Command Compile Storyboard failed with nonzero exit code - swift

I have been getting that error message when ever I try to build my app, I am stuck and unable to develop my app until I get this fixed. I know there is a post similar to this although none of the options have helped me.
I have tried restarting x-code
Deleting Derived Data folder (when I build the project the derived folder just reappears)
And I have also searched the entire web
Nothing has worked

clean your project Command shift k

Related

Apollo IOS - Command PhaseScriptExecution failed with a nonzero exit code

I have an app that uses graphql and connected to Apollo. Everything works as expected until one day it produces this error (please see image). I follow the solution found in this thread
I enabled the run script for install builds only on my build phase settings. My apps runs again as expected but whenever I try to archive my app, I encountered the error again. I tried to clean my project, reintall pod. delete worxspace and generate again but still encounter the same error. I dont understand why I keep having this error. Please help. Thank you

Flutter ios build fails

I was successfully able to build my app for android in codemagic, but ios is just killing me. I got all sorts of errors I've seen for the first time. Many of them I hope I resolved successfully, but I haven't find the answer for this one:
/Users/builder/Library/Developer/Xcode/DerivedData/Runner-edaimyiflreloheqntgnhkmwcclv/Build/Intermediates.noindex/Runner.build/Release-iphoneos/Runner.build/assetcatalog_generated_info.plist
The path does not exist
Command PhaseScriptExecution failed with a nonzero exit code
So I did some googling, and if I understand correctly DerivedData hold the builds for the project. I had a look into the folder and I didn't find the Runner-edaimyiflreloheqntgnhkmwcclv which explains the error.
However when I tried to build the app in xcode I had the same error except the Runner-***** directory was different and this time it was present with every other directory down to assetcatalog_generated_info.plist which then didn't make sense to me since it was present.
I tried flutter clean and wanted to build it again, but the same error would come up.
The link github.com/flutter/flutter/issues/23465 from #MikhailTokarev helped big time.
By the end of the thread scut204 commented:
Select "Run script only when installing" in Xcode Build Phase script.
Encountered and solved.
Tutorial update demanding.
That solved it.

