Sticker Pack Interface Builder Storyboard Compiler Error Group - ios

WWDC 2016 came up with a new concept of creating Sticker Pack & push it to store from iOS10 onwards. I downloaded XCode 8 Beta, & tried to create a sticker pack app for the message extensions.
I did everything as explained but on building the project I am getting error
Interface Builder Storyboard Compiler Error Group
Strange thing is for Sticker Pack we don't need to write any code, but still it is showing error of Interface Builder.
I am getting this error under build time
I have also reported this to apple, but would like to know if anyone has any idea to remove this & execute my code.

In my case, I rename application xcode-beta to xcode 8.0b in finder. After what IDE cann't open any xib and storyboard.
Solution: don't rename app.

I found the solution:
When you will download the Xcode-beta & when you will unzip the .xip file, the xcode-beta will present in same folder where the min file is downloaded, strange thing is that apple is not automatically pushing xcode-beta to Application folder.
If you are experiencing the same issue, push the xcode-beta executable to Applications folder, & execute your project from there & you will find that it will work like charm.

Got it working finally. In my case, Xcode was there in the Applications folder, but for some reason it was named "Xcode-beta 2". Renamed it to "Xcode-beta", restarted the application, cleared derived data, and it started working.

Related

Xcode App Store Connect Operation Error: Could not find or load main class 12

I'm trying to upload my build to the App Store using Xcode 12 and I receive the error message:
App Store Connect Operation Error
Could not find or load main class 12
The app is built with SwiftUI. Has anyone faced a similar issue?
Any chance you had renamed the Xcode executable?
I originally experienced the same behavior (I had renamed Xcode.app to XcodeGM.app).
The issue went away after I closed Xcode & renamed the executable back to Xcode.app.
Note that my app is swift + some objc so I don't think that the language is a factor.
I had the same problem... It was because I had several versions of Xcode on my computer.
Make sure the current version of Xcode you are using is titled Xcode and not Xcode-beta, Xcode-2, Xcode 2 or anything other than just Xcode.
You can change the application's title in the Finder (you may need to rename the old version to something else first).
I had the same problem. It was because I download Xcode from browser and did not add Xcode to the applications. I add it and then run xcode from applications, app successfully uploaded.
edited:
I just simply drag Xcode(that I downloaded from browser) to the applications folder

"Could not locate google-services.json or GoogleService-info.plist files" iOS Project, Unity, Mac Computer

I've been trying for the past two hours to figure this thing out! So I already created a project within my Firebase account; an iOS project. Downloaded the google-service-Info.plist files.
If I click Import New Asset and attempt to search for the file.. can't added it like that, I have to drag it into my folder.
I'm aware that the file must be put within the root folder (which I have done many times now), but I still encounter the same error message.
Could not locate google-services.json or GoogleService-info.plist files"
I removed all the Firebase files (SDK), re-installed them,.. same thing..
I also deleted the GoogleService-info.plist file and downloaded a brand new one, same thing!!! enter image description here
I'm currently using Unity 2018.2.1f1, My computer: macOS High Sierra, Version 10.13.6
I have same problem.
Add IOS and Android build component for Unity. Switch to the platform Android. It resolve you problem.
Check SDK status. See in screenshot below:
This happened to me right after adding a GoogleService-info.plist to a project that only had Android support before.
Doing Assets -> Reimport All also worked for me to get past this error.
In my case I missed the step where you generate those files on Firebase.
Generate them from your Firebase console by clicking the Unity icon in your project overview page. See more complete documentation here

Xcode 6 Interface Builder "cannot open compiled nibs" error, FiksuSDK

I have an app that runs great in Xcode 5, using CocoaPods.
When I open the app on Xcode 6 and hit build and run, I get four errors from the FiksuSDK about compiled nib files.
On the side, it states that I do not have permission to view it, but tapping on it shows the error: "The document "FMVerifyViewController.nib" could not be opened. Interface Builder cannot open compiled nibs." I don't directly call any of these nib files, however it's possible that the Facebook API does.
Screenshots attached.
I've tried removing the Pods directory, deleting derived data, updating pods and restarting Xcode. Nothing.
Any help would be really appreciated.
Screenshots:
Go to the "Build Settings" of your Project and set "Strip NIB Files" in "Interface Builder NIB Postprocessor - Options" to NO - worked quite well for me :)
This isn't a very good answer, but I had this same problem and in order to keep developing (until this gets figured out), I just removed those 4 nibs from the project. Just go to the project file, select the target you're building against, go to the "Build Phases" tab, and delete those 4 nibs from the "Copy Bundle Resources" section. Your project should build and run fine for the time being (I haven't encountered any negative effects to not having these nibs). By the way I think they're from the Fiksu SDK, not the Facebook SDK.
The error messages unfortunately are misleading because it's not a permissions problem and the nibs are valid. It appears that because they are provided as symlinks to the resource files, Xcode complains.
Fiksu just released a new version of their SDK where this issue is fixed. (look for version 4.3.1)"
Disclosure: I am a Fiksu Employee

