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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.
I am losing my hair in my attempts to get RestKit to build and work. I get the dreaded "Lexical or Preprocessor issue: RestKit/RestKit.h file not found" message. I use Xcode 4.2 & my project is for iOS.
Earlier, I had debug mode working perfectly with RestKit 0.9.0. Then I ran into issues while trying to archive. After reading this forum and attempting some solutions, I decided to upgrade to 0.10.0 with hopes that it will solve the issue.
Now, my project is not even building in debug mode and I get the same RestKit/RestKit.h file not found error.
I have this under Header search path: "$(BUILT_PRODUCTS_DIR)/../../Headers". Can you please suggest (for 0.10.0 version):
1) Where should the physical location of RestKit be? (It may not matter, but which one worked for you - with hopes that I can mirror your setting)
2) I tried to point my header search path to "/Developer/Library/RestKit-RestKit-69adee9/" and later to "/Developer/Library/RestKit-RestKit-69adee9/Build"
Throughly confused and frustrated..
EDIT1: After several hours, I gave up. Nuked my project. Created a fresh project. Re-created the files (copy paste from prev project). Now "RestKit not found" error is gone! But now, I am getting this other error:
Undefined symbols for architecture i386:
"_OBJC_CLASS_$_RKObjectMapping", referenced from:
objc-class-ref in myclassname1.o
"_OBJC_CLASS_$_RKObjectManager", referenced from:
objc-class-ref in myclassname2.o
ld: symbol(s) not found for architecture i386
clang: error: linker command failed with exit code 1 (use -v to see invocation)
I checked & made sure that I did NOT add RestKit.framework... I've no idea why the clang error is happening now
EDIT2: The libRestKit.a was red. It is OK according to https://github.com/RestKit/RestKit/wiki/Installation-Troubleshooting Just for the heck of it, I removed all the linked dependencies. Removed the "Other linker flags". Closed & reopened Xcode. Put them all back. That error is gone. Maybe I missed a framework which resulted in clang error. But it is highly unlikely for I checked & double checked. It works now.
It builds & archives on debug mode. I haven't tried the distribution mode yet.
EDIT3: Apple approved my app in the first go & it is live! I still do not know what caused the issue here. Nuking an existing project & creating a new one & copying over the old files (& periodically checking if build goes through) cannot be a solution. So I am leaving this question open.
I think I can shed some light on this.
When you upgrade to 0.10.0, you change your header search paths to "$(BUILT_PRODUCTS_DIR)/../../Headers", right?
The install guide only says to do this for the project settings. However in many cases, mine included, you'll need to also update them for the target settings as well.
The target settings will still have the old header search paths, and for whatever reason decide not to inherit from the project settings.
Mind you - its a total hack - but it got my project running.
Assuming that you've already followed the installation steps from the RestKit Github
https://github.com/RestKit/RestKit/blob/master/README.md#quick-start-aka-tldr
In the RestKit target, goto Build Phases. Under the Copy Headers dropdown, move all of the header files from "Project" to "Public".
Clean, Build, Run.
Solution I found was not to copy and past the "$(BUILT_PRODUCTS_DIR)/../../Headers" to your target's Header Search Paths.
After five hours I deleted the copy and pasted " and manually typed them in and it worked.
I recently played around with upgrading from RestKit 0.9.3 to 0.10.0 and had the same thing. Did you delete the RestKit/build directory? This contains a copy of the .h files and is created as part of the build process when building 0.9.x. Doing Product -> Clean doesn't seem to delete these files. 0.10.0 doesn't seem to create this build directory. I suspect that your build errors are due to those files still being picked up.
Also, to answer your question fully, I keep RestKit files in:
(project dir)/Frameworks/RestKit
This is a git submodule so it contains a clone of the RestKit git repo at a particular revision.
