So, first, I know this question has been asked before several times. None of the solutions seem to have helped (I think a lot of them are outdated).
I'm using Cocoa Pods to include third party frameworks. For a few weeks, the integration was working fine. Then suddenly the Pods_[nameofproject].framework Pods_[nameofproject]Tests.framework and Pods_[nameofproject]UITests.framework all gradually started turning red. Now the frameworks I imported through CocoaPods aren't being found by Xcode. I also have a few other Frameworks that I imported before I started using CocoaPods, and some of those (but not all of them) are red as well.
Looks like this
Here is the list of things I've tried:
1) Delete derived date
2) pod deintegrate/pod install
3) include $(inherited) in Framework Search Paths
4) follow the troubleshooting on the cocoapods site
5) restart Xcode
6) clean and build
7) clean and build on generic iOS device
Anything I'm missing here? I must have done something to cause this - I doubt it would just stop on its own - but I'm completely at a loss what it could be.
Edit: Forgot to add that that Pods_[nameofproject].framework appears to be grayed out in my linked binaries menu.
I never got an answer on this, but the answer is effectively that you don’t need to worry about it. The app can still be tested/run with the pods in red.
Related
I'm trying to access my libraries through the CocoaPods website, but I cannot see expand button.
My libraries are:
NextResponderTextField
PagedHorizontalView
Here is how they look on cocopods.org website.
NextResponderTextField
PagedHorizontalView
Besides, when I filter the search for swift I don't see my libraries, I only see them under objective-c although both libraries are swift libraries.
Depending on how many pods are coming in at once it can take anywhere from 5m to 1hr to get all the data setup for CocoaPods.org's expanded view. When I checked today it was up and running for NextResponderTextField.
That said, there was a bug that may have stopped the parsing for a few days, but I've gone over all Pods since then.
#orga, I have the same problem with SwiftCheckboxDialog, it was depolyed 4 days ago, and checking this link (http://api.cocoadocs.org:4567/error/SwiftCheckboxDialog/0.1.0) (from one of your debug examples) shows there is no errors
{"message":"Could not find any errors, perhaps CocoaDocs has not ran the processing?", "trace" :[]}
Anyone please let me know what is this all about? I am stuck since a week on this and no help from searching. I posted my query to the developer of Alamofire but still no response. Please help! I am totally confused what is wrong in the integration of Alamofire. I have followed every step and this issue is coming with XCode 6.3 as before it was running properly.
When I am adding the Framework under "Copy Frameworks", it is adding the Framework twice showing different paths but when I am Going to there location, it is taking me to the same location. Here is the screen shot.
I have also created the video for that issue. May be that can help in a better way. Please see HERE
Moreover, latest SDK contains framework for MAC OS as well but I didn't add that. I hope all the above information will help you in helping me. Thanks!
This is going to be incredibly difficult to debug without a sample project that is set up in the same manner as your actual one. If you had imported Alamofire project into your project, you wouldn't see two versions of Alamofire appear when you add it to the Copy Frameworks build phase. If you truly want to resolve this quickly, you have two options.
Option 1
Push up a sample project to Github and link it here. We can then take a look at the project and pretty quickly access what the issue is. The main reason it's so difficult here is that there are roughly 10 different things that could be the cause of the issue. Therefore, it's much faster for you to create a sample project than for us to go round-and-round (which we've already started with #Masterfego).
Option 2
Take the leap and try out CocoaPods. It is a fantastic dependency management system that will forever alleviate these annoying types of project management issues. CocoaPods itself has fantastic documentation. Also, the Alamofire README breaks down in detail how to add Alamofire to your project using CocoaPods.
Recommendation
I would highly encourage you to choose Option 2. That is definitely the fastest way forward and you won't regret moving to a more robust dependency management system. It makes managing library updates and new installations extremely simple.
If you do end up going with Option 1, then I'll take a look at your sample project and revise my answer.
I'm new to iOS and trying to use RestKit.
I'm getting a 'sigabrt' exception during Singleton instantiation dealing with the use of autoRelease.
I noticed that RestKit uses memory management keywords that are not allowed in iOS projects w/ Automatic Reference Counting (ARC) enabled, could this be an issue?
Anyone encountered anything similar?
I'm surprised you were able to get the project to compile with those keywords.
You will need to use the linker flag -fno-objc-arc in the Compile Sources section of your Build Settings for all RestKit files, or include it as a project that does not use ARC (a much better approach).
Refer to the RestKit installation docs for help on this: https://github.com/RestKit/RestKit/wiki/Installing-RestKit-in-Xcode-4.x . Installing as a git submodule is the way to go imho.
You can easily add the library to a project that use automatic reference counting (ARC) by following the steps below.
Add the Rest kit files to your project.
Go to your project settings, select your application's target(s) and click the "Build Phases" tab.
Expand the section named "Compile Sources".
Select all the files from the RestKit library
Hit Enter to edit all the files at once, and in the floating text-box add the -fno-objc-arc compiler flag.
Thanks.
OK - found the problem: it seems the '-ObjC -all_load' key disappeared, I thoroughly followed RestKit's install instructions but this seemed to have slipped somehow - jshin thanks for making me look through the installation help again :)
Coming from .NET world I have to say XCode/ObjectiveC feel extremely archaic in comparison, just adding a library is a 10 page manual and not to mention the exception that made no sense what's so ever or gave any useful info - but then again this is coming from someone who's new to iOS :)
I'm getting the following error when I attempt to compile my XCode project to debug on my device.
No architectures to compile for (ARCHS=x86_64, VALID_ARCHS=armv6 armv7).
I've included ObjectiveFlickr in my project just as the readme describes. I've gone through the process several times and redownloaded objectiveFlickr a few times to start over.
I've gotten objectiveFlickr to work on devices in the past. I don't know why I am suddenly having trouble. Can anybody point me to something that might hold the clue I need? Any other info I need to provide? I made only changes to my project that are specified by the OF documentation.
I also get this error when compiling the included snap-n-run example project provided with OF. So I must be missing something beneath my project.
Thanks,
Charlie
Check out this post for another solution. I have not tested it for release/dist but it works for debug so far.
http://groups.google.com/group/objectiveflickr/browse_thread/thread/ad8e5ec6ba976672
Well, I wasn't able to truly solve this problem. However, after corresponding with Lukhanos, the creator of objflickr, I tried including the objflickr source code directly in my project. After a bit of trial and error to sort out which source files were needed (the "source" directory and the "LFWebAPIKit" directory) and adding the "SystemConfiguration" framework to my project, things are building OK.
Still no clue as to why I was experiencing this issue, but at least I can get my project built now!
Thanks
- Charlie
Been banging my head agains the wall for awhile now.
My Xcode project went a little haywire while refactoring, and refused to build. I've squashed all the other errors, except one last linktime error:
Framework not found AudioUnit
I have the AudioUnit headers, the AudioUnit.framework is included in my project as it was before (Targets > Get Info > General > Linked Libraries > + ), but I cannot figure out why it does not work now. AudioToolbox.framework is also included.
Remove AudioUnit.framework and add CoreAudio.framework
Helped for me: removing AudioUnit.framework, then adding AudioToolbox.framework, Clean, Build
In my case compiler lies about AudioUnit, in fact for project was required only AudioToolbox.framework.
I had already tried swapping out all available audio frameworks (AudioToolbox, CoreAudio and AudioUnit) and no configuration worked. Something funky with Xcode was going on.
I reinstalled Xcode and migrated the code to a new project. Now it builds fine with the exact same frameworks as I had before. A frustrating solution, but a working one nonetheless.