Xcode 10, Command CodeSign failed with a nonzero exit code - ios

Every time I build a console is showing this message.
CodeSign /Users/admin/Desktop/AppStoreBuild/Project201/build/Debug-iphonesimulator/Project.app (in target: Desker)
cd /Users/admin/Desktop/AppStoreBuild/Project201
export CODESIGN_ALLOCATE=/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/codesign_allocate
Signing Identity: "-"
/usr/bin/codesign --force --sign - --entitlements /Users/admin/Desktop/AppStoreBuild/Project201/build/Project.build/Debug-iphonesimulator/Project.build/Project.app.xcent --timestamp=none /Users/admin/Desktop/AppStoreBuild/Project201/build/Debug-iphonesimulator/Project.app
/Users/admin/Desktop/AppStoreBuild/Project201/build/Debug-iphonesimulator/Project.app: resource fork, Finder information, or similar detritus not allowed
Command CodeSign failed with a nonzero exit code
...
Is there any way to identify the cause of this failure? It's showing Signing Identity: "-" when I try to run in the simulator also. why do we need signing identity in simulator? And one more thing is if I quit Xcode and restart, it will build properly when I change code or add a method will again build failing.

I had that problem and Xcode failed to compile on the device, but on simulator, it worked fine.
I solved with these steps:
Open keychain access.
Lock the 'login' keychain.
Unlock it, enter your PC account password.
Clean Project in the product menu.
Build it Again.
And after that everything works fine.

None of the listed solutions worked for me. In another thread it was pointed out that including a folder named "resources" in the project causes this error. After renaming my "resources" folder, the error went away.

For some people this happens after adding a .png file to an existing .scn assets folder, plus also a .wav file.
Xcode, owing to increased security, doesn't like extensions on files. You can fix these one at a time by cd'ing into the directory where the file is and removing their extended file attributes using the 'xattr' command in Terminal.
To Remove All Extended Attributes On a Single File
Use xattr with the -c flag to "clear" the attributes:
xattr -c yourfile.txt
To Remove All Extended Attributes On Many Files
To recursively remove extended attributes on all files in a directory, combine the -c "clear" flag with the -r recursive flag:
xattr -rc /path/to/directory
Fore more detail, see
How do I remove the "extended attributes" on a file in Mac OS X?
This solution will also help when getting the code signing error: "resource fork, Finder information, or similar detritus not allowed."
Apple documentation: https://developer.apple.com/library/archive/qa/qa1940/_index.html

Fix
Remove extended file attributes in your resource files for good, not in the compiled application bundle:
Open Terminal
Change directory to the root of your source files
$ cd /Users/rjobidon/Documents/My\ Project
List all extended attributes
$ xattr -lr .
Remove all extended attributes
$ xattr -cr .
Xcode errors
"Command CodeSign failed with a nonzero exit code"
"Resource fork, Finder information, or similar detritus not allowed"
Cause
Apple introduced a security hardening change, thus code signing no longer allows any file in an app bundle to have an extended attribute containing a resource fork or Finder info.
Sources
https://developer.apple.com/library/archive/qa/qa1940/_index.html

This happened to me just today, only after I added a .png image with 'hide extension' ticked in the get info. (Right click image) Ths image was added to the file directory of my Xcode project.
When unticked box and re-adding the the .png image to directory of Xcode, I then Cleaned and Built and worked fine after that, a very strange bug if you ask me.

Try cleaning the project:
1. shift + cmd + k
2. shift + cmd + Alt + k
Then try to run your project again. Hope this will fix the problem.

None of the popular solutions worked.
In my case, I resolved the error by going into the
XCode -> Preferences -> Accounts -> Manage Certificates
and added a (+) to iOS development.

