I've been struggling with this for a few days now. When I create a new Static Library project under IOS in XCode 4 I am running into an issue. With or without adding files as headers or to be compiled I am able to successfully build but the .a file is always red. This happens in both Debug and Release. I've read about similar issues but haven't found someone who has fixed the problem. Any help would be appreciated. Thanks
XCode seems to have a bug in this regard when building for the simulator. Build once for device, right-click the library to show in finder, back up a level, and navigate to the simulator one. Your library will be there. (The path will look something like this: /Users/You/Library/Developer/Xcode/DerivedData/LibName-fylbqugtzucxyndtdddrjmbbdnet/Build/Products/Debug-iphonesimulator)
I wasn't able to figure out the answer to this problem but I did find a work around. I installed the XCode 4 project template to build universal frameworks from https://github.com/kstenerud/iOS-Universal-Framework. This allowed me to build a framework which fit my needs.
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I'm really newbie in iOS and I have to handle a complicated situation. I was given an iPhone app developed by someone and I have to make it work. The guy who developed it has told me that it worked, but sometimes crashed in an iPhone. I've never developed using iOS and I don't really know how this app works.
Well, when I open the app with Xcode, the first problem that I detect is some errors with the references. The app uses the project CorePlot-CocoaTouch.xcodeproj. I've added again this project and solved the references (I've followed some other posts like this one: http://www.jaysonjc.com/programming/pie-chart-drawing-in-iphone-using-core-plot-library.html).
I want to test it with the simulator (I don't have an iPhone yet). I have a doubt here...should I use iOS Device, or iOS Simulator as Base SDK? Firstly I chose iOS Simulator, but it appeared a problem with Cocoa.framework (it turned into red).
Anyway, using iOS Device as Base SDK, I build the project and it says "Build failed (59 errors, 3 warnings)". I check out the errors, and most of them are "Expected specifier-qualifier-list before ..."
Can anyone help me? This is more or less the situation, but I can provide more specific details if they're needed.
I'm sorry if I'm talking about something really basic, but I've been trying to solve it for 2 weeks and I give up. I've tried to talk to the guy, but he's not really helpful..
Thanks for the replies!
By the way, I didn't say it and I don't know if it's relevant or what it means. The guy has a directory called "Libraries" where it's stored the CorePlot. The files there are the same than if you download the CorePlot project from other source. The only exception is a folder called "SDKBuild", which contains files like "build.sh", "iphoneos-SDKSettings.plist" or "iphonesimulator-SDKSettings.plist". I'm really newbie, so it's probably obvious, but I have no idea...
just try to add CocoaTouch framework to your project.
and for base SDK use "latest iOS".
Right click on the project name in 'group & files' set on the left of xcode. Choose add -> Existing Frameworks.
Find Cocoa.framwork and click add. Do this to all red colored framework.
Choose IOS Simulator as base SDK.
Try run it..
If you want to run the app on simulator, you have to build with iOS simulator. The base SDK basically sets the OS version (this will be the same regardless of whether you are running the app on simulator or device). You should be chaining the build settings to device only if the device is connected and if you have installed the appropriate provisioning profiles.
Today, after installing Xcode 4 with the 4.3 SDK, I attempted to launch my application. However, the application will build and the iOS Simulator will pop up, but I get a message in the window in Xcode that says "Attaching to YourApp" which stays there indefinitely. How can this problem be fixed?
I had the same problem, that is, when I launched my application in the simulator, Xcode was hung waiting for the simulator to start. The simulator showed a black screen - nothing at all.
Note this is a project that ran fine on Xcode 3 and is the exact set of files used to build the application that is currently for sale at the App Store.
Okay, so here's the underlying problem, and my solution:
My application name was "ultimateTimer.app", as seen in Xcode under the Products folder. However, this was NOT the name in the project file.
Here's how to found out:
Click on your project in Xcode (it's usually at the top, e.g. mine is called ultimateTimer.xcodeproj). Under "Build Settings" tab, look for the "Packaging" area and specifically for the "Product Name" variable. Under Product Name, I had three entries:
Debug
Distribution
Release
Under Debug, it had the value "TalkUltimateTimer" which was an old name of mine. When I changed this to "ultimateTimer" to match the "ultimateTimer.app" as above, I found the Xcode attached to the simulator correctly.
