I have uploaded an open source project called SuperCrack! to Github. I made it with Xcode 8.3.3. It's quite a large project with lots of pods. I asked a friend to download and build it but he complains that there is No Scheme:
He tried the solutions here but said they didn't help.
If anybody could tell me where I went wrong and fix this problem I'd be grateful.
I had the same problem when trying to run this app turns out I just had to run 'pod install'
YOUR_PROJECT_NAME.pbxproj is missing. seems like something went wrong when pushing your project to the server...
Related
An unknown error in Xcode appears when achieving the project.
The last thing I do was installing this library using pods: https://github.com/xornorik/SVPinView
When I uninstall this lib everything works fine.
I tried to remove DerivedData and restarting Xcode but the problem still exists.
Xcode error image
Thanks for all guys I solved the problem by creating a new project and moved all files to it.
I have a simple React Native app that I've been testing on Android and now want to test on iOS. It's using React Navigation.
I ran npm run ios but I'm getting the following error:
info In file included from
/Users/rbbit/reactnative/testproj1/ios/testproj1/main.m:10:
/Users/rbbit/reactnative/testproj1/ios/testproj1/AppDelegate.h:9:9: fatal error: 'UMReactNativeAdapter/UMModuleRegistryAdapter.h' file not found
#import <UMReactNativeAdapter/UMModuleRegistryAdapter.h>
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
info 1 error generated.
I opened XCode but I'm basically getting the same message, nothing else that would help me debug this.
I do see that there is a package called react-native-adapter (https://github.com/expo/expo/tree/master/packages/%40unimodules/react-native-adapter), however I'm hesitant to just install this since I followed the instructions on how to include react-navigation and didn't mention that, assuming this is related.
Also, that page says If you are using react-native-unimodules, this package will already be installed and configured!, and react-native-unimodules already is in my dependencies.
Any pointers on how to solve this? Thank you!
For latest RN versions (RN 0.60+) errors like this should be fixed with the auto-linking and just running a pod install.
For older versions you should try:
react-native link in the root folder of your project
Then in Xcode Product->Clean Build folder, restart JS server and attempt to rebuild.
If still not working double check the configs from here:
https://github.com/unimodules/react-native-unimodules
and the App.delegate from here:
https://gist.github.com/brentvatne/1ece8c32a3c5c9d0ac3a470460c65603
Sources:
Pod install reminder was first suggested by Sandy in the below comment
pod install didn't work for me until I added these lines to my pod file:
require_relative '../node_modules/react-native-unimodules/cocoapods.rb'
And
use_unimodules!(modules_paths: ['../node_modules'])
Then do a pod install.
Example: https://gist.github.com/sjchmiela/6c079f2173938a9a61a7c6f053c45000
I had this exact same error with everything configured correctly, everything in the other answers done and all the unimodules installation steps already done, on a project that had worked for months, building it on a new computer. It turned out the reason was because I was simply using the wrong file in xCode.
I had opened the .xcodeproj file when I should have opened and run the build from the .xcworkspace file.
Everything seemed to work as normal apart from this error, which made it look like a configuration problem rather than a simple "you opened the wrong file" problem. Hopefully if someone else makes the same mistake, this will save them a few hours of fruitless tinkering.
I am having issues trying to make a build from Unity (version 5.5.2f1) with Firebase Auth / Database imported. I am using the newest Firebase SDK of 3.0.0.
The errors I get are as follows:
I believe it has something to do with cocoaPods. The XCode project compiles with a podfile. And the errors I believe are related to missing libraries? But all the required libraries are set to iOS, and are included with the XCode project.
Unsure of what to try next. Thanks in advance to anyone able to help.
When you build and run from within unity, it tries to run the pod installation for the dependencies needed, and patches the xcode project file (not workspace).
If there is an error with this process, you should see it in the console.
Normally pods are meant to be used with the workspace file, but since unity automatically opens the xcode project the plugin tries to make it work.
Try opening the .xcodeproj instead of the workspace.
So I finally figured out my issue. I had a previous build that worked all the way through to my device. So I eventually tried opening that one again, and I ran into the same errors with an older build.
So that got me thinking.. Why would a previous build that used to work fail this time around?
I came to the conclusion that the only things that changed were possibly me updated Unity to 5.5.2f1. So I updated again to the latest release at this time which is 5.5.2p3, and ran through the same steps:
1) Build to iOS
2) Install pods in the target folder
3) Run xc workspace
And it successfully built. So it must of been something on Unity's side. If anyone ever runs into a similar situation, hopefully this will help.
P.S. I also did update to the latest release (at this time) of Unity Firebase SDK of 3.0.1. Not sure if that had anything to do with making a successful build, but wanted to put that information out there.
Original issue: xcodeproj components didn't display in workspace
I've installed Cocoapods on my machine. When I install a pod in a project, a workspace is created, but when I open the workspace the files associated with the original project don't display. I had Xcode closed when I created the pod. I've attached a screen cap of my project after installing the Pods.
I think I've got an installation problem, but I don't know where I need to look to fix it. What/where should I be checking?!
Update: Compiler error
The following compiler error comes up when I open the workspace file:
podsexample.xcodeproj Couldn't load podsexample.xcodeproj because it is already opened from another project or workspace
I closed Xcode when I created the pod, so I'm stumped on this one.
Update 2: It works, but is this the way it's supposed to work? I got partway to the answer to my problem by following the steps outlined in this helpful post:
Can't get to work CocoaPods and Yosemite
In order to open the workspace file correctly, I have to run 'pod setup' each time. Are CocoaPods supposed to work like this, or is setup supposed to be a one time thing? If I've got an installation/configuration problem, where/what should I be looking at to fix?
Screen Cap of Original Issue
podsexample.xcodeproj Couldn't load podsexample.xcodeproj because it is already opened from another project or workspace
Looks like you had two copies of Xcode open with the same project. One was inside the Xcodeworkspace that CocoaPods created, and the other was the original Xcodeproject itself. Xcode doesn't allow this, so it won't compile as long as both are open. You only need to open the XCWorkspace.
I have ported an existing Three20 xcode 3.2 project to xcode 4 using the tutorial
The code compiles and runs on the device. Now, I am trying to build an ipa (using the archive command) and am running into similar errors as this stackoverflow post
The error is:
cd: /Users/[username]/Library/Developer/Xcode/DerivedData/Pulse_News-cnosepsavjismxbmhuvmmvxnnpgh/ArchiveIntermediates/Pulse News/BuildProductsPath/Release-iphoneos/../three20/Three20Core: No such file or directory
Unfortunately, neither the tutorial nor the post have helped much. Is there something I am missing? Is funny that I am able to build the project and run it fine, but not able to build an archive! Please help.
My guess is the "No such file or directory" error message is correct. Considering this, the answer to your question depends on your providing more information about how you have project dependencies and search paths configured in your project.
For self-help, take a careful look at the path it's saying doesn't exist and see if you can figure out why. Note projects within the same workspace share build paths; if you're not using a workspace, you'll need to verify the search paths point to the build location of the other (three20) project.
This is probably the first of your problems. When you upgrade a three20 xcode 3.2 project to 4, you will probably also get an invalid binary message when you upload to itunes.
The only solution that worked for me was to create a new project, re-add all the source files and run the three20 python script with something like:
python /Users/yourpath/three20/src/scripts/ttmodule.py -p /Users/yourpath/YourProject.xcodeproj Three20 extThree20JSON:extThree20JSON+SBJSON --xcode-version=4 -c Debug -c Release
It's a pain to have to do this but it will probably save you more pain down the line