Swift: No such file or directory, LocationPicker Module - swift

I'm currently working on an iOS app. I'm using Cocoa Pods and after installing the LocationPicker pod suddenly I've gotten a specific error of:
Error: /Users/spare/Library/Developer/Xcode/DerivedData/"Title of my app"-aqffstyicckarrblwyjhcqxtbpea/Build/Products/Debug-iphonesimulator/LocationPicker/LocationPicker.framework: No such file or directory
I have spent two days trying to solve this, I have tried cleaning the build folder. Reinstalling the module. Updating the swift language. Checked the "Embedded Binaries" and a lot more, I have run out of things to try.
In advance appreciate any help.

Related

No such module error after copy

I have a working Xcode project, with cocoapods. I made a copy of my project to do some testing of new code. This was done to still be able to fix bugs, in the original, that users point out. But after i copied the project i can't build and run it anymore. The issue is a cocoa pod, SearchTextField to be specific, i get the error message 'No such module'.
To clarify, i didn't change any code yet. Just did a copy of the project and tried to run it.
I have done a clean before the build, but it did not help. Also i have reinstalled my pods, that also didn't help.
Why is it that i can't copy my project and run it? Could anybody, at least, point me in the right direction?
EDIT:
I now use the SearchTextField class without importing, by moving the swift file into my project. But now i have the same problem with IDZSwiftCommonCrypto, i think something is seriously wrong with my project. Removing and reinstalling of the pods does nothing.
Now i gradually disabled als imports and it seams like i have the same problem for all my pods. I think Xcode doesn't look at the right place for them, is that possible?

Library not Loading/Image not Found - Swift 4.0

So I am very new to Swift and XCode. I am trying to use an external library called JJFloatingActionButton the projects build fine but when I try run it on an emulator I get:
dyld: Library not loaded: #rpath/JJFloatingActionButton.framework/JJFloatingActionButton
Referenced from: /Users/mkangwa/Library/Developer/CoreSimulator/Devices/
3E58C8A1-3F02-4CA0-8EF3-A79311A202A2/data/Containers/Bundle/Application/D8BBF9A8-5BC7-4619-
B08C-2E6F7C6BCB85/DriversHub-iOS.app/DriversHub-iOS
Reason: image not found
Now of course I know you can't come ask a question like this on StackOverflow without researching and trying to find a solution yourself, so thats what I've been doing for the past few hours I have been looking at what was causing this, I started thinking that maybe it was the library it's self so this one is the third or fourth I've tried till I came across a few posts on SO that were about this issue.
Most people fixed this by just putting the Framework into the Embedded Binaries in the targets General Settings. And I tried this but I now receive a log:
I also get a Dependancy Analysis Warning:
I don't know much about these types or warning and errors but it's saying that it can't find the file which is pretty self explanatory but when I am adding the file to Embedded Binaries it shows the framework file there
What I often do when I have problems with cocoapods is remove cocoapods from the project and reinstall it.
You could use pod deintegrate (https://github.com/CocoaPods/cocoapods-deintegrate) to remove it and then a pod install to reinstall.
So it took a day and a half to work this out but I have finally got it and I can carry on with my project.
Problem:
The problem in my particular case (because other methods seemed to have worked for people trying to achieve the same thing) that the reason my project wouldn't build and was throwing Build Time errors was because after adding the Framework to Embedded Binaries it was also adding it to Embed Frameworks in my targets Build Phases. This then, I believe, caused the compiler to try and build it twice hence the Multiple Build Commands error
Solution:
So the errors I kept getting where saying No such file or directory above it was saying Multiple build commands for output file and what I did to fix this I went to Build Phases in my target settings and deleted the framework from Embedded Frameworks but made sure it was still under [CP] Embed Pods Frameworks.
in my case I was have to make framework "embed & sign" in stead of "don't embed"

Swift - no such module PureLayout with manual installation AND cocoa pods? Its impossible?

I've tried everything. EVERYTHING. I have no. idea. what Im doing wrong here.
Ive downloaded test projects and followed every step under manual installation AND install using pods here: https://github.com/PureLayout/PureLayout#problems-suggestions-pull-requests
I already have Parse and some other modules installed via pods so I first went to pods. I first went to my pods file and wrote
use_frameworks!
pod 'PureLayout'
JUST as the working sample projects did. I then navigated to my project (I think I did this right - went to terminal did cd Desktop then cd my project name, didn't think I had to cd anywhere else) and ran pod install . After this nothing happened in terminal (I got no response no matter what I did) and no PureLayout files were added to my project.
I still got no such module Purelayout when trying to trying to import PureLayout so then I tried manual.
I have dragged the files here https://github.com/PureLayout/PureLayout/tree/master/PureLayout/PureLayout into my project and imported in my bridging header:
Tell me if Im missing something. I still get no such module - even checked in my build settings that it had the right bridging header. I can continue without this and have no ideas - What am i doing wrong?
Is this an impossible problem?

App Testing iOS Xcode Swift

Well, I have looked through a lot of questions with the several problem, but one of them was helpful.
I am using Pods and everything runs well, when I run the project and try it out on my device - it runs perfectly, but when I do testing, it says an error.
/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS9.2.sdk/usr/include/libxml2/libxml/xmlreader.h:13:10:
'libxml/xmlversion.h' file not found Could not build Objective-C
module 'libxml2'
"libxml2" that I'm using is running fine in my project, my app is fully functional, but then I do the "testing" then it collapses.
I did add /usr/include/libxml2 to the Search Path header in Build Settings. Changed scheme and did clean & build and then change back. Tried re-installing/updating pods. Then deleted the DerivedData folder in ~Developer/Xcode/
but still no luck at all
I have struggled on this problem for several hours now...
Suggestions?

Creating a sample app with Ogre

I installed the OgreSDK for iOS. I Installed Cmake, I downloaded the Ogre SDK, and I downloaded the iPhone dependencies.
I have placed the iPhone dependencies in the OgreSDK. Then I tried to run ogre.Xcodeproject, but I got the following error: some config files are missing. I have added the files in the bin, then it ran successfully. I installed the Ogre template for XCode.
I started of creating my first application, but when I try to run, I get an
error like ogreCamera.h not found.
I have checked in the header search path, whether it contains the root of OgreSDK. It is correct, and I have added them manually.
Then I got this error ld: library not found for -lOIS
Command /Developer/Platforms/iPhoneSimulator.platform/Developer/usr/bin/clang++ failed with exit code 1
Please help me, I have been struggling with this for one day.
Thanks in advance.
There are some tutorial maybe useful to you
http://www.ogre3d.org/tikiwiki/Compile+and+run+OgreOde+on+iPhone
http://www.ogre3d.org/tikiwiki/ogreOnIphoneFast
http://www.ogre3d.org/tikiwiki/tiki-index.php?page=Ogre+iPhone
Good Luck