Warning messages on Android (not IOS) when higher res image not found? "Asset file xxx does not exist"

I’m noting with my Android release I’m now getting a lot of WARNING messages coming out in the console output.  These seem to be the cases where there was not the different resolutions of images available.  Getting some associated with the Particle Candy effects for example…

Any tips on how to prevent these warning messages to be output on Android?  

Example:

V/Corona  (28226): WARNING: Asset file "widget\_theme\_android\_3.png" does not exist. V/Corona  (28226): WARNING: Asset file "widget\_theme\_android\_2.png" does not exist.  

Just did a routine check of console output and noticed the same thing.

Basically all display images that don’t have a version for dynamic scaling (in my case, buttons, smoke effects, imagesheets etc, which do not require scaling) are giving this warning message.

Most of these files are called through enterFrame listeners, so they just keep giving an endless stream of these warnings in the console.

Not only is it annoying, but I also fear they might hinder performance.

Is there a config setting to disable these warnings? If not, there probably should be.

+1

With regards to the existing theme files, I know we don’t have the @4x images yet. 

I guess this relates to the widget api, but the problem is that these warnings pop up for every image that doesn’t have scaled versions.

Hi @eriklen,

The warnings are there for a reason: to warn you that the engine it trying to display images that don’t exist, because you haven’t supplied them. This means that it’s “falling back” to the un-suffixed base images, which will look quite bad on the high-res devices that are trying to use better images. So, you should either supply the proper images or adjust your dynamic scaling setup so that this degree of image detail is not required by the devices that are warning you.

Best regards,

Brent

Hi Brent - I might be wrong (can’t remember) but I don’t think you get the warnings on IOS, just on Android?

Hi Greg,

I seem to recall getting those warnings in iOS too. Perhaps I’m mistaken though… haven’t tested this in awhile, and I always provide the proper images anyway. :slight_smile:

Brent

Yes. I like to supply the images as well. My app users who pay for a higher res device expect higher res images on their devices. This is why I am hoping the widget them for Android in 4x will be supplied soon. Thanks for making it happen. 

Hi Brent,

thank you for clarifying. I realize that providing a scaled version of every image is proper practice. However I can imagine it’s not always necessary. For example, in my game there are several smaller images that don’t really require a scaled version. They scale perfectly on all devices on their own, I’ve tested this on a range of devices, from an tiny, old, slow android phone to the latest 10.1’ high resolution tablets. Corona scales them perfectly without performance loss and without need for providing extra scaled images.

Don’t get me wrong, I do use different versions of some images, but only the ones that actually make a noticeable difference, both in size and dimensions. I’m trying to keep the package size to a minimum, that’s why I avoid adding any files that aren’t really necessary.

Hi @eriklen,

If there are some images that you don’t want to be picked dynamically based on scale, just use “newImage()” instead of “newImageRect()” and Corona won’t throw any warning about it.

Take care,

Brent

Just did a routine check of console output and noticed the same thing.

Basically all display images that don’t have a version for dynamic scaling (in my case, buttons, smoke effects, imagesheets etc, which do not require scaling) are giving this warning message.

Most of these files are called through enterFrame listeners, so they just keep giving an endless stream of these warnings in the console.

Not only is it annoying, but I also fear they might hinder performance.

Is there a config setting to disable these warnings? If not, there probably should be.

+1

With regards to the existing theme files, I know we don’t have the @4x images yet. 

I guess this relates to the widget api, but the problem is that these warnings pop up for every image that doesn’t have scaled versions.

Hi @eriklen,

The warnings are there for a reason: to warn you that the engine it trying to display images that don’t exist, because you haven’t supplied them. This means that it’s “falling back” to the un-suffixed base images, which will look quite bad on the high-res devices that are trying to use better images. So, you should either supply the proper images or adjust your dynamic scaling setup so that this degree of image detail is not required by the devices that are warning you.

Best regards,

Brent

Hi Brent - I might be wrong (can’t remember) but I don’t think you get the warnings on IOS, just on Android?

Hi Greg,

I seem to recall getting those warnings in iOS too. Perhaps I’m mistaken though… haven’t tested this in awhile, and I always provide the proper images anyway. :slight_smile:

Brent

Yes. I like to supply the images as well. My app users who pay for a higher res device expect higher res images on their devices. This is why I am hoping the widget them for Android in 4x will be supplied soon. Thanks for making it happen. 

Hi Brent,

thank you for clarifying. I realize that providing a scaled version of every image is proper practice. However I can imagine it’s not always necessary. For example, in my game there are several smaller images that don’t really require a scaled version. They scale perfectly on all devices on their own, I’ve tested this on a range of devices, from an tiny, old, slow android phone to the latest 10.1’ high resolution tablets. Corona scales them perfectly without performance loss and without need for providing extra scaled images.

Don’t get me wrong, I do use different versions of some images, but only the ones that actually make a noticeable difference, both in size and dimensions. I’m trying to keep the package size to a minimum, that’s why I avoid adding any files that aren’t really necessary.