This happened for me for iPhone applications. I opened the simulator myself and switched the device to iPhone Retina Display and from then on it worked. I tried switching back, but it didn't work again, so I have had to keep it on the Retina Display simulator, and if I need to test non-Retina Display I'll use the iPad simulator.
I skimmed the post and these seem to be the two solutions thus far:
I think I figured out the problem:
I went to 'Edit Schemes', and for some reason, the scheme I was using was pointing at BumpDev.app as the executable instead of bumpdev.app. Changing this made things work. Perhaps there is an issue when converting from xc3 proj files?
Anyways, the app now boots in the simulator. Yay!
And the other solution in that post is:
Did your project by any chance have a folder reference with images in it?
For me the problem only happens when I have a folder reference in the project. When I remove the folder reference and instead add the folder as a group, clean the project, and hit launch things work fine. In the "Copy to Bundle" phase each image is then listed individually, whereas when I had a folder reference, the whole folder was listed.
This took me a really long time to figure out. It was quite frustrating, but I'm glad I have a workaround until the bug is fixed.
I had the same problem after swapping the mouse for a new one. restarting my iMac resolved the issue.
I just upgraded to Xcode 4.3.2 and had the same issue with new projects. After poking around and comparing projects, I found out that new projects were set to the LLDB dbugger and the projects that worked were using GDB.
After changing the debugger for the new project to GDB, it worked. I am yet to research what the differences are, but at least I can now run my new projects.
Ensure you are starting a proper scheme.
I. e. when using CocoaPods, running Pods scheme would not start emulator.
It's a known issue. Have a look at this thread in the official forum.
Hey, update Xcode to 4.0.2. Problem solved :)
I had the same problem, I tried every solution here, but no works. Finally, after I rebooted my computer, the problem was gone.
Restarting the simulator worked for me
I download a sample of UICatalog and run it.When I compile it ,it shows the failed message:There is no SDK with the name or path "iphoneos4.0".I find the "Base SDK" of UICatalog's Targets is iphone Device 4.0(missing).How can I solve this question and run it.
Thank you!
Select the root level of the project, in "Groups & Files". It's blue. Then hit command-I to get its Info.
Pick "Build" from the segmented controller at the top of the info window. In the first section of that panel you'll see Base SDK as one of the first few lines of options. Select the latest version of the SDK you find in there, and close the window to save your options.
Build-and-run the project, and you should be good to go.
EDIT, because I see from the comments that people are finding this answer who have a slightly different question than the OP's, so here's one other thing to try. It could also be you have "iOS Device" selected as your build target. If so, and if what you really want is for it to launch into the simulator, select "Simulator" instead.
After loading the project into XCode..
Under Groups and Files
right click on UICatalog<-(or your demo project name) and select Get Info
in Base SDK select IOS Simulator 4.1
Close and save info pane
expand Targets exposing UICatalog<-(or demo project name)
right click on UICatalog and select Get Info
in Base SDK select IOS Simulator 4.1
Combo box in UICatalog project pane (upper left corner) should switch to "Device - 4.1 | Debug" instead of "No Base SDK"
if you Build and Run at this point you might get another error. If so, open the UICatalog combo and switch from Device to Simulator
The "official link" mentioned above states…
"Note: Targets can override build settings defined at the Project level. "
..but should probably read "will" instead of "can"
Ok, I've solved it.
In Groups & Files go to Targets and select your target.
Press Ctrl+I (or open the info in some other way)
Set the Base SDK of your target
(The Base SDK should also be set at the project)
Steve nailed it. This is an Xcode bug. I loaded the NavBar sample and Xcode didn't even offer the simulator as an option, and it complained about the missing SDK even though it was set correctly in the project and wasn't set at all on the target.
Do what Steve said:
"The only way I could resolve it (in fact, the only way I could get the option of running in the simulator at all) was to change from debug to release and back. The dropdown still shows Base SDK Missing but if you click it, the simulator options are there and it builds."