And the header search path is:
$(BUILT_PRODUCTS_DIR)/../../Headers
The header search path for 0.9.3 was:
$(SOURCE_ROOT)/RestKit/Build
I found this guide helpful (maybe this is what you are already following): https://github.com/RestKit/RestKit/wiki/Installing-RestKit-in-Xcode-4.x
and note the section about only having libRestKit.a in the project for the latest RestKit versions where earlier versions had all of:
libRestKitNetwork.a
libRestKitObjectMapping.a
libRestKitSupport.a
libRestKitJSONParserJSONKit.a
libRestKitXMLParserLibxml.a
libRestKitCoreData.a
If you have all of these, delete them from your project.
Been fighting with the same issue for the past few hours. What finally worked for me (and I'm not saying this is a definite fix, but at least it's something to try).
Delete RestKit from your Project
Close your project
Move the RestKit folder next to your main xcodeproject
Open the RestKit project and build it
Close the RestKit project
Open your project, and re-import the RestKit project into your xcodeproject
Fix the Dependencies and Linkings in the target settings
Add the "$(BUILT_PRODUCTS_DIR)/../../Headers" search path to BOTH the project settings and the target settings. (it only worked for me when they were listed in both).
This last step might be all that's necessary to fix it, but since I too was pulling my hair out over this, I tried a lot of different solutions and didn't want to assume that this last step was the sole reason it fixed itself.
(and my setup is XCode 4.3.2 and OS X 10.7.3)
After spending 2 days on this same error and navigating to every possibile google result I finally got it!
It's not due to Derived Data settings, those are fine already in XCode 4.3.2.
The problem is that you are doing a #import "RKObjectMapping.h" or some other include.
Instead use #class RKObjectMapping or if you really nead the .h use <RestKit/RKObjectMapping.h>
I went with #class since I just need to compile...
Hope this help!
Had this problem too. It would build and run just fine on simulator, but would not archive. Here's where I went wrong...
I did this:
#import "RestKit.h"
Rather than the correct way:
#import <RestKit/RestKit.h>
I had the exact same error today. All our code is in a github repo and the restkit folder is ignored so none of the restkit files were in there. Now, when xcode opens the project and finds stuff missing, it assumes all hell broke loose. So, deleted the folder, re cloned it and then grabbed a fresh copy of the restkit and threw it in there and voila, everything worked.
I found that I need to manually build the RestKit target for the header files to be copied into the build directory. Apparently the master project build does not reliably run the subproject build?
So, my steps for fixing this issue:
Select the RestKit run target
Build
Make sure the header search path was set on all target (apparently on project itself is not enough)
Build main project
Had a very similar problem. It turned out to be I had accidentally added the build setting to "User Header Search Paths" rather than "Header Search Paths".
My solution:
When adding "$(BUILT_PRODUCTS_DIR)/../../Headers" to
Targets -> Build Settings -> Search Paths -> Header Search paths,
the value was not set.
Instead the value has have been set up to User Header Search Paths.
So you double click to Header Search Paths, some pane with lines appear, you click + down left, paste that string there, click somewhere else to dismiss the window and... nothing.
The Header Search Paths didnt get updated but User Header Search Path did.
?!!!
So you click on the disclosure button on Header Search Paths.
Click + sign right of the attribute and add the value...
Here's a common mistake that'll make you want to slap yourself after you fix it.
Yes, you definitely do want to add "$(BUILT_PRODUCTS_DIR)/../../Headers" to your target's Header Search Paths, but don't forget to include the quotes!
I'm talking about the quotes that are before $(BUILT and after _DIR)/../../Headers
If your build configuration has a space in the name (e.g. mine is 'Ad Hoc') and you've just added $(BUILT_PRODUCTS_DIR)/../../Headers without the leading and trailing quotes, you may end up getting the "Lexical or Preprocessor issue: RestKit/RestKit.h file not found" problem.
This is a problem that I don't think has enough answers for this problem, because if you have this problem it feels like there is nothing to be done! After trying all of the proposed solutions (none of them worked). I finally found the problem
The problem was that one of my folders had a space in it. Don't use spaces in your source folder names!