This issue happened to me after adding .dae and .png files and converting .dae with XCode Editor to SceneKit scene file format (.scn).
After doing some more research I found the solution here - https://forums.developer.apple.com/thread/109951#336225
Steps to solve the issue:
In XCode go to Preferences
Click on Locations tab
In Command Line Tools select from the drop down XCode 10.1

In Xcode: Go to Preferences Logout of the current user.
Close Xcode
In Keychain: Go to Login and All items
- Sort by kind
- remove "Apple Worldwide Developer Relation Certification Authority"
- remove "Developer ID Certification Authority"
- remove "iPhone Developer ...."
Open Xcode
Go to Preferences and Login to you user apple account
This will reload your developer certificates you previous deleted
Rebuild the project (Should be a successful build)
Run the build on your native device

This is because Code signing no longer allows any file in an app bundle to have an extended attribute containing a resource fork or Finder info.
To see which files are causing this error, go to .app folder, normally is like: /Users/XXXX/Library/Developer/Xcode/DerivedData/MyProject-ckbzynxqjmstxigbdwwkcsozlego/Build/Products/Debug-maccatalyst/ (mine is Catalyst project)
In Terminal,
cd <above path>
xattr -lr .
You will see some files has extended attribute:
./MyProject.app/Contents/Resources/shopping_cart.png: com.apple.lastuseddate#PS:
00000000 BE 31 D5 5E 00 00 00 00 D0 40 FE 39 00 00 00 00 |.1.^.....#.9....|
Then go to your project folder or referenced folder for those files, remove extended attribute:
cd /Users/XXXX/Work/MyProject
xattr -cr .
After clean all referenced folders, go to Xcode and rebuild.

The solution for me was restarting macOS without saving

I'm unsure of what causes this issue but one method I used to resolve the porblem successfully was to run pod update on my cocoa pods.
The error (for me anyway) was showing a problem with one of the pods signing. Updating the pods resolved that signing issue.
pod update [PODNAME] //For an individual pod
or
pod update //For all pods.
Hopefully, this will help someone who is having the same "Command CodeSign failed with a nonzero exit code" error.

In my case was the following errors lines:
Signing Identity: "-"
…..mobile.app: resource fork, Finder information, or similar detritus
not allowed
Command CodeSign failed with a nonzero exit code
the problem was that in the resources folder I had some files with .png extension, which was hidden on the defaults.
Find file in FINDER, mark it -> cmd+i -> unchek Hide extension
after that, return in Xcode -> kmd + shift + K and rebuild.
I hope I've been helpful!

For me the solution was the following, having the "Automatically manage sign" flag on:
in the team drop-down of the target, select "None"
re-select the correct development team
After trying almost every suggestion, I found that this works, I guess because Xcode sets up the signing stuff from scratch.

After trying everything, my solution was removing some PNG files, build and run (ok) and adding again the PNG images. Weird!

I will post my solution. This solution worked for me, since none of the previous worked. The issue first occurred right after last update of XCode cli toolset (not sure if this is the confirmation bias).
I tried some of the instructions (ie. Unlock Keychain Trick).
What worked for me in a case of error:
Command CodeSign failed with a nonzero exit code (Something.framework)
Trash DD Content; rm -rf /Users/dx/Library/Developer/Xcode/DerivedData/*
Restart XCode
Build Phases => Link Binary With Libraries
Something.framework,
Set embed value in General => Something.framework => EMBED
Do not embed
Press Cmd+B (Build Project)
Hopefully Built Successful

In my experience, the reason that caused this problem was I wrongly reset the Keychain Access to default, so I lost my development certificate.
How did I solve this?
I cleaned my Apple Development Certificate from Keychain Access
I cleaned my Apple Development private key from Keychain Access
Then I got the new error : Revoke certificate
Your account already has an Apple Development signing certificate for this machine, but its private key is not installed in your keychain. Xcode can create a new one after revoking your existing certificate.
Go to Xcode Preference -> Accounts Tab -> Fine the team name under the Apple ID -> Double Click it -> Click the + button at the bottom left of box -> Select App Development
In the team drop-down of the target, select "None"
Re-select the correct development team
Clean the project by shift+cmd+k
Rebuild the project cmd+b

I, too, saw this error after adding a mixture of .jpg and .png images to the art.scnassets folder, making code changes, and removing those changes via Xcode's Source Control > Discard All Changes... menu.
I tried the other fixes in this thread but, ultimately, I had to delete the added .jpg/.png files, clean the project, and rebuild the project to eliminate the errors. I then readded the original .jpg/.png files and I'm now rebuilding the code without issue.