My problem was that in the sample code another xcodeproj was embedded. So I looked after that file with Finder, opened it with Xcode and than the same as Dan said: Project -> Edit Project Settings -> Under "Architectures" set Base SDK to "iPhone Simulator x.x" (the latest one you have installed)
I had the same issue with another Apple sample app. The only way I could resolve it (in fact, the only way I could get the option of running in the simulator at all) was to change from debug to release and back. The dropdown still shows Base SDK Missing but if you click it, the simulator options are there and it builds.
I think that's a bug.
Many answers here, none seem to be complete enough about this, and it's all a mess. But they are all helpful. Here, I just want to compile all helpful pieces in one answer. Thanks to Larry (who have almost everything compiled into steps already), Steve, Dan Ray, dkk, geowar and lqf.
This picture from apple is a little decieving and outdated (talking about iOS SDK 4.0 and we're currently at 4.1) but it does show where you should change the project settings. Just select iPhone Simulator 4.0 if it was previously on iPhone Device 4.0.
Other than that, they say "Targets can override build settings defined at the Project level". So, yeah, also go ahead, open Targets and set all of their Base SDK back to default by pressing delete on it. If they were bolded, they'll become regular indicating a default value, which should be iPhone Simulator 4.0 if you did the first step right.
Just realize there are many places where Base SDK can be wrong:
Under Project Info
Under Target Info
Under different configurations for both Project and Target
And that under Target it should be set to default, which is value from Project.
There's still something about the overview combo sometimes having and sometimes not having more than 1 option such as "Device" and "Simulator" that I just couldn't understand yet, but this is another potential configuration place for Base SDK being wrong.
You have to make sure that you change to the "iPhone Simulator" under the project settings in the appropriate configuration (i.e. if you are building a debug build you have to change to the simulator under the debug configuration).
For some reason I was getting this error when I did change the simulator but realized that I was doing a debug build but changed to the simulator under the release configuration and not the debug configuration.
dkk's answer is what made things work for me. I had to change the Base SDK on the target and not just the project. Perhaps you have to do both.
I got a similar error after upgrading my iPhone to iOS4.2.1(8C148a). The situation is as following.
I was using Xcode 3.2.4, but it does not support iOS4.2.1. So I downloaded Xcode_3.2.5_and_ios-sdk_4.2_final.dmg which is 3.78GB requiring 9.53GB to install. Then I ran my ap with Xcode 3.2.5. That is where I got the above error message.
Now it is ok. I solve this based on Geowar's answer:
For the official answer:
http://developer.apple.com/library/ios/#qa/qa2010/qa1701.html
Please be noted that if you have done as Geowar said and the message is still there. Try to close Xcode 3.2.5 and restart it. That is how it works for me.
Another thing is that if you have just upgraded to iOS4.2.1 like me. When you try to load the a/p from Xcode 3.2.5 the first time. Xcode 3.2.5 may still give you "No provision iOS device connected". Please try to go to organizer and click on your iPhone under DEVICES on the left bar. Wait for a while to let Xcode in sync with your iPhone with iOS4.2.1. Then it will work. At least it work for me.
Jesse
Ok, so I struggled through this too. Based on some of the answers above and from the apple development forum, I was able to figure out what worked for me.
In XCODE, if you notice that the pull down at the top left of the window says "BASE SDK MISSING", you are going to get this error "There is no SDK with the name or path “iphoneos4.0”". To fix the problem:
double click on Group & Files in the upper part of the left pane of xcode. This will open a window
go to the Build tab of the new window
click on the row that says "BaseSDK" and select "Latest iOS (currently set to iOS 3.2)
The Configurations pull down near the top should now say "All Configurations". If not, set it.
close the window.
Now if you try to build, you will get a different error, something like: Code Sign error: The identity 'iPhone Developer: x Xxxxx' doesn't match any identity in any profile ...
So, now what you need to do in xcode is to click on the pull down in the upper left corner (the pull down that had the original BASE SDK MISSING indication, but probably has something different now), and make sure that both "Simulator" and "Debug" are checked as options in the pull-down.
now you should be good to go.
I just went Project -> Edit Project Settings -> Build -> then change the Base SDK to iPhone 4 simulator or I'm assuming whichever SDK you want to use.