Used to be : (/Xcode projects/basicRestkit etc...) -- lots of pain and suffering
changed to : (/projects/basicRestkit) -- lots of rejoicing
This caused the header search paths not to work, and therefore not to find the files. There may very well be a way to use alter the header search paths to find your files even with spaces.
This might not help you, but it very well could. Good luck.
For me only these steps works. Check here Hope this will help.
I just upgraded to Xcode 4, deleted the OpenFeint folder and added the new 2.9.1 framework according to this readme.
Then I deleted the "build"-Folder (that is now located in ~/library/Developer/...) and rebuilt the application but always get the following error:
/Users/k****/Documents/Tactica/Tactica_Prefix.pch:5:30: error: OpenFeintPrefix.pch: No such file or directory
When I have a look into OpenFeint.framework/headers there is clearly a file "OpenFeintPrefix.pch" included.
Any Idea why Xcode doesn't find it?
You have to add OpenFeint/ before any includes, like
#import "OpenFeint/OpenFeintPrefix.pch"
This should do it :)
I used OpenFeint a long time ago. The most errors I can solve with redo the instructions.
Also with updating to Xcode 4 al paths gets changed and Xcode has problems with finding files from old projects.
I recommend you to redo the instructions and if it didn't work, I'd recreate the project and add OF again, the problems should be gone then.
When I have a look into
OpenFeint.framework/headers there is
clearly a file "OpenFeintPrefix.pch"
included.
The most obvious point would be, are you looking at that location through finder or Xcode.
The file must be included in your xcode project itself rather then just in that folder on the computer?
While attempting to debug a build created using the 3.2 SDK on an iPhone device I receive the message "A signed resource has been added, modified, or deleted.".
I can clean, rebuild, then install with no error, but if I try to install without cleaning the error shows.
Anyone have an idea as to what might be causing this?
I found a workaround for the bug.
If you delete the .app file in build/Debug-iphoneos/ before building for the device, the app gets installed without errors.
And there is a simple way to do that before every build.
Make sure you have selected "Device" in the dropdown overview menu.
In XCode go to Project > New target...
Then find "Shell Script target" under MacOSX/Other
Name it and add it to the current project
Now, in the left navigation panel, under targets, expand your newly created target and double-click on Run Script.
In the window that opens replace "# shell script goes here" with "rm -fr build/Debug-iphoneos/*.app" (without the quotes).
Now open your main target preferences and under Direct Dependencies add your newly created target.
Build and Go! :)
This error occurs when there is a special character in the Product Name. In my case it was a "?"
If you change the Product Name it automatically updates the "Bundle Name" and "Bundle Display Name" so it is often the best choice to rename an app.
If you want to include special characters in the app name you have to manually rename the "Bundle Name" and "Bundle Display Name"
Bundle Name: This is the actual app bundle name in the file system such as "Awesome App.app". It is generally not visible to the user.
Bundle Display Name: This is a short name displayed under the app icon on the device. Since the bundle name would be truncated to "Awes…tion" you have the option to have a shorter name which fits better such as "Awesome App". It should be similar to the App Store name (set in iTunes Connect)
This is pretty clearly a bug in the 3.2 SDK, but I don't want to downgrade. I've found that doing a Clean by pushing Command+Shift+K, then Return is pretty fast before pushing Command+R to build.
Xcode 8, reason of the "A signed resource has been added, modified, or deleted." was that target was signed with an enterprise provision profile.
In my case, it happened when no changes were made. Make a change to any file and run again.
This can have several causes. The fastest way to figure out what is causing it is to go into Xcode, Window menu, Devices, then click the reveal button at the bottom of the pane to show the Console. Now attempt to run. You should see log output that names the specific files it is complaining about.
Most of the solutions previously posted are just artificial ways of getting Xcode to regenerate the contents of the build folder and/or re-sign the files.
