Xcode 13.3 Not Linking Storyboards - ios

I have a project that builds and runs with no issues when using Xcode 13.0. However, if I close 13.0, and try to then build and run the project using Xcode 13.3, the app will build, but then crash immediately on launch with the following error:
*** Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: 'Could not find a storyboard named 'Main' in bundle NSBundle
I'm making no changes in the project at all - the only change being the version of Xcode used to build the app. When comparing the build output between the two versions of Xcode, I have noticed that 13.3 is skipping the "Link Storyboards" step.
A few things that I've tried include:
Removing the storyboard file from the .xcodeproj, and re-adding it.
Removing all localization from the project, thinking it may be related to that. I then tried re-enabling localization.
Creating a brand-new storyboard using the File > New> File… menu. Even the new .storyboard files are not linked or added to the project.
Removing and then re-adding the .storyboard files to the Copy Bundle Resources build phase.
Bumped the minimum deployment target from iOS 13.0 to 14.0
Cloned my source code from Git to a new location and built from there.
Product > Clean Build Folder and manually deleted the derived data folder locations more times than I can count. I'm using the default Derived Data location. (~/Library/Developer/Xcode/DerivedData)
I've been able to verify that the storyboard files are not being included in the finished app by inspecting the .app bundle after the build succeeds. All other resources I've been copying to the app are there, but the storyboards are not.
Has anyone else seen this issue, and if so, resolved it? I've been stumped for a few days now, and so far, the only thing that's worked has been rolling back to Xcode 13.0.

Fixed it. Turns out that a few years ago, a User-Defined build setting for CONFIGURATION_TEMP_DIR had been defined in our project. Removing this setting, and falling back to the default value got our project running again with no issues. I'm not sure why this setting had been defined originally, but apparently Xcode 13.3 just doesn't like it anymore.
This line also affected another project of ours, that doesn't use storyboards, but does have an Apple Watch app. In that case, the crash was similar, with the error stating that an Interface.plist file could not be found.
Apple's (archived) doc on the setting.

Related

Regarding Header 'RealmSwift-Swift.h' not found error

I've updated my Xcode to the Xcode 10.0 beta version and tried to run a project with realmswift in it, now i'm facing an error where it says:
Header 'RealmSwift-Swift.h' not found
I noticed this after trying out the "Conversion to Swift 4.2" button (which failed for me). When I switched to another target where I didn't run this yet, the project built without problems. And after cleaning the project properly, the failing target worked again.
Please note that according to the Release Notes this beta has several "known issues" regarding cleaning, including this one (which has the workaround for it listed, too):
So you might want to try deleting the DerivedData folder manually on top of cleaning in Xcode.