For me I had to go to keychain, select the "login" keychain, double click on the iOS Developer:myname key, click the access control tab and switch the radio button to Allow all applications to access this item.

This problem was caused by building my project in the Release schema. It can be caused by other things as well. Try to switch the build schema by going in xCode to
Product > Scheme > Edit Scheme. In the "Run" Section located on the left, switch the "Build Configuration" to "Debug". I hope this will help.

None of the above solutions worked for me. After some guess work, I tried (Xcode v10.2.1 cocoapods v1.7.1)
pod deintegrate
followed by
pod install
Then:
Opened the workspace in Xcode
Cleaned build folder
Build the project
No build errors.

My Problem was solved
Check Automatically manage signing on Target MyProject and Add Team.
Check Automatically manage signing on Target MyProjectTest and Add Team.
Product -> Clean Build Folder -> Build again or try to run on device.
The problem occurs when you have the wrong/different team on MyProject and MyProjectTest.
Reconnecting your phone prior to rebuilding may also assist with fixing this issue.

It works for me by delete all the apple developer Certification in the keychain. and generate it in the Xcode.

I was experiencing this issue due to the misconfiguration of my Apple Worldwide Developer Relations Certification Authority certificate.
I resolved issue by switching from "Alway Trust" to "Use System Defaults"
Step by Step:
Open KeyChain
Click on "login" keychain (make sure it's unlock - if it's locked Right Click on it and choose "Unlock KeyChain")
Click on Certificates and locate Apple Worldwide Developer Relations Certification Authority certificate
Right click on it and choose Get info
Expand Trust section and change settings to Use System Defaults as per below screenshot

This issue can also occur when upgrade from XCODE 11.x to 12.0. After installation of new version of XCODE, restart system to overcome this issue.

I fixed this issue only by renaming Resources folder (not group) to any other names such as Resource, Resources123, etc.

None of other answers worked. This is what I have done:
deleted my certificate from keychain;
opened Xcode it rebuild certificate;
ran app on device successfully.

in my case it was a corrupted storyboard file

After i copied two .aiff files in a .scnassets group, this error
occured. Deletion of the files and a "Clean Build Folder" solves the problem in my case.

Not sure if this will help anyone - but make sure you have Find Implicit Dependencies checked off. Sometimes this can lead to your project "losing track" of where to look for certain things.
Once you do this, I suggest then also cleaning your project and rebuilding.