I never had to specify the build for a given target, although my program was created on a mac that was already configured to use the iPhone 4.0 simulator.. so perhaps the targets were set for the simulator SDK and the project itself wasn't? Either way... just glad it works.
I was having the same problem and what I did to solve it was:
Go to Menu Project
Go to Set Active SdK
Select the option SIMULATOR instead of DEVICE
Build and Run and the ERROR has gonne!
I hope it works for you guys... =)
I just had a situation where I changed the Base SDK to 4.2 on my project after updating to Xcode 3.2.5, but I kept on getting the "There is no SDK..." error. I finally opened the project file (MyProject.xcodeproj/project.pbxproj) in a text editor and looked around. There was no mention of 4.0 anywhere, only 4.2. BUT when I then saved that file, it all started working in Xcode. Perhaps some permission on the file or something else. Have no idea really, but it worked.
I got this error when one of my configurations still referenced an old (iOS) SDK. Note that the error shouldn't have come up when I tried to build a totally different configuration (with correct Base SDK setting), so this smells like an XCode bug to me.
People suggesting that you don't set the base SDK in at target-level have probably never created projects which contain targets for different platforms all in one project file (in my case Mac and iOS targets, so setting the base SDK once in the project file is nonsense advice).
I'm still pretty new at iPhone development and I'm running into this odd build error which I do not understand. I'm trying to build and run my iPhone application and XCode is telling me that it can not find NSPredicate. To my understanding it was made available in iPhone SDK 3.0 and I'm trying to build for 3.1. I set the target to being "Simulator - 3.1.2 | Debug" in the top left selection box and then hit "Build and Go". I tried setting it in the target app's info as well.
If anyone can direct me to where/what I can change or any documentation, I would appreciate it.
Thanks.
Have you built your project recently with an older version of the SDK. I have run into similar problems and I found that the first thing to do is to clean your target and then build again.
To clean your target open your targets group, right click or control+click on your target and select clean "_target_name_"
Hope this helps.
NSPredicate is part of the Foundation so if you can't find that something is badly scrambled.
(1) Check for circular imports in the headers. These can cause all kinds of weird problems.
(2) Remove all frameworks, clean all, then add the frameworks back in in order. Make sure the target is set for 3.x.
In the past, when I've hit a build problem like this, I found it easier to create a new project and move my custom source to it than to try to figure out what I screwed up on the original. Life's to short to debug a linker.
I have two projects, a Cocoa iPhone application and a static library which it uses.
I've tested it successfully on the iPhone simulator, but when I try to deploy it to my iPhone device I get (symbol not found) link errors.
If I remove the dependancy of the library the project builds/runs fine.
I have made sure all the build settings are set to iPhoneOS not the simulator.
Im sure its something simple, but has anyone run into similar problems moving from iPhone simulator to device?
--EDIT: I have managed to create new projects (one for the application and one for the static library), and successfully get them to run on the iPhone or simulator. But I have a very strange problem... for each specific project I cannot get it working for BOTH the device and the simulator... I have double checked the build settings, made sure the libraries that are being references are for the matching build settings (I believe) but I cannot resolve these linking errors.
I think I must be doing something very wrong... all the apple documentation says 'its super simple - one click' but this is giving me a lot of problems.
This is probably something to do with xCode build settings, but I cannot seem to understand why selecting the different build platforms and rebuilding the libraries does not work.
Check out my answer to a similar question for a link to an article that might help. There is a link to an interesting article.
Eventually I realised what the problem was.
I changed my device target from simulator to iPhone device, then removed the old (simulator) static library and attached the new (device) library.
All fine, except the library search path (in the build configurations) still had the simulator directory listed first, which I assume cause it to be found and used rather than the device.
This also explains why I was able to make each setting work with a new project, but only had trouble changing between settings.
Its a simple and stupid problem, but one that caused me some grief and time. Im still not sure how to properly set target dependent build settings but at least if anyone is getting similar problems its something to look out for.
I've created a complete tutorial on how to create and use static libraries, this tutorial covers the the method that is also advised by apple, maybe people will find it usefull:
http://www.sodeso.nl/?p=822
Advantages of this methods is that it automatically recompiles the library according to your project settings (so no trouble with device / simulator builds)