Xcode 7 - Code coverage data generation failed

When I run my tests I get an error:
Code coverage data generation failed.
Unable to retrieve the profile data files from 'UIDevice'.
On console was printed warning:
Timed out waiting 120 seconds for simulator to boot, current state is 1.
What is the reason?
If you are integrating your project with a 3rd party dynamic framework, you may need to add a path in your build settings. Look for ->Build Settings->"Runpath search paths" and make sure it includes the path to the framework.
I was just seeing this exact issue myself after setting up my a project to use a framework my team has been working on. After updating this specific setting, the problem went away. In my case, the path was identical to one I already had to set for the "Framework search paths" setting.
I solved this problem, just like I solve most of those XCode Problems:
delete your projects files in your DerivedData (Xcode>Preferences>Locations>DerivedData→ to jump there in finder)
Product>Clean
(keep alt-Button pressed) Product>Clean Build Folder
Quit XCode
Restart XCode
Remove your app from your device / simulator
Try again.
In case it still doesn't work, use another simulator / device for a few runs. Sooner or later it will work again on the original one again.
If you are using cocoa pods, check this thread on the Cocoapods repository:
https://github.com/CocoaPods/CocoaPods/issues/5385#issuecomment-226269847
This fixed my problem:
Copying #dfleming response:
For some reason, it appears that CocoaPods is not adding the "[CP]
Embed Pods Frameworks" build phase to the UI Tests target when
generating the project workspace.
I manually added this in and the UI Tests were runnable again.
This build phase should run the following script: (Replace
{YourProject} with your project name)
"${SRCROOT}/Pods/Target Support
Files/Pods-{YourProject}UITests/Pods-{YourProject}UITests-frameworks.sh"
I experienced exactly the same error and eventually got it working, these are the steps I took.
Tried restarting Xcode and the simulator, after cleaning and deleting the app, that never worked.
Then I restarted the Mac as suggested, but that still didn't work.
Then I chose a new device to test against in the simulator, was previously using 5s and switched to 6, and that worked.
Interestingly, when I switched to the iPhone 6 simulator, it showed the Apple logo with a loading bar, before running the app and working.
When switching back to the 5s simulator it did exactly the same, with the Apple loading bar, which it hadn't done before, and then the 5s worked.
So it looks to be a simulator issue, and switching to a different device worked. Resetting the content and settings may be the solution for a non-working device.
Cocoapods link_with method can cause this issue!
I was getting the exact same error on xcode 7.2 - no number of simulator or device resets seemed to clear it up. After completely rebuilding my UITest targets though things worked fine. After spending a lot of time in a massive git diff of the .pbxproj file I found a solution for my project. Im not sure if it addresses the root cause for everyone who is seeing this error but it definitely clears things up for me.
From the project info below "deployment target", "Configurations" will list all the possible configurations for your application. Expand the configuration you are trying to run and you should see a list of all your targets. In my case cocoapods had automatically added a base configuration for the UITest target:
Set this to none in the dropdown.
Next in the menu to the left select your UITest target then build phases You will need to remove check pods manifest.lock link binary with libraries emebd pods frameworks and copy pods resources.
Finally go to your pod file and check for any mentions of your UITest target or targets. In my case I had been specifying at the top of my podfile:
platform :ios, '8.4'
use_frameworks!
link_with 'My App', 'My UITesting Target'
pod 'A Pod', '~> 1.0'
Instead the podfile should list specific dependencies for each target:
platform :ios, '8.4'
use_frameworks!
target 'My App', :exclusive => true do
pod 'A Pod I want to use in my app', '~> 1.0'
end
Assuming you weren't using any pods in your UITests the target should build again without errors and tests will run!
My understanding of root of this problem is that each UITest target builds two separate bundles, one for the app and one for the UITest controller. Unfortunately cocoapods link_with logic modifies all the specified targets to expect the pods.framework in their bundle. The build phase scripts add the framework to the app bundle but not the UITest controller bundle, so then when you launch your tests that UITest controller bundle appears to be missing frameworks and xcode aborts the installation.
If you were using pods in your UITests you should be able to specify these in the same way:
target 'My UITesting Target', :exclusive => true do
pod 'Another Pod I want only for UITesting', '~> 1.0'
end
And when you run pod install everything should link up correctly.
This problem can also appears when you use Cocoapods with a framework where some dependencies are missing.
For example if you are using Framework A, and this framework depends of Framework B but in the Podspec of Framework A the dependency is not declared.
One of the reasons this can happen is if the host application that the test target is testing is not linked to the right dependencies. For example, if you have are testing a framework, make sure the host app is linked to those frameworks and also embedded.
