_32.png</image32x32>
<image36x36>/icons/app/icon_36.png</image36x36>
<image48x48>/icons/app/icon_48.png</image48x48>
<image57x57>/icons/app/icon_57.png</image57x57>
<image72x72>/icons/app/icon_72.png</image72x72>
<image114x114>/icons/app/icon_114.png</image114x114>
<image128x128>/icons/app/icon_128.png</image128x128>
<image512x512>/icons/app/icon_512.png</image512x512>
</icon>
If I'm not mistaken, the 32x32 icon should be the one that is displayed in the taskbar.
Obviously, make sure that you are referring to the correct path in your descriptor file.
One more thing. I just wasted over an hour on this: For an iOS app, you won't see the icon when you drop the app into iTunes (at least not under Windows), but it will appear on your device!