UPDATE:
Here is more detailed compiler output:
So I am working on a simple app. I want to be able to do some encoding/decoding of strings, so I have added these three files from the Google Mac ToolBox to my project:
GTMDefines.h
GTMNSString+HTML.h
GTMNSString+HTML.m
Since my project uses ARC, I have added the files to the build phases and set the -fno-objc-arc flag so they don't compile with ARC. See the screenshot:
Now I go to my main view controller and add this line:
#import "GTMNSString+HTML.m"
And I try to compile my project. I get errors like these:
How can I solve this? I am new to iOS development so please explain well.
To get rid of the first two warnings (no rule to process file...) remove GTMDefines.h and GTMNSString+HTML.h from your "Compile sources". Only .m-files need to be there.
You never want to import .m files, even if it's technically possible! To get rid of your errors, change your import from
#import "GTMNSString+HTML.m"
to
#import "GTMNSString+HTML.h"
Related
I am fairly new to ios development - trying to use sdwebimage in my iphone project. I believe I completed all basic setups as required. But when I build, I get this error: No such file file or directory near this line:
#import "UIImageView+WebCache.h"
Yes I have added Target Dependencies
I have added libSDWebImage.a in Link Binary With Libraries
I have -all_load -ObjC in Other Linker Flags
I also tried the -force_load ${BUILT_PRODUCTS_DIR}/libSDWebImage.a (64bit mac)
My Use Header Search Paths is : $(BUILT_PRODUCTS_DIR)
I cleaned the project and rebuilt - but no use.
Build keeps failing. Again, XCode4 code completion "resolves" when I type #import "UI & hit "ctrl+space" which means the lib is visible to xcode. Any pointers will be super helpful. Thanks.
To add the needed header files to the build path do the following.
Select your project file
Select your target
Select Build settings
In the search box enter 'header search paths'
For the Release add "$(SOURCE_ROOT)/SDWebImage" (thats with quotes).
This will work when importing like this #import <SDWebImage/UIImageView+WebCache.h>
I also use SDWebImage.
In my experience I didn't do anything with the linker flags etc.
You only have to add the classes in your project and simply import the "UIImageView+WebCache.h" in your class' header like this:
#import "UIImageView+WebCache.h"
and if you want to use it on an UIImageView object, just use the method
setImageWithURL:placeholderImage:
you can refer to their github for more info
I just ran into this problem and have solved it.
The issue is that when you "drag" the SDWebImage xcode project to your project, Xcode only create a reference to point to those files needed. When you are in debug mode it's fine, it knows where to find those file. However, when you want to archive it (packing everything to be self-contained), it couldn't find it from your search path.
Although you have added $(BUILT_PRODUCTS_DIR) to your search path, but if the actual files that you downloaded are not physically located in your $(BUILT_PRODUCTS_DIR), then Xcode won't find them. This was the problem for me since my SDWebImage files were still sitting in my download folder.
What you want to do is:
1.Move the SDWebImage folders to a place where you won't accidentally delete it. Notice once you've done that, the SDWebImage project file will become red since it's physical location is moved. And it's wired that I could not delete that reference in Xcode, what I ended up doing is add that file again (choosing from the location where I just move it too). You will end up with a red SDWebImage.xcodeproj in your project navigator which you can not delete. It's very annoying but it won't affect anything.
2. If the location you move the SDWebImage stuff to is not in your $(BUILT_PRODUCTS_DIR), then you either move that inside $(BUILT_PRODUCTS_DIR) or as I do, add the path to Target -> Build Settings -> Search Paths -> User Header Search Paths.
Archive and it should work now.
I faced this same problem and was about to go crazy. Like Ravi, I followed the static installation instructions as closely as possible.
I saw the auto suggest for UIImageView+WebCache.h when I was typing #import, but it keeps throwing file not found.
In the end, it was this. In header search paths,
“$(BUILT_PRODUCTS_DIR)” - Wrong.
$(BUILT_PRODUCTS_DIR) - Right.
Embarrassed but now it's working right =)
I've been dealing with this problem for the past hour and noticed something that hasn't been mentioned: Make sure that when you up update header search paths that the "Recursive" option is selected! Otherwise the compiler will not check subfolders.