Linker command failed with exit code 1 error in Xcode project

I was working on my project and suddenly after editing the code and compiling gave this error:
ld: warning: directory not found for option '-
L/Users/mani/Documents/Classes/Twitter+OAuth/Libraries & Headers' ld:
duplicate symbol _OBJC_CLASS_$_playSiew in
/Users/mani/Library/Developer/Xcode/DerivedData/learn-aktrtiwswclovoatyweyquoxmypa/Build/Intermediates/learn.build/Debug-iphonesimulator/learn.build/Objects-normal/i386/playSiew.o
and
/Users/mani/Library/Developer/Xcode/DerivedData/learn-aktrtiwswclovoatyweyquoxmypa/Build/Intermediates/learn.build/Debug-iphonesimulator/learn.build/Objects-normal/i386/Thumb.o
for architecture i386 clang: error: linker command failed with exit
code 1 (use -v to see invocation)
I never touched the project settings, just edited the code.
What's more strange is that I took out last revised code from svn but still I got the the same error.
You may be accidentally #import'ing a .m file instead of a .h. Use Cmd+Shift+F and search for ".m" (without quotes). It will most likely lie in one of the classes mentioned in the warning. If not, clean and run again.
I was also having same issue and I did following and issue is gone.
Go to Product -> Clean and re-run the project.
I hope it might be useful for some other developers.
After running into this problem a few minutes ago (yes, I know it's been 7 months since the original thread) I found that the root of my issue was due to me dragging & dropping files into my project within XCode instead of right-clicking and choosing Add Files to Project.
Check playSiew.m is in Compile Sources section. isn't it?
You can find Compile Sources section follow this step
Select YourProjectName
Select TARGETS
Select Build Phases
If don't have playSiew.m in this section . You must to add it to this section.
As I said the problem wasn't the code but some settings. So what I did was copying the code from my friends' Mac (it was working fine), and installed a fresh copy of the project to my Mac. It worked.
I was importing a library in a test case which I had specified in my pod file for the main target but not for the test target.
I also got this error because I had accidentally included two versions of the same source file. Deleted the wrong one and the problem went away...
If you're working in Unity and export to iOS and you are using a plugin, go to Xcode Build Settings and set ENABLE BITCODE = NO. I'm guessing this might apply to other situations as well
Faced similar issue, while running the code on a simulator, tried all the above mentioned options, still got the same error. Tried connecting the iOS device and build the code, it worked for us. This can be a quick workaround.
the same error i faced. so, i just removed reference of that classes which are generating the errors and than again gave reference and the error was gone...
as D80Buckeye says there should be problem of dragging and dropping files instead of Clicking on "Add Files"
In case this comes in useful for anyone else--I just had this same error, and turns out the cause was initializing a variable in my header file rather than in the main file.
I just encountered the same error. If you are using embedded Libraries, make sure your Deployment Target is set to iOS 8.0 or higher.
you only need to add the following framework: quartzcore.framework
The only way we can get past this bug on our project is to do a Clean and then build for iPad Retina. After that it will build successfully for any device. Weird.
In my case i have add reference of FacebookLoginSDK framework but forget to give search path in build setting. After removing its reference everything was fine.
So conclusion is if you are adding any external framework be careful.
If this happens to you with CoreData generated classes, combine the +CoreDataProperties and +CoreDataClass into the +CoreDataProperties class and delete the +CoreDataClass. Make sure to search Derived Data for leftovers of the +CoreDataClass. Even after deleting the Derived Data and cleaning I sometimes had Xcode just generate the +CoreDataClass again and again. Deleting it manually in Finder and then re-bulding helped me solve this.
try this, go to Target -> Build Settings,then search these three as following,
GCC_NO_COMMON_BLOCKS,
CLANG_WARN_INFINITE_RECURSION,
CLANG_WARN_SUSPICIOUS_MOVE,
set NO to each value then clean and build.
I tried several of the answers listed but none worked for me.
I got the error after updating XCode (while it was still open which may have contributed to the problem)
First, I deleted my Derived Data folder:
XCode => Preferences => Locations => Double Click on arrow next to path indicating where the Derived Data folder is.
Then "Move to Trash"
I don't think that's what the problem was, but it's amazing how many times this has been an issue for me working on different problems.
Second, I 'Quit' the simulator.
Third, I 'Quit' XCode.
Fourth, I opened up my project in XCode again and then did a Clean and Build (found in the Product menu)
Fifth, I ran my project and it worked fine
Cleaning the project not works for me.
Restart the Xcode works for me...
For me it was different. I had the same error when I removed a Pod and solved it by removing this pod from the Other Linker Flags in the Build Settings
then clean your project [Product > Clean] and rebuild
Go to general and linked frameworks and libraries in xcode and remove all the files there.

Xcode 4.2 hangs on "Attaching to (AppName)" until second run

I'm having this issue when I hit Run on the simulator/device, the project compiles successfully but all I see is "Attaching to (AppName)". If I run the project again, it's working fine.
Same is happening when running on the device, but I get alert message, "Could not read from device".
Any ideas?
We had the same issue for weeks on our project. We finally resolved it by removing some of the build warnings we had, specifically ones like:
Warning: Multiple build commands for output file /Users/yosit/Library/Developer/Xcode/DerivedData/Gogobot-dnimbqlmegonbvcyvulfebiqqeor/Build/Products/DebugProduction-iphonesimulator/Gogobot.app/UAPushLocalization.bundle
This happens when you have the same resource filename in different folders on the same project. In our case we removed the UI folder for Urban Airship since we didn't need it. It brought down the number of warnings and removed the problem completely.

problem with linked libraries or classes?

i recently finished one project..now when i create a new navigation project in xcode and try to run it in simulator the application crashes and error in debugger window shows that i am missing some classes which i had used in my previous project(not in this one) and in some cases it gives
Couldn't register com.yourcompany.GuessGame with the bootstrap server. Error: unknown error code.
This generally means that another instance of this process was already running or is hung in the debugger.
is this some problem related to linked libraries??
I assume you're tried restarting the simulator / restarting XCode / cleaning your build (build->Clean All Targets) ?
What's the name of your first project beacuse if it's com.yourcomany.GuessGame as well, you might run into problems?