Related

xcode 13 executable file not found

I've an error with xcode 13. When i try to run my app on a real device (arm64 architecture) i got the following error:
Executable Not Found
Domain: DVTMachOErrorDomain
Code: 5
Recovery Suggestion: /path/to/file/MyApp.app is not a valid path to an executable file. Please rebuild the project to ensure that all required executables are created. Check your project setting to ensure that a valida executable will be built.
has anyone ever had this problem? The build process finish without errors. Right now i've excluded x86_64 architecture from "Excluded Architectures" option and set the parameter "Architectures" to "Standard Architectures (arm64, armv7)".
TARGET -> Build Settings, search 'VALID'.
Set VALID_ARCHS, add if run with a simulator, else set arm64.
I faced the same problem and resolved it by deleting files and folders below,
Pods ,
Podfile.lock and
mme.xcworkspace
And running pod install
This Error occur because there was a missing file.
Click on the Error icon on the top header and you redirect to errors there you notice there are some files that are not there or missing.
Added the file and run your project again working correctly.
I got the same error and it was just because I didn't change the build settings correctly after I renamed the folder where Info.plist belongs to.
So I needed to change this setting so that it was the same with the actual path of Info.plist:
Did you make sure that the executable file MyApp located in your folder /path/to/file/MyApp.app/ matches the value of the Executable file attribute in your Info project file?
On my machine, the executable path is : /Users/.../DerivedData/Debug-iphonesimulator/Runner.app/Runner. I noticed that the executable name (Runner in my case) was wrong in the Info file. Correcting it fixed the issue for me.
See the the screenshot below :
Check if there are any deleted files(which happens when you pull the code from Git) and add those files back, Close Xcode, Restart the system, Clean the Project and Run the Project this Worked for me.
I had this error as well.
This is not a blanked solution fix.
For me Xcode had some broken references to files, so I had to connect them and set the file location to be "relative to group" vs "relative to project"
The error was being incorrectly reported as "Executable not found" when building the error was more clear.
Build input file cannot be found: '/Users/MY_USER_NAME/Programs/ios/PROJECT_DIR/SRC/file.xib' is not found.
Some file is missing, you just have to add from project folder. Just restart your Mac and open XCode with your project, you will see the missing file.
I have previously tried every possible solution like cleaning derived data, running pod install but nothing worked. Try above solution
Perhaps the executable file entry is wrong in your Info.plist?
The entry Executable file should be set to $(EXECUTABLE_NAME).
Targets -> Build Settings, search plist
Set Generate Info.plist File to No, set Info.plist File with your info.plist file path.
That's works for me.
I encountered this issue just now after setting up a new prefix header to my product target with a wrong file path:
$(SRCROOT)/$(PROJECT_NAME)/PrefixHeader.h
Correct it to
$(SRCROOT)/$(PROJECT_NAME)/PrefixHeader.pch
resolved my issue. What a stupid Xcode!
pod install or pod install --repo-update should work !
For me, I removed the files in Recovered Reference folder. Then this error gone.
Fast forward to 2022, I got this error after having installed a TestFlight version and was trying to run from Xcode. I deleted the app off my phone, ran again, and was able to install successfully. I hope this helps someone!

An error occured during export, Codesign failed , XCode 8.2.1

AnyOne has an idea how to solve this ?
PS : My project Settings are all verified.
Thanks.
Open finder--> press option Go - > Go to Folder
type your project path in that like :
Library/Developer/Xcode/DerivedData/yourprojectname/Build/Products/Debug-iphoneos
Now new window opens with list of Files, There you see yourApp.app file.
Now,
Open Terminal and type just cd then just drag yourApp.app (from finder window) to terminal, now you will get the path for the app, now press enter.
Now type command below:
xattr -rc .
Don't forget "."(Dot) at last.
Press enter button.
Now, Go to your Xcode project and clean and run again.
EDIT:
it is all about path miss match and cached path that you used before. so while doing above steps you are clearing build path for the project, that will make xcode project to run as new without taking cache.
making copy of the project and running same project with xcode make issue or keeping project in icloud and running from that location also makes issue.
May this help.
i just changed codeSign -> Release to iOS distribution then i put it back to iOS developer then i did a simple clean.
And that solved my problem (find it quite strange !!!).