In my case, my WatchKit extension was somehow acquiring references to Cocoapods frameworks that were only targeted toward the main app so they got signed during the build, then pruned later (as they were not used). Then on device, iOS complained that they were missing from the .appex folder for the extension. I ended up not needing any pods in the extension so I just removed them all and removed the extension as a target, then did some minor cleanup to remove the pod-related debris left in the build steps. Now everything works perfectly.
(SOLVED) This is a weird one. I tried everything I could find. Eventually I changed the product name from "Unit Tests (device)" to "Device Unit Tests" - removing the brackets. Now everything works. The spaces in it appear to be fine.
Previously on stackoverflow:
I've just run into this bug with two static library projects. One builds and tests using the GHUnit test runner on the device without a problem. The other projects will not install and gets this error. That means it's something thats different between these two projects. I've so far tried wiping the build directory, taking spaces out of the executable name, and various clean and builds as suggested here.
Same for me, thought it has something to do with multiple targets etc. because I changed a lot there. But it's highly possible that it's a Bug in the 3.2.2 release since I did not test extensively in this sdk version before the massive target changes in my project.
solved my issue!!!
I found out by accident that somehow a space " " found it's way into the Product Name of my app so it was called "First Second.app" instead of "FirstSecond.app". After deleting the space the issue was gone!
I changed it here:
right click on target
Get Info
Build Tab
Packaging Section
Product Name <- The name here will be used for the bundle (.app) name
Hope this helps, let me know!
Cheers,
nils
I could solved by changing project name.
[project]-[Rename] menu. "phase1 (new)" -> "pahse1"
I was getting this same error, but intermittently. I tried all the above and it still didn't work. Today I found what was causing it.
The error seems to occur when editing a xib in interface builder. If you try to run while the interface builder is open in xcode it will cause the above error. To solve just close the interface builder editor. i.e. just select a code file from your project so you are in the Source Editor.
The simplest (and probably most common cause) appears to be rebuilding without any changes.
So the simplest thing to cure it is to make a trivial change to a source file (such as adding a space, then deleting it), and then rebuilding.
If this doesn't work, feel free to try all the other answers here.
For months, I'd get this error without realizing it was due to such a simple cause. I'd usually do a Clean Build to get rid of it.
When I created ipa through terminal using xcodebuild commands, ipa created but while installing it I was getting same error. exportOptionsPlist solved my issue.
xcodebuild -exportArchive -archivePath projectPath/myapp.xcarchive -exportPath projectPath/myApp.ipa -exportOptionsPlist ProjectFolder/exportPlist.plist
In my case, Quit and restarting XCode worked.
For me the issue was related to the provisioning profile settings. The clue to this was that debug builds were installing ok, but release builds were not. I wanted to test a release build, so I ran the scheme with that build configuration.
I fixed it by duplicating the Release Configuration, then modifying those fields in the Build Settings to have the same provisioning stuff as if I am debugging it.
(Adding another build configuration will give you headaches if you are using Cocoapods however, then you'll have to modify your Podfile)
I'm getting the same thing, when installing on a iPod Touch. I can't link for the simulator (for other reasons), so can't say whether the problem occurs there.
Yes, rebuilding clean or deleting the app from the device allows me to install again. Neither are desirable, iterative solutions!
The minimal "cleaning" I've come across as a work around is manually deleting the Foo.app in the build/Debug-iphoneos directory.
it seems this is a bug in xcode 3.2.2:
iphonedevsdk
I had the same problem in Xcode 3.2.1 when I put a + in my app name. Specifically the "product name" in the build settings. It is fine to have a + in the bundle name in your Info.plist. The same probably applies to other punctuation characters.
Go to Window > Organizer > Projects > Find your project and delete derived data
I got this error intermittently while installing app using iPhone config utility on Windows7. Following solution works - Go to C:\Users\{lanusername}\AppData\Local\Temp and delete app specific folders (e.g. abc.app) and try installing app again.
I reported this bug on ICU (Windows versions) to Apple in June 2011. With the following workarounds:
The workaround is this ....
