I am facing an issue while running iOS code from react-native
Unable to resolve build file: XCBCore.BuildFile (namedReferencesCannotBeResolved) (in target 'myProjectName')
I have tried many solution from stackover flow but nothing working.
Go to the menu Xcode -> Preferences and select the locations tab
Click the little arrow next to 'Derived Data' to open it in Finder
Quit xcode
4.You will see a bunch of folder in the DerivedData, delete all of them.
Restart Xcode and build your project.
Following above steps resolved the issue for me. (Xcode 11.3.1)
I have removed the plugin's and again add it. And do the Manual linking the plugin's in Code don't go for Pod's install.
I've tried every possible solution I could find for this cryptic error and no luck.
In my Ionic project, I've added the platform, but when I go to run the project in the simulator through Xcode, I get this error:
error: cannot parse the debug map for "/Users/XXX/Library/Developer/Xcode/DerivedData/ProjectName-aedfralrxnetyceopmcioxkdhsxh/Build/Products/Debug-iphonesimulator/ProjectName.app/ProjectName": No such file or directory
Not sure where else to turn other than here. Any help would be appreciated!
From the Xcode do following two things might solve your problem.
Product -> Clean and build folder
Go to finder -> library -> Developer -> Xcode -> Derived data delete
that folder
Looks like you have DerivedData/ from old Xcode.
Go to ~/Library/Developer/Xcode/DerivedData and remove your project:
$ rm -rf /ProjectName-aedfralrxnetyceopmcioxkdhsxh
Next, in Xcode run clear -> build
Also check that your Simulators are up to date
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.
I have problem with Xcode, keeps giving me a linker error, and it doesn't build the project. The following is the error am getting
ld: file not found:
/Users/someuser/Library/Developer/Xcode/DerivedData/MAR-akbwbarcniqxytctbebckkelkbxs/Build/Products/Debug-iphonesimulator/MAR.app/MAR
clang: error: linker command failed with exit code 1 (use -v to see
invocation)
As some of the fellow developers have mentioned here, the root cause of the error was "Change in Product Name". I fixed it by :
Go to [project]Tests -> general
Select Host Application
Credits : https://stackoverflow.com/a/28906400/2164029
I picked up a project that had this same error. I found that the project name had changed, but the code I had did not reflect that change in the project build settings. To correct, I updated the "Product Name" value (found under targets | Packaging) to the correct value and rebuilt the project. Ran fine.
I got this fixed by selecting the Tests target and searching for Bundle Loader in Build Settings and changing the product name in that path. I got this error because I have changed the Product name. The Bundle loader has the old product name in the path, so it searches for that path.
I had the exact same problem and if you are using cocoapods make sure you open your project with .xcworkspace not .xcodeproj, for me it was that simple.
Make a deep clean of your project by ⌘ Clean (Menu >> Product >> Clean)
I solved by running pod deintegrate https://github.com/CocoaPods/cocoapods-deintegrate:
pod deintegrate
pod install
I found the solution, I have removed what ever was in dependency.
Build Phases -> target dependancies
remove whatever in there.
if there's test target also click on the test in the build phases in the target dependancies remove what ever in there.
I ended up resolving this in Xcode 7.3 by deleting the Bundle Loader values under Build Settings. Seemed risky, but I noticed the other targets didn't have any such values defined; only the test targets (which were failing to build due to this error).
I got the same issue. What I did was to look for a different 'Product Name' listed under Build Settings. I found the old Product Name still listed under Packaging (Both the Product Name and Product Module Name had the old name). I changed it to the new one and the project compiled without error.