Crashlytics in iOS won't proceed past "Build Your Project" in Fabric app

I'm installing Crashlytics for my iOS app. I downloaded it via their site link, and went through all the steps for integrating the frameworks, adding the run script, etc.
I was experiencing an issue, so I removed the frameworks and decided to start over and try a fresh install. But the Fabric app updated to a newer version, and now when I try to reinstall Crashlytics into my app, it doesn't give me the option to reinstall the frameworks. It goes straight from clicking "install" to the "Build your project" screen, which I cannot pass.
To help configure your project, please build it now by pressing ⌘B
I press ⌘B, it builds and nothing happens. I think the issue is because I removed the Crashlytics and Fabric frameworks from my project, but I can't see a way to add them back again. The Fabric app doesn't give me that option.
Go into Build settings of the your target.
Find "Debug Information Format".
Set this from "DWARF" in both debug and release to "DWARF with dSYM File"
Moving from Comment to Answer.
Mike from Fabric here. If you back up through the Mac app, then click on the arrow in the top-left, click on "+ New App", that will walk you through re-adding everything.
If you check the resource navigator you may see the following message:
"DEBUG_INFORMATION_FORMAT should be set to dwarf-with-dsym for all configurations. This could also be a timing issue, make sure the Fabric run script build phase is the last build phase and no other scripts have moved the dSYM from the location Xcode generated it. Unable to process eCreditWebWrapper.app.dSYM at path"
Go to Build Settings and search for "Debug Information Format". Ensure "Debug" is set to "DWARF with dSYM File".
Without the dSYM file Fabric won't work.
As for Xcode 10.2.1, the automated installation via Fabric Mac app won't work anymore. New apps cannot be added via the New App Step-by-step guide.
You have to follow the manual installation instructions. Download and add the 2 frameworks into your Xcode workspace, then add the Run Build Script phase (and related Fabric codes), then build the App. Last (very important), run the app in an actual device.
Once the App is successfully launched, the new App information will be available in the Fabric dashboard as well as the Fabric Mac App (needs to relaunch the App to see the new app).
Here are the steps:
Download the 2 frameworks
Drag to your project where your App Delegate is (make sure ticked "Copy items if needed")
Compile the project / workspace in Xcode
Add the "Run Script Phase" as instructed here; note that Xcode 10+ requires an extra configuration at Input Files
Add the required import and initialization codes in App Delegate
Add the Fabric API keys in Info.plist
Compile again
Run the App in a real device. You will see the line Crashlytics in the Xcode log. If no log appears, checks if your active scheme contains OS_ACTIVITY_MODE settings. Set it to default if the current setting is disabled.
If the Crashlytics line appears, that means the manual installation is working; you will see your App appearing at Fabric online dashboard.
I have solved this issue by the following way. Following the advise from above, I began adding a new app to crashlytics. When I reached to adding new "Run script" build phase, I just copied that text and pasted it over the previous one(created with Crashlytics).
I have also unchecked "Run script only when installing".
After this, I canceleed adding a new app and procedeed back to the UPGRADE. At this moment, building the app, can pass you to the next step and you don't get stuck on that screen anymore.
I was stucked on Build phases too.
I have also unchecked "Run script only when installing" and press again command+B and then I passed to the next step.
If the script is not running, you may have checked the "run script only when installing" in the run script section.
I hope it helps
TL;DR
Tap your scheme -> edit scheme -> set build configuration to "Release"
Explanation:
The most voted answer sounds about right, but there are situations where you just don't need crashlytics in debug builds (who wants crashes sent when you just develop and experiment with your code?). In this case you should disable crashlytics by checking debug compilation flags (out of scope of this answer) and for the first time during installation build app for release to let crashlytics know that you built app.
I had the same issue today. The problem was that i didn't have the run-script :
./Fabric.framework/run <api key>
in my project. Once i put this back in then it all worked perfectly. I also cleaned my project and deleted derived data just to be sure.
you must check that your deployment target version because of "Fabric's minimum iOS version is 6.0"
I was only able to get the Fabric app to continue the installation process after setting my build target to 'Generic iOS Device' and creating an archive from the Product > Archive menu.
Simply building the app or running it on an emulator doesn't seem to trigger the Fabric App to proceed.
If you use Xcode 10.
Project Navigator -> your project -> Targets -> Build Phases -> your Run Script for Fabric -> Input Files -> "+" (add input file) -> clear field and past this line:
$(BUILT_PRODUCTS_DIR)/$(INFOPLIST_PATH)
Be sure to remove this: $(SRCROOT)/
In the Run Script build phase there is a call:
./Crashlytics.framework/run <your_api_key_here>
Maybe you added some conditions to trigger it only on certain builds like:
releaseConfig="Release"
if [ "$releaseConfig" = "${CONFIGURATION}" ]; then
echo "Running Crashlytics"
./Crashlytics.framework/run <your_api_key_here>
fi
so that it will not just trigger on ⌘B
See https://dev.twitter.com/crashlytics/ios/advanced-setup
In my situation I was following all the steps correctly but got stuck on 'add build phase' step.
Then I just restarted fabric and all works just fine
Also there are some other possible actions:
1) Just restart Fabric, Xcode and your Mac.
2) Also if you use Cocoapods change build phase line from
./Crashlytics.framework/run [yourAPIKey]
to
"${PODS_ROOT}/Fabric/run" [yourAPIKey]
3) After building project if Fabric will stop responding just wait a while. It took about minute on my Mac.
Thanks, I solved the problem by removing folders:
~ / Library / Caches / com.crashlytics.data
~ / Library / Caches / com.crashlytics.mac
Kindly cross verify that run script you adding is to your actual target if u will add to tests target it will not proceed until you add it to actual target
None of the solutions here worked for me. The scenario for me was someone else added the Fabric framework to our project and committed it to the repo. The run script on their computer launched/triggered the Fabric Plugin, but would not launch/trigger on mine, although it did not report errors.
The solution was to create a separate project, using Cocoapods download the same version of Fabric, replace the run script in our project/repo (and the one referenced in the target's run script) with the downloaded version from Cocoapods. Rebuild and then the plugin would respond.
Comparing the two run script files, they are drastically different, but the run script from Cocoapods was not a flat text file and it was unreadable. So I'm not sure what was different between the scripts, but we somehow got different versions of the script while using the same version of Fabric.
What I did wrong was adding the script to the pods project build phase instead of the main project build phase, adding it to the main projects build phase solved the problem.
If you are duplicating the target, remove the run script from build phase and add it again to solve the issue.
If you have multiple TARGETS,
check your Schema selection is correct before you build project.
For Xcode 10. Add your app's built Info.plist location to the Build Phase's Input Files field:
$(BUILT_PRODUCTS_DIR)/$(INFOPLIST_PATH)
This solved my issue i hope this can solve others issue.
It turned out I had not enough permissions to create new project in Fabric.
Upgrading from Member to Admin resolved the issue.
In my case, removing an app from helped.
1) Remove the app from Fabric.
2) Follow all the steps again to add the app and install Crashlytics.
Nothing helped me. Now Fabric catches my archive creation. But I create the archives via fastlane's build_app.
Open Project in higher version of Xcode. This resolved my issue after waste many hours.
My Project build on Xcode 10.2 and I was running on Xcode 10.1 but when I run the same project on Xocode 11. The build was succeeded.
Try to wrap your run script variable with double quotes ""
"${PODS_ROOT}/Fabric/run"
Go to folder /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/<CURRENT_IOS_SDK>/usr/lib/ and delete all .dylib files.
It worked for me.