Win XP
1) Close ICU
2) Delete the temp folder: c:\Documents and Settings\[username]\Local Settings\Temp\[AppName].app
3) Delete the deploy folder: c:\Documents and Settings\[username]\Application Data\AppleComputer\MobileDevice
4) Restart ICU. Drag in the App and install normally.
============================
Win 7
1) Close ICU
2) Delete the temp folder: c:\Users\[username]\AppData\Local\Temp\[AppName].app
3) Delete the deploy folder: c:\Users\[username]\AppData\Local\Apple Computer\MobileDevice\Applications\[AppName].app
4) Restart ICU. Drag in the App and install normally.
=========================================================
I simply rebuilt my app, and that solved the issue.
I also faced the same issue. After wasting lot of time I realized that my product name has a special character "?" which cased the problem
Having the DerivedData folder at a network location caused this problem for me.
After trying everything else, I found out my workstation couldn't agree with the University server about what the time was. (It thought everything was always modified). I also had to clean for every rebuild to avoid that frustrating message.
In the end I gave up and built locally, changing Xcode > Preferences > Locations ... feeling altogether pretty dumb for having ever built over the network.
We ran into this issues on XCode_6.3.1. We were building a AppleWatch app, with an extension. We do have a bunch of Pods.. After debugging the issue for almost a bunch of hours, what we found was that there was an issue with the way a file was adde to the project..
It seems like some references to a unused file was sitting in the iPhone App, though it was used in the Watch App.. It turns out that the error XCode was showing was totally useless.
After removing this file and re adding it back to the project the project started working fine & was able to install to the device. To make it even harder to debug the issues, the debug version was installed without an issue, but was unable to install the norman version..
Make sure you add your files to the right target and, look at git history and see if there are lingering fragments that are added to the wrong target.
This is a very general error message indicating something is wrong during the validation process of the code signature. To find out the specific error, you can go to Xcode->Window->Devices and check your device log.
In my case, I have following console spew
Feb 1 18:53:07 iPod-touch installd[40] : 0x1001f8000 -[MICodeSigningVerifier performValidationWithError:]: 192: Failed to verify code signature of : 0xe8008017 (Signed resources have been added, removed, or modified)
Check on this 3rd party framework again, I found an extra CodeResources file under the framework root. Remove that file fixed the problem.
I have an existing project that I was working on, and I recently decided to update my iPhone SDK and updated to the latest 3.0 SDK.
I update my SDK and go to open my existing project. Sure enough, there are some problems including some certificate problems and so on. Anyway, google and I were able to solve most of them, but I haven't had any luck on what I hope to be the last of my problems.
When running my program in the simulator, I now get
dyld: Library not loaded:
/System/Library/Frameworks/UIKit.framework/UIKit
Referenced from:
/Developer/iGameLib/iGameLib/build/Debug-iphonesimulator/iGameLib.app/iGameLib Reason: image not found
Now, I discovered the UIKit has moved to
/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator3.0sdk/
System/Library/FrameWorks/UIKit
and I have updated my target and project settings to point to that new framework location, but still when I build it, no luck.
I have also tried clearing out the simulator's applications and settings, still no luck.
The referencing .app is cleared when I run the "clean" menuitem, I have confirmed this, so clearly something in my project settings are still pointing to use the old UIKit location.
Where should I be looking?
I've gone as far as I can to help myself but I'm afraid I'm at a loss here. I don't see it under the target settings, or the project settings, or the plist, or any of the other files within my project.
I was getting the same error
dyld: Library not loaded: /System/Library/Frameworks/UIKit.framework/UIKit
The solution on my case was simply quit Xcode and try again.
OK, SO I HAVE THE ANSWER!!!
Quite simply, Xcode is not changing all of the variables correctly in the actual .xcodeproj file. So, here are the steps I took.
Get out of Xcode, you've got to do this job at the terminal. Bring up a terminal and go to where your project is. Find your .xcodeproj and go into it as if it were a directory. It looks like an actual file in finder, but it is one of those package directories.
