@roaminggamer
Hi,
Partially that, partially my predilection for treating warnings as errors.
I.e., I try to make my code compile with no warnings (e.g., my C code), and run with no warnings/errors.
(In two compilers I control, I added an option to say “treat all warnings as errors” 
@anaqim … I was trying to say by “work” that:
1. io.open is nicely designed in that it returns a pair of values … the caller can obtain a meaningful error message if it fails
(and, of course, failure is checked by seeing if the first return value is nil)
2. system.pathForFile lacks an ability to return an error/warning message … I’m suggesting that it be added, and
noted that such an addition would be completely backward compatible (i.e., it would not affect existing code at all)
I now know that checking for a png file is “wrong” anyway, at least on Android, because any .png files I have in the .apk
file do not show up as real files (according to the documentation, and confirmed through testing). Annoyingly, they do
show up as real files under the simulator (it would be nice if the simulator said "whoa, you’re trying to simulate an
Android, so I’ll simulate the file system oddities for you" 
I also now know that even if one has code like:
fhandle,errtext = io.open (...)
one will still get a warning on the simulator console if the file does not exist.
To me, that’s a bug (or a design flaw, perhaps, subtly different).
But, as I pointed out, it may be caused by a (current and fixable) lack of a feature in the Lua language.
I don’t mind getting a warning if I did: fhandle = io.open (…)
but it is annoying to get one if I did: fhandle,errmsg = io.open (…)
Why? The latter shows that the programmer is aware of the error reporting mechanism, and
is presumably going to handle an error in some manner.
I.e., warnings / errors sent to the console should be sent only when something happens that’s outside the
normal range of Lua and/or the SDK. (E.g., simulator running out of memory during an ‘open’ request.)
thanks,
Stan