Validation Error: The bundle contains disallowed file 'Frameworks'

I'm having the same issue as this guy, this guy, and this guy (nota bene, I'm actually not sure if they're all guys, per se).
They all ended up finding their own solutions, but none of them apply to my issue. I'm using Xcode 6.1 in my iOS 8 app with an included extension. The app and the extension both rely on an included framework. When I try to submit the app to the Store, the validation warning I get is "ERROR ITMS-9000: Invalid bundle. The bundle at 'xxxxx.appex' contains disallowed file 'Frameworks'".
I can't even find a file called Frameworks. The shared framework is supposed to be saved at /Library/Frameworks, which is Apple's recommended save location. The project also uses Cocoapods, which strikes me as the only other possible culprit, since it has references in its configuration files to $FRAMEWORK_PATH (though the build folder doesn't include a file or folder with that name).
OK for future viewers here's the fix:
When you create your own iOS framework (I'm using Xcode 6.1) when you build it the final product contains a 'Frameworks' folder in the framework bundle itself. i.e. MyFramework.framework/Frameworks. This happens even if you don't specify a copy files/embed frameworks build phase.
What you have to do is to go into you framework bundle, find the empty frameworks folder and delete it. This should not affect your app's functionality in any way. Then build your app and check that the embedded framework doesn't have a Frameworks folder as planned.
Your archive should now not contain the offending folder and the error should be gone!
I changed build settings > Packaging > Define modules set to YES in my extension and watch app target. Works fine for me.
In my case the solution was the following :
Try to create the script there 'problematic target' -> Build Phases' then click on + and select New Run Script Phase, the run script should go after all others. Insert there :
cd "${CONFIGURATION_BUILD_DIR}/${UNLOCALIZED_RESOURCES_FOLDER_PATH}/"
if [[ -d "Frameworks" ]]; then
rm -fr Frameworks
fi
Then clean the project and try to create an archive once again. These answer was provided in the following issue :
https://github.com/CocoaPods/CocoaPods/issues/4203
I hope this help you.
Continuing to work with this, I noted that my Share Extension had an "Embed Frameworks" Build Phase, with the Destination set to the "Frameworks" directory. I changed it to "Shared Frameworks" and the error has gone away.
However, another error remains: "... contains disallowed nested bundles". I thought this was a sort of umbrella error warning as a result of the original. I'll open another question for that one.