Worked for me...
I was dealing with the same problem, my two frameworks were not getting found. I tried all the suggested ways in order to resolve the error but it couldnt help. Atlast I deleted the frameworks from my project structure and reloaded them from the original project file and it worked!! Please try this if it helps, It worked for me...
I had a similar issue after pod update. If you are using CocoaPods version higher than 1.0.0 and more than one target in your project, you have to add all the targets into the Podfile.
I added add .h and .m files from an non ARC application to ARC iphone Application. I set -fno-objc-arc as compilerflag in build phases to these files. But when I try running this application after adding these files I am facing a problem. Application does not give any error is just shows failed once and stops the process of building.
I am confused and trying to understand what is the problem in this. After I delete these non ARC files, it is running normally.
First, you add the .h file but don't set any compile flag on it - your comment on this is a bit confusing - in fact your question and comments are confusing. So lets try to sort this out:
you added both the .m and the .h to your project - you can see them in the left pane
the .m file was added to the build phase of the desired target with a compile flag of -fno-objc-arc
Now it gets tricky, as your question is self contradictory:
1) you tried to build and the build failed. So then edit your post and provide the error messages.
2) the build succeeded, you ran the project, but it failed somehow. Problem is you don't tell us how it failed.
So, in addition to clarify your question, please note that if you add a non-ARC file to your project, that file must conform to certain conventions, which you can read about in the ARC docs (two very short articles, one from Apple, one from llvm). For instance, if you have a method in that file that starts with "init" or "create" then whatever object it returns must be retained not autoreleased.
I personally have used non-ARC files with an ARC project for a year now with no problems.
Just do the following thing:
Reset your simulator.
2 . Clear your Build
in your non arc file content remove the release,retain,autoreleasepool and auto release.
After build and run. hope it will work.
when i change only one .m file and try to rebuild the target,
xcode 4 always recompile all the .m files.
I try to find the option to disable this feature, i want to only recompile this changed .m file and
link all the other .o file to the target.
why do you need that? It must be compile all file because of #import "AnotherClass.h" and other frameworks... I dont understand whats is the negative effect of this condition :) Also on XCode-4 built in syntax-error open if you write something wrongly error & warnings shows up you dont need to build..
No, Xcode does not recompile untouched files - except if you do a "clean" or if you change a bit in one of the included files. Anyway, if your files are not too big - it's not an issue anyway. ps I had a project with more than 300k lines in XCode, and files with about 30-40k. Even that size is manageable. So I would not really worry...
I've seen this error with different variations on discussion forums but being a non programmer I'm not sure how to progress this.
Basically I have code which I found to help me with changing the background colors of cells on a grouped uitableview. The code introduced a line as such:
CGContextAddArcToPoint(c, minx, miny, midx, miny, ROUND_SIZE);
This gave an error indicated that it wasn't declared, so I added to my .h file the following under import uikit:
#import <UIKit/UIKit.h>
#define ROUND_SIZE 10
Now it shows that I have an error:
Command/Developer/Platforms/iPhoneSimulator.platform/Developer/usr/bin/gcc-4.2 failed with exit code 1 iphone
Some discussions talk about libraries but because I don't have a programming background I don't understand what to do. I also see that some people show a log output but I'm not sure where that comes from as I don't get any debug windows because I'm guessing it doesn't get that far. I simply click 'Build and Go' and I get this error in the Message window.
Any thoughts?
As you can see from the many different responses this error is caused by many different problems. Luckily, I have found the Meta Solution!
In xcode, right click the error line and choose "Open These Latest Results as Transcript Text File". This will open the real xcode output log, which should contain a better description of the error then was previously seen.
-Evan
I have gone through that same problem. There may be some file which has no refference . You can see that type of file in red letter. Remove that file.
You probably don't have the CoreGraphics.framework added to your frameworks list.
To make sure, click the "Frameworks" folder on Xcode. If the framework isn't listed on the table to the right, you'll need to add it by right-clicking the Frameworks folder, chooseing "Add Existing Framework..." and then choosing it from the list.