Storyboard won't update in simulator

I have a working app in Xcode, however when I try to build and run it the simulator displays an older version of the storyboard I was working on. I had changed some of the design on the storyboard but this does not reflect in the simulator, nothing is updated.
Does anyone have any ideas?
Delete the App on the simulator.
Clean
List item
Build & Run
Use NSLog(#"") in your controller to check code execution.
I just spent at least 6 hours on this. I have a solution, but I also submitted a technical support ticket to apple to try to get more info on the cause and proper solution.
Simply remove the references to your storyboard files and add them back in the same file group.
This seems to include the storyboard files back into the app bundle generated during build(which can be seen in the
DerivedData/APPNAME/Build/Products/Debug-iphonesimultator/APPNAME.app
From here I can see my changes reflected from the storyboards as expected.
PS - Are you using localization at all? I was.
I lost 2 hours to this.
Solution was braindead simple: delete app, turn OFF the iPhone 5S (iOS 7.1.1), and turn it bavk on.
When you turn on localization,
xcode moves storyboard file in localization folder (ex. Base.lproj/name.storyboard). When you build and run project on simulator, xcode copy name.storyboard into "derivedData"/Base.lproj/name.storyboard, but previous, created before localization "derivedData"/name.storyboard still exists. In this case simulator uses the file which can be found easier, i.e simulator uses old file "derivedData"/name.storyboard to operate.
Solution: Just rename the storyboard file, in navigator and in targets/general.
This error happened to me for the first time when I had multiple copies of a project on my computer. For whatever reason, the fact that there were multiple copies were making it look as if the storyboard had not been updated between copies and in some cases the code was not updated. I thought I had forgotten to throw the right copy on my flash drive before going home, but it turned out it's an XCode error.
Delete any multiple copies using the same name, restart XCode and open your most recent copy. Extremely bizarre, but I will probably use BitBucket or GitHub from now on instead of throwing it on a flash drive.
Deleting
~/Library/Developer/Xcode/derivedData/
worked for me!
I just have the same problem after localizationMy solution is clicking Product, Clean build folder. Then it will be fine
The storyboard on the simulator was what it should have been. The storyboard on the device would not update. I had to delete the application from the iPhone and then re-run it on the device in order to get the Storyboard to update on the device. Fortunately for me it was only test data, but I was using Auto-Layout on one view and went back to manual. I think that's what caused the issue for me.
I find that removing and adding storyboard file back doesn't work in my case, also it has side effects like it will automatically add a main nib entry into App's plist file (which subsequently makes the App fails to launch in iPhone simulator).
I don't want to try to delete the application from the simulator since I have many files under the Document directory of the App.
At last I find another way that works well: simply delete the "/Users/$username/Library/Application Support/iPhone Simulator/7.1/Applications/$app/$yourapp.app" file. The files under Documents directory are untouched.
(I have localized my storyboard as well.)
I found this same thing happened with Xcode 6.1.1 if I happened to have copied a project; the new project run in the simulator was actually still reflecting the old, original project.
In my case the problem was with how the default area was set up for derived data (essentially the location where the binary files go for a build). Mine was set to legacy and the simulator was using the wrong project, even after a clean. The solution was to go to Preferences->Locations, press Advanced, and change the location from Legacy to Unique.
I get this too when using localized storyboards - Run in Xcode just refuses to install the latest version of the compiled storyboard. I think it is something to do with the way Run copies changed resources across to the device - it does it differently than other forms of on device app installation.
The quickest way to get past this without deleting the app and losing any data is to:
Generate an Archive build in Xcode
Export this for Adhoc deployment
Double-click on the generated IPA to add it to iTunes
From the device page in iTunes force an update to that app
In order for iTunes to see that you have a new version your app build number will need to be incremented (if you don't do that already), before generating the archive.
I find this method means you don't have to delete an app off the device, you're just forcing it to install the entire install package rather than a diff which is what I think Run is doing.
I'm not sure what causes this, if it is a localized resources bug or what, but this is still a problem in Xcode 7 for me.

Xcode Crashes when adding UIViewController in Interface Builder

I was in Xcode and I went to edit a nib file. I tried to drag on a UIViewController from the objects library, but as soon as I did Xcode crashed. I had never had this problem before, but now I cannot add a UIViewController to the nib file (the problem persists for other files in the same project and other files in other projects).
Originally, the problem occurred in the Developer Beta of Xcode 4.5 that I was using, but now when I tried in the old version of Xcode the problem was there also.
Basically, I have been unable to find a way to get this problem to stop. If anyone has experienced this problem or knows how to fix it, that would be so great.
Thanks,
Luke
What about trying to delete all Xcode preferences files? It seems like the latest Xcode beta broke something there...
Have a look at the following folders:
/Users/xyz/Library/Application Support/Developer/Shared/Xcode
/Users/xyz/Library/Application Support/Xcode
/Users/xyz/Library/Developer/Xcode
/Users/xyz/Library/Caches/com.apple.dt.Xcode

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