My problem was caused by incorrect deployment version of unittest target. Tested App deployment version was 7.0, but the unittest's was not set up correctly automatically. It was set to 10.0, while my simulator's version was 8.4. Change the UT target's deployment version to 8.0 in build settings and then all the problems disappeared.
I tried a bunch of these solutions with no luck. I turned off the Code Coverage option in my Scheme's Test section, which suppressed the error but Tests would not run. Then I noticed quite a bit of stuff in NSLog console. Somewhere in there, it mentioned reference to a framework that I was no longer using and trying to load.
I searched the app for it, and Build Settings -> Other Linker Flags was trying to load the framework that wasn't there anymore.
I removed:
-framework 3rd_party_libname
Then tests worked again. This was confusing, but please check for NSLog msgs. I was using XCode 8.3
One or more of your simulators has gotten stuck. The only thing that always works to fix this for me is to reset the simulator content and settings from the Simulator menu.
Note: this will delete all app data from the simulator.
After a long time trying to figure this out, it turned out that I had to create a brand new test target.
Then after rebooting the device the problem no longer resurfaced.
In my case, I had added Swift files to a framework that was (until then) purely Objective-C. The test bundle did not have any Swift code in it.
Once I added a Swift file to the test bundle, Xcode automatically updated some project settings and the error went away.
You should keep the Swift file in the test bundle, even though it may not contain any code. Either Xcode or Cocoapods evidently use the existence of Swift files in the test bundle to determine whether to run the tests in "swift mode".
The root cause is probably the simulator failure. Issues with the simulator are common, especially on first launch.
If the problem occurs even after successful simulator launch and connect, please post the details of the error.
To get the simulator to launch, I often have to cancel the first run (after launching Xcode cleanly), and try re-running a few times.
If this is repeatable, happens on multiple projects, and persists after relaunch and cleaning of the projects, consider submitting a defect to Apple if the Stack Overflow community cannot help.
I had this same problem but it was due to having a test target and renaming the application's target. Make sure you have a valid Host Application set.
Choose the test target on the project page
Under the General tab there should be a Host Application select box
Choose the target you want to test against
I also faced same issue :
Tried following things for different projects :
1.For project where i had some third party frameworks, The problem was that test bundle can't find the framework at runtime. For this update test target's Runpath Search Paths build settings by adding $(PROJECT_DIR)/Frameworks (assuming you keep your frameworks at that location)., It fixed my problem for this project
You can look for it at below location :
Project file -> Test target -> Build Settings -> Runpath Search Paths
In other workspace, When I changed my testing device to some other simulator or change the device itself. it helped.
Restart the xcode or your mac system.
hope it will help u
Carthage users:
This happened to me after I added a new framework to my Cartfile.
I ran carthage update but forgot to drag the .framework file from Finder into the Embedded Binaries section of my app target!
Once I did that, the problem went away.
(Note this is a specific case of the general problem mentioned by #Mustafa above.)
I was having this problem on Xcode 8.3 on Sierra 10.12.4
I opened the Keychain Access application on my Mac
After a few seconds, I got several system pop-ups asking for my password, to grant permissions to Keychain items.
I entered my password into the pop-ups, and then my tests starting working.
Steps that worked in my case
Delete the scheme and clicking Manage Scheme->Auto generate scheme resolved the issue in my case.
Issue was caused by installing the certificate in the simulator and in the keychain
Using Xcode 9.1 with multiple build targets and standard compiler we were working on UI tests and I started seeing this problem. So, you will probably hate me for this answer, and I fully expect it to be downvoted, BUT this actually worked for me: I had to completely remove Xcode and my project from my machine to make this error disappear.
I tried every single suggestion in this thread, some multiple times, tried clearing cache files, deleting derived data, tinkering with build settings, updating podfiles, cleaning, rebuilding after each attempt, cleaning the simulator, manually recreating the simulators in 'manage devices'. After hours and hours of frustration it was still a complete mystery why this machine was failing to build our UI test. It seemed to work fine on other machines and on our CI. In addition to the items in this thread I manually modified the pbxproj file to set all options related to code coverage to "NO".
Finally, I was 1 step away from reformatting the entire machine. I decided to completely remove Xcode following the suggestions here: Stackoverflow: How to completely uninstall Xcode.
Specifically, I trashed our workspace, quit all programs, deleted all of the files listed, cleared content and settings from the simulator, deleted the simulator, turned the machine off for 20 minutes, came back, reinstalled Xcode, cloned the repository, and voila! No error.
Hope that solves the issue for someone. It's the 'nuclear' option, and you should never ever have to do this, but like I said, this is the only thing that worked for me.