I've found the problem after seeing the Build Results window that Dave mentioned (thank you!!!). I had a different version of the same .h and .m file because I was testing with different code. I deleted the unnecessary files as it was seeing something in there as a duplicate.
The build was successful.
Thank you!
You can see the error message output from GCC by selecting "Build Results" from the "Build" menu or by pressing ⇧⌘B.
you have defined the same static constants!!!!
static NSString *kSectionTitleKey = #"sectionTitleKey";
static NSString *kSectionTitleKey = #"sectionTitleKey";
the problem is
nothing about the CoreGraphics.framework
Evans answer is the best thing you can do to find the exact reason of why you are having that error. In most cases, in my experience, is that there have been files that have been deleted but haven't been removed from the project.
This type of exit code error occures due to Any of your framework or Library overlap. so solve this problem check your error log and find out duplicate object symbols waring in log than you got actual file which is overlap in code.
Another fix to this problem that was the answer to my fix was that I had two classes with the same name. A webservices helper had created an Invoice class, and when I tried to add a file with that same name it didn't have any problems until I tried to compile.
So make sure all your classes have unique names :)
xcode build errors:
Unsupported compiler ‘GCC 4.2′ selected for architecture ‘i386′
Solution:
This can be caused by importing a project for a pre- iOS 5 SDK into a copy of xcode with iOS 5 SDK only.
To fix,
click your Project -> Build Settings. Then under Build Options, there is an entry for Compiler for C/C++/Objective-C. Choose Apple LLVM compiler 3.0.
When u create a file , u have to disable [uncheck] cocos2d libraries & then add the file. so that gcc-4.2 error will be rectified :) checkout!!!
This problem also arises when you rename the XIB file. You have to replace the old name with the new name in the xib files as well as in the navigation controller (if used).
For me, I found the solution above helpful....
"Open These Latest Results as Transcript Text File" which explained it couldn't find libGDataTouchStaticLib.a. I then had to build the static library for Gdata.xcodeproj (changing the active target > GdataTouchStaticLib) then had to manually add this file by dragging it to the targets > MYAPPNAME > Link Binary With Libraries. Build & Run.. All Good.
This issue could be because some libraries might be missing. Right click on the error line and click on "Open these results as transcript text files" and check the missing library.
I had the same problem, noticed that it was looking for a file in the wrong folder, essentially, don't store projects in folders with apostrophes in their name!
I had the same problem. The reason was, I had two int main(int argc, char *argv[]) functions.
I've gotten the same error and solved in a very strange way. Cleaning and rebuilding the project doesn't solve it but simply adding an empty line in ApplicationViewController.mm has forced the compiler to rebuild "something" and the error has gone by itself.
I just add that the same project compiles without error on iMac and failed on macBook.
I was getting this error on building a cocos2d project using xcode 4.3 on Lion. To fix this error, I followed the instructions here: http://www.mac.ph/cocos2d-templates-and-xcode-43
Here is one of the possible solutions:
Remove the .m(implementation) file import statement from the viewController class if it is included along with related .h(header) file.
Instead of including (by mistake)
#include "myClass.h"
#include "myClass.m"
Include only the required header file as:
#include "myClass.h"
Thanks,
Prodeveloper
I have following issue: I have an iPhone application which can be compiled using various color styles. So the goal is to have several build configurations with defined style, for instance COLOR_STYLE_BLACK. Style definition files should be placed under some subfolder in source tree, like, for example Classes/styles/black. Then, in App_Prefix.pch I'd like to #import files from respective subfolder, like following:
#ifdef `COLOR_STYLE_BLACK`
#import "styles/black/DefaultStyle.h"
#endif
But the issue is that I cannot make XCode to import files from subfolders. It seems XCode does not allows folder structures in project, or at least I cannot figure out how to do it.
When I add folders as folder references to the project, XCode copies them to the Rersources folder, but does not add them to Compile sources build phase and reports errors on missing files.
Thanks for any tip or advice on this.
Matthes
The bigger issue here is that you're hardcoding your theme in sourcecode.
Its only ever the most extreme customisation that should be done this way. Its sound advice that your theme should be in artwork and you should select it at runtime by varying the path you load the artwork from and such.