Sign Up

Sign Up to our social questions and Answers Engine to ask questions, answer people’s questions, and connect with other people.

Have an account? Sign In

Have an account? Sign In Now

Sign In

Login to our social questions & Answers Engine to ask questions answer people’s questions & connect with other people.

Sign Up Here

Forgot Password?

Don't have account, Sign Up Here

Forgot Password

Lost your password? Please enter your email address. You will receive a link and will create a new password via email.

Have an account? Sign In Now

You must login to ask a question.

Forgot Password?

Need An Account, Sign Up Here

Please briefly explain why you feel this question should be reported.

Please briefly explain why you feel this answer should be reported.

Please briefly explain why you feel this user should be reported.

Sign InSign Up

The Archive Base

The Archive Base Logo The Archive Base Logo

The Archive Base Navigation

  • SEARCH
  • Home
  • About Us
  • Blog
  • Contact Us
Search
Ask A Question

Mobile menu

Close
Ask a Question
  • Home
  • Add group
  • Groups page
  • Feed
  • User Profile
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Buy Points
  • Users
  • Help
  • Buy Theme
  • SEARCH
Home/ Questions/Q 8650651
In Process

The Archive Base Latest Questions

Editorial Team
  • 0
Editorial Team
Asked: June 12, 20262026-06-12T13:52:33+00:00 2026-06-12T13:52:33+00:00

I am developing a Mac app using Xcode 4.2 in OS X 10.6 Snow

  • 0

I am developing a Mac app using Xcode 4.2 in OS X 10.6 Snow Leopard.

My Xcode project contains, in the same folder and at exactly-doubled dimensions:

image.png
image@2x.png

I use the Apple-recommended -[NSImage imageNamed:] method to load the correct resource depending on the user’s screen type:

[NSImage imageNamed:@"image"];

However, when I run the app on my non-retina 1440×900 display, the “@2x” version of the image is displayed. I get a 100×100 image when it should be a 50×50.

The same code works fine to deliver both standard-def and retina images, depending, when I run the app in 10.7 Lion (switching between standard and HiDPI modes).

I’ve thus far been unable to get Snow Leopard HiDPI (720×450) mode to work. But it still should be displaying the standard-def image when I use my standard-def display.

Is there a limitation of either Snow Leopard or Xcode 4.2 that causes this to work incorrectly? If so, how do you release an app that has a Deployment Target of 10.6 but still also has retina graphics support?

  • 1 1 Answer
  • 0 Views
  • 0 Followers
  • 0
Share
  • Facebook
  • Report

Leave an answer
Cancel reply

You must login to add an answer.

Forgot Password?

Need An Account, Sign Up Here

1 Answer

  • Voted
  • Oldest
  • Recent
  • Random
  1. Editorial Team
    Editorial Team
    2026-06-12T13:52:34+00:00Added an answer on June 12, 2026 at 1:52 pm

    It seems as if Snow Leopard or Xcode 4.2 cannot properly combine High Resulotion Artwork into a single .tiff file?

    Set Combine High Resolution Artwork to NO in your Target’s Build Settings.

    IMPORTANT: I then additionally needed to manually delete the previously created .tiffs from my app’s bundle. -[NSImage imageNamed:] prefers the single .tiff to the 2 .pngs, so it will use the .tiff file if it finds it. Make sure it doesn’t.

    Combine High Resolution Artwork: NO!

    • 0
    • Reply
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
      • Report

Sidebar

Related Questions

I am developing a Mac app (using Xcode 4.2). My observation during testing is
I'm developing both a Java app and J2EE webapp using Eclipse Europa on Mac
i am developing a phonegap project in mac os with xcode. in xcode if
I'm developing a KEXT on mac using Xcode, After every compile I'm changing permissions
I am developing an iPhone app where I am using a local Mac as
I need to build a quick command line app on my mac using xcode
I've developed a Blackberry app using Eclipse running on an Apple Mac. Developing in
I'm developing a desktop Mac OS X App that saves its very simple data
I'm developing a Mac OS X Cocoa app and want to use several .dylib
I'm developing small FTP upload app. for mac (10.6 if it matters) Have problem

Explore

  • Home
  • Add group
  • Groups page
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Users
  • Help
  • SEARCH

Footer

© 2021 The Archive Base. All Rights Reserved
With Love by The Archive Base

Insert/edit link

Enter the destination URL

Or link to existing content

    No search term specified. Showing recent items. Search or use up and down arrow keys to select an item.