Now, I couldn't get textedit to allow me to edit it, but you can go into nano, so like I did
sudo nano project.pbxproj which is under my .xcodeproj file/folder/package/whatever.
In this file, you need to find where the SDKROOT is set. Chances are there are a few places it is referenced, but you're looking for SDKROOT = iphoneos2.2.1 or something similar. Change ALL OF THESE (there are a few) to SDKROOT = iphoneos3.0
Now, you're half way there. do ctrl x and save the file. Next you're going to do ls and find out what the .pbxuser file is. Mine is myname.pbxuser. run the same command of
sudo nano myname.pbxuser
In this file, there are a HUGE number of references to the 2.1 iphone sdk directory. Do a search/replace of iPhoneSimulatorOLDVERSION.sdk, in my case it was iPhoneSimulator2.1.sdk
and change the 2.1 to 3.0. Be very careful with this though, I wouldn't want to know what happens when you mess this file up.
Save it and open xcode. CLEAN the project and build and run. Presto!
Check your target settings
Make sure you're actually linking to all of those frameworks in the Target (check under "link binary with libraries")
Make sure you've chosen the 3.0 sdk as your base SDK
Create a blank project and add your frameworks as before; if you still have issues, probably a borked SDK install
BTW, you shouldn't have to re-add sdk frameworks, as the paths are relative to the current SDK
Just trying to be helpful… not sure I can debug from here :)
I have had some similar problems with Xcode that seem to have no apparent cause. The fact of the matter is that Xcode does still have bugs here and there and sometimes you WILL run into a wall.
My Experience: Similar to your situation somewhat, on one particular occasion, an Xcode project I was working just stopped building for whatever mysterious reason, and no amount of cleaning, googling or SO-ing provided me any answers. So I simply created a FRESH, NEW project and filled the source-code from my corrupt project into that of the new project. The new project used the SAME source, libraries, resources, settings, mind you -- and yet it built with no problems. It took about 20-25 minutes to make the transfer but considering that I had spent several HOURS trying to address a bug that would not reveal itself in the corrupt project, the time was well worth it.
So, I'd suggest doing what I did: Maybe try creating a fresh project and transfer your old source and resources over.
Good Luck
I just deleted the UIKit.framework from the 'Frameworks' folder, right-clicked and added it back again.
Clean build, and no problem..
I had the same problem using Xcode 3.2.1 but it was solved in an easier manner. I realized I had recently disabled my target's environment variables, specifically ones to do with memory debugging (NSDebugEnabled, NSZombieEnabled, NSAutoreleaseFreedObjectCheckEnabled, MallocStackLogging, MallocStackLoggingNoCompact). The app ran once in the simulator after removing the environment variables but never again after that.
Quitting Xcode, the Simulator, restarting Xcode and doing a complete clean of the target (including it's dependencies off course) brought me back to a good state.
Same problem when launching my application without debugging.
In my experience the produced binary does not seem to be the culprit.
I created an app from the xcode wizard which does launch OK in the simulator (let's call it testApp, my application being called myApp), I tried to figure out where is the difference with my app.
otool -L myApp
gives correct (relative paths) to the frameworks, same as testApp
ps -E
DYLD_ROOT_PATH, DYLD_FALLBACK_FRAMEWORK_PATH, DYLD_FRAMEWORK_PATH, DYLD_LIBRARY_PATH environment variables needed by ld to locate the framework
are OK for myApp compared to the values of these variables when testApp is launched
I suspect that the problem lies somewhere in the communicartion between XCode and the simulator once the app is launched ... altough I can't find what's wrong ...
The solution that worked (at least for me) have certainly some big side effects but here it is :
quit xcode
browse the content of the package myApp.xcodeproj
unlock .model1v3 and .pbxuser for modification (the lock in the information panel (cmd-I on the file))
delete these two files
start xcode and retry to launch your application from there