Malformed or corrupted AST file

I have a problem I don't know why did it happen in the first place but most probably because I've pressed move to trash to some system frameworks by mistake.
I got an error that says:
malformed or corrupted AST file: 'could not find file '/Users/username/myProject/QuartzCore.framework/Headers/CAMediaTiming.h' referenced by AST file'
I've tried to copy QuartzCore.framework in that Directory. It give me then a punch of new errors. Then if I remove the framework from the Dir. Everything will be good for the project till I make any code change. Then I would have to make the previous scenario again. It's very annoying now and I really need to fix this. Anyone?
As requested:
What caused this error for me (after getting the new Xcode) was I would try to run a project in simulator (accidentally in simulator, I never use simulator), but I'd forget to select my device or my device would become unplugged without me noticing, and it will try to run in simulator... so I would get those classic ".o" file errors... Then I would switch back to my device and get corrupt AST files...
To CURE the problem... (Follow the steps below VERY closely!!!!!)
Clean your project
QUIT Xcode (CMD+Q)
Run this Terminal Command: rm -rf ~/Library/Developer/Xcode/DerivedData/ModuleCache/*
Run this Terminal Command: rm -rf ~/Library/Developer/Xcode/DerivedData/ModuleCache.noindex/*
Reopen Xcode
MAKE SURE YOU HAVE YOUR DEVICE SELECTED AND NOT SIMULATOR
CLEAN project (Yes, again)
THEN build (to your device, not to simulator)...
Enjoy!
Note: After further experimentation I've found that the force-quitting of xCode is possibly not necessary.
In addition to all of the other "clean your build" answers, nothing was working for me until I emptied out the (highly undocumented!) /var/folders directory.
Apparently, this is a "miscellaneous caches" dir maintained by OS-X. I didn't even bother figuring out what were "the correct files"; I just cleaned out the entire directory.
...And now I can build again. Hooray! From terminal:
[sudo] rm -rf /var/folders/*
(Although I did it from Finder, via authentication.) (OS-X 10.9.latest)
Additional clue: I could build with XCode-6-beta, but got the goofy "corrupted AST file" error in XCode-5.
In my situation, all I needed to do was click Product > Clean, then build the project again. It succeeded. Hope this helps some others who run into the same situation.
Hi all I got the same error because I have opened two projects at a time and drag and dropped frameworks from one project to another .
After some time I realised that this is not a right way. I moved all frameworks which are dragged from another project to trash. Then clean and run in simulator everything is working fine.
Delete frameworks->again add frameworks->clean and run
I hope it will help someone
Personnaly, just one solution worked for me:
In Xcode Go to Window -> Organizer
Clic on the "delete" button near the "derived data" directory.
Then Run again your project...
I just clean my project and re-build. Everything back to normal.
In my case, the error was happening because I had a corrupted .m file - it was one that had, somehow (not quite sure how) found its way into my project (I had Eclipse open at the same time and the corrupted file had some java code in it). To fix the problem, I cleaned my project, closed Xcode, deleted the erroneous .m file & re-opened Xcode. It then gave me a clang error due to the now missing .m file. I created a new, empty .m file with the same name and the project ran fine. Bit of a hack but it worked :-)

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