I have gone through all the answers for the above error, but none of them really helped me.
I do not encounter an error while importing some of the pods (Firebase, Twilio Video Etc.), however while importing others (Alamofire, Stripe, Sentry etc) results in an Error (No such module). I have also tried re-installing all the pods, but it still doesn't work.
I have spend more than half a day trying to resolve this issue without success. Could someone please help me in resolving this ?
Below are the framework search paths from my project Build Settings.
The error still persists even after adding the pod/framework (Alamofire) in linked frameworks and libraries.
Related
I know that there must be a whole bunch of questions like this, but I tried everything, and nothing would work.
I'm creating a iOS app, and I use Google Ad Mob. I built my Xcode project from Unity, but when I tried to archive it in Xcode, there is this annoying error "GoogleMobileAds.h file not found"! I have the Google Mobile Ad Framework, but when I put it in the project, the error still shows! I looked up this problem, and tried to follow some of the people to fixed it, but the error still wouldn't go away.
Could anyone help please?
Here is the link to the project you can download.
Xcode project
I fixed this by going to Framework Search Paths in build settings, and putting in the GoogleMobileAd.framework!
as #SullyBully already correctly mentioned.
You have to add your folder with the Admob SDK to Framework Search Paths in Build Settings.
Additionally you have to include your GoogleMobildeAds.framework into your frameworks section in xcode (no ideas whats that called)
See screenshot 1 and 2 (I literally spent now hours because of it, hopefully this finds a soul helpful :P)
By the way it is completely neccessary just to include GoogleMobildeAds.framework.
You dont need to include the others like GoogleUtilities, or GoogleAppMeasurement etc.
After you build the the game in Unity.You also have to add google admob iOS library to your Xcode project. You can get from : [https://developers.google.com/admob/ios/download][1]
After successfully linting and updating a pod, I updated it in the main project. However, upon cleaning I encountered this issue:
Normally this is simple to resolve (go to Build Settings and set the Swift Language Version -- however, this error is occurring on the Resource-Target, which doesn't have that setting...making it very strange that I am running into this error.
I've figured out how to resolve this.
The Resource-Target includes a xcdatamodel. I needed to change the Code Generation to Objective-C rather than Swift. This was hard to find especially since the pod lint step did not catch this or give any warning.
I found this answer via: https://github.com/CocoaPods/CocoaPods/issues/7950 -- even though this issue doesn't seem to be exactly the same as this one, but it is related.
I can't seem to get the Photoeditor packages properly imported into my project while following the instructions here and here. It doesn't seem to work after trying to install using pods and manually. The issue is that after attempting to install, one or more other packages in my current project become interrupted or mishandled preventing me to launch the application. It disrupts these things usually causing an "Argument too long: recursive header expansion" error in Xcode. This happens only after I try installing.
I know there are lots of posts on this error and it seems like it is a catchall for Xcode. I have tried all the suggestions in these posts:
Installation Failed "Invalid argument" when trying to run Today application extension
Installation Failed: Invalid Argument -iOS Extension
https://forums.developer.apple.com/thread/7338
And none of them have worked (I tried every answer's suggestion). I have reverted to older commits that I know never saw this error, done clean clone installs, I uninstalled and reinstalled Xcode, restarted my computer, deleted all derived data, and everything else I could possibly think of. Please let me know if you think you have an answer.
Note: I still think there may be an issue with the info.plist, but like I said, even reverting back to an older version doesn't work. Is there potentially a place xcode keeps info.plist files on the local hard drive and references these?
Thanks!
Somehow while installing Amazon AWS using pods in my project, the link to the Info.plist in the build settings of the project was deleted. I am still not sure how this problem occurred across all versions of the application, even older ones where this would not have been included. By filling this entry in the Build Settings to App_name/Info.plist the project finally compiled again.
I have spent hours over the past week trying to figure out why SoundCloud suddenly stopped working in an app I'm working on. Figuring it might have been file-location related, I completely removed it and re-added the submodules. Then re-added after that didn't work. Then re-added. Then searched. Then nothing.
I've tried re-adding the SoundCloud submodules, and have followed the directions on the SoundCloud site to the T, and still, I get compiler error after error, warning after warning. I add the linker flags as stated, and include the needed frameworks and dependencies. I have absolutely no idea why I'm getting missing file errors.
Changing the Header Search Path (in either MY project file or libSoundCloudUI) just shifts what file can't be found, and when I somehow manage to get SoundCloud to compile with my program, anytime I commit my changes to my Git repository, the submodules are lost and the next person to open the project doesn't have the code, thus making me start over. Pointing the header search path directly to the source code doesn't work, even when it's recursive.
What could be happening? No matter what I do, specifically CocoaSoundCloudUI
Some of the errors I've been getting:
Use of undeclared identifier: 'kTermsofService' (This has a few other keys that aren't being found)
Header file not found: <insert random file include in headers and in source folder>
If my app didn't need SoundCloud support I would have dropped it already. This has been such a nightmare - any help would make my life a lot easier.
Hi Sean Michael Dorian,
indeed, we have updated CocoaSoundCloudAPI and CocoaSoundCloudUI lately and according to your error message you have not updated both repos, i.e. you need to run
git submodule update --init --recursive.
If you have issues w/ submodules in general I recommend you switching to CocoaPods it turns the management of your library dependencies into a no-brainer.
We also provide a Demo Xcode project to check out such a setup.
This should help you resolving the issues let me know if you are missing anything there.