Could not inspect the application package when using device

I’m getting this error whenever I try to run my app on a device:
"App Installation Failed
Could not inspect the application package."
I realize that this can mean a million things and I have done days of research but nothing has worked yet. It works on the simulator.
What I’ve tried:
Renaming “Resources” folder in the Google pod (only place it existed)
Renaming “Resources” in Finder for Google and changing the path in the pods resource file
Delete derived data (through projects window and deleting the folder directly)
there are no weird characters in the product name (there is a space)
delete derived data, delete app, restart phone, cmd+shift+K, quit Xcode, restart computer
all software is up to date
there are no sample projects from third parties
the “capabilities” in the app match the entitlements in the app id
Other info:
Xcode 6.4
application supports iPhone and iPad (min version latest 8.4)
works every time on the simulator
always fails on the device (tested iPhone 6 and iPhone 5)
builds with out error
there is no run script printed (in “report navigator”) but there is for
the build (again no error)
valid architectures: arm64, armv7, armv7s, x86_64, i386
build valid arch only: Debug-Y, Release-N
This was working fine before and I did a bunch of code changes (not settings) before this happened out of the blue.
Odd but has been happening:
I’ve noticed that no matter how many times I switch the provisioning profile, it always switches back to automatic (kind of annoying but it isn’t my issue)
Fixed it myself. I was importing a framework in my bridging header that I previously removed and Xcode gave me no error I guess because I didn't call the framework anymore?
Steps:
remove the unused/nonexistent framework for bridging header
cmd+shift+k
quit Xcode
find your project's build folder and trash the contents of the Intermediates and Products folders
open your project and run
This may be overkill but it works now. I hope this helps.
For future reader:
Same issue, but different problem.
My problem in Cocoapods configuration.
I have update Cocoapods to latest version in main project, and in this version some configuration path has changed.
So, i need to make sure all my dynamic frameworks that use Cocoapods to be updated in same version to solve this issue.
Note:
My latest Cocoapods version is 1.2.1
Xcode v8.3.2
update -> pod update
In my case it was an accidentally included framework. Just had to remove it.

Xcode 6 GM won't compile for iOS device, but is fine in simulator - odd error message

I have a project that compiled just fine in XCode 6 beta, but now, in the GM, it won't compile for an iOS device, giving the error:
myController.m:393:9: No visible #interface for 'UIDevice' declares the selector 'initialize:'
at this line:
if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad)
It still compiles absolutely fine for the simulators; I've also tried these fixes:
Cleaned the whole project and re-built.
Deleted all Derived Data from ~/Library/Developer/XCode
Re-installed XCode
Checked XCode preferences and pointed Command Line Tools location to XCode 6 (XCode 5 is still installed on the machine and it was pointing there)
...but with no luck. Same error on compilation.
Help! We're on a tight timescale with iOS8 now approaching, and this is a real headache.
PS: We're also using Cocoapods in the workspace, for what it's worth.
OK, I solved this one after rather a lot of hair-pulling. The app in question is an iOS 8 app, with an embedded Today Extension.
It turned out that, when adding the Today Extension, XCode had added a build setting:
'Enable Modules (C and Objective-C': YES
Neither my project nor my containing app targets used this build setting, but setting it to YES caused issues to do with trying to link Frameworks automatically (and failing) and all sorts of related odd error messages that ultimately related to header files.
The problem was further compounded because there are source files that are members of both the containing app's target and also the Today Extension's target.
Hope this info helps somebody else.
Carl

Reinstall when building and running in xcode

I am building an iOS app and running it on a connected device. During debugging, additional config files are present in the app. However, if I delete those config files from Xcode and then do a build and run, they are still present on the device (these are lua files that we write our game in). How can I force Xcode to uninstall the previous version of the app, i.e. do a complete clean build when installing? Cleaning the project and targets and deleting Derived Data seems to have no effect.
I strongly assume that you can't. Installing the app on the device copies files to the device, but does not delete files already present on the device.
(I had a similar problem when I converted a nib-based view controller to a programmatically created view controller. The nib file was still in the app bundle, leading to strange error messages.)
The only way to remove the entire bundle is to delete the app on the device.

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