I''m very unfamiliar with the iOS build process. I was giving a legacy application that hasn't been touched in a few years, it was targeting iOS 5 before I opened it.
I'm running into an error Command
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang failed with exit code 1
I could be wrong but I've browsed a few post and it seems like older xCode cersions didn't have a pch file. Any suggestion on how to get this project running again?
Thank you
If this file you are used to bridge OC and Swift,now you should creat a new .header file and Move All Header file Name inside file
and Add Your File Location inside Build setting -> objectiveC Bridging Header
Hope It Works.
It seems the .pch file is missing from the project but reference still exists in the Xcode Settings. So, Xcode is searching for the .pch file but couldn't find the same.
I recommend you to update the GPU-Image Framework as this might be the old framework. Otherwise, Try the below steps:
Go the Build Settings.
Scroll down to the section 'Apple LLVM 8.1- Language'.
You'll see the option for 'Prefix Header' with the path to the .pch file.
Remove the path from the 'Prefix Header'.
Hope this'll solve your issue.
I recently added the iOS-Charts framework to my Xcode Project. The project would build before I added the framework to my project, but will not afterwards. I am not even using any of the framework's features yet, it is not imported anywhere, I have just added it in embedded binaries according to the instructions here.
The build fail message: could not read data from .../AppName/Supporting Files/Info.plist': The file "Info.plist" couldn't be opened because there is no such file.
This does not make sense because nothing has been moved and if I remove the framework from the embedded binaries section the project does build.
Help will be much appreciated, thank you.
The error message has said clearly: The file "Info.plist" couldn't be opened because there is no such file. When you see this, double check the Info.plist file in your disk, to make sure it does exists.
If you removed the library and it start building again, it's more like the Info.plist is modified but broken. You may want to google and do some testing, like creating a new project and import the library to give a try. If the new project has the same issue, file an issue on its github page.
Turns out the project file for iOS Charts was moved when I was setting it up. The project file had to be dragged into the Xcode interface, not actually moved into the project directory.
I have met the same problem with you, as it said "no such file", and it provides the path of it. So I realized that I forget to copy "Supporting Files" to folder.
Notice the file in this screenshot:
the missing Info.plist
Then in your project: TARGET -> Building Settings -> Packaging -> Info.plist File
By the way, due to the bug of Xcode, you should build before import Charts.
Good Luck!
I have a project that was started in Objective-C, and I am trying to import some Swift code into the same class files that I have previously written Objective-C in.
I have consulted the Apple docs on using Swift and Objective-C in the same project, as well as SO question like this, but still no avail: I continue to get the file not found error after putting in #import "NewTestApp-Swift.h" (NewTestApp is the name of the Product and module).
Here is what I have done so far:
In Define Modules, selected YES for the app.
Ensured that the Product Module name did not have any space in it (see screenshot below question)
I have tried using #import "NewTestApp-Swift.h" inside ViewController.m, ViewController.h and AppDelegate.m but none of them has worked.
What else am I doing incorrectly? Thanks for your help.
Screenshot of settings:
Errors that I am presently encountering:
I was running into the same issue and couldn't get my project to import swift into obj-c classes. Using Xcode 6, (should work for Xcode 6+) and was able to do it in this way....
Any class that you need to access in the .h file needs to be a forward declaration like this
#class MySwiftClass;
In the .m file ONLY, if the code is in the same project (module) then you need to import it with
#import "ProductModuleName-Swift.h"
Link to the apple documentation about it
https://developer.apple.com/documentation/swift/imported_c_and_objective-c_apis/importing_swift_into_objective-c
If the Swift code is inside a Module (like in your case):
#import <ProductName/ProductModuleName-Swift.h>
If the Swift code is inside the project (mixed Swift and ObjC):
#import <ProductModuleName-Swift.h>
In your case, you have to add this line in the *.m file:
#import <NewTestApp/NewTestApp-Swift.h>
IMPORTANT: look at the "<" in the import statement
https://developer.apple.com/library/content/documentation/Swift/Conceptual/BuildingCocoaApps/MixandMatch.html
How I managed to import swift into objective-c:
Defines Module set to YES (on project - not on target)
Product Module Name set (on target - not on project)
In your ViewController.m import the swift code with:
#import "MyProductModuleName-Swift.h"
Add a swift file to your objective-c project (File -> New -> Swift) and Xcode will create the bridging header from objective-c to Swift but this is crucial for making it work the other way around too - apparently.
For the last piece in this puzzle thanks to Swiftoverload for making me aware of actually adding a Swift file via Xcode GUI and not just dragging and dropping existing swift-files into my project for making it work:
http://nikolakirev.com/blog/using-swift-in-objective-c-project
Using Xcode 8.2.1 and if you look at Project > Build Settings > Objective-C Generated Interface Header Name, there it shows only one header file named like Product-Swift.h
This means that instead of importing each modules separately from Objective-C .m file, using individual -Swift.h file, you just import one Product-Swift.h which aggregated all Swift modules.
I encountered the same problem by looking for traditional way of importing modules separately, but the current version of Xcode and Swift 3 changed it to use only one header for all module importing.
Spent an hour on this issue, following these steps will help you to understand what's missing:
Open Xcode preference and navigate to DerivedData folder
Search for "swift.h" in finder
If you can not find any project-swift.h file, this file haven't been generated. You usually need to add #objc to one of your swift class and successfully build the app, only then will Xcode generate this file
If you found "xxx-swift.h" file, make sure your import statement contains the correct name.
I was having problems importing Swift into an Objective-C project. In the end I looked into the Derivied Data folder to check what Xcode 7 was generating. The filename was completely different to the one I was expecting.
Once I had the actual filename I imported that and the project could build.
iOS - Swift.h file not found
[Mixing Objective-C and Swift]
<name>-Swift.h should be created by Xcode automatically if Swift code expose an API via #objc or #objcMembers[About]
Usually a location looks like
~/Library/Developer/Xcode/DerivedData/
ProductModuleName-foo/
Build/
Intermediates.noindex/
ProductModuleName.build/
Debug-iphoneos/
ProductModuleName.build/
DerivedSources/
ProductModuleName-Swift.h
It can be changed by
Project editor -> select a target -> Build Settings -> Per-configuration Intermediate Build Files Path
By default the value is $(PROJECT_TEMP_DIR)/$(CONFIGURATION)$(EFFECTIVE_PLATFORM_NAME)
Importing the header file, i.e.
#import "<ProjectName>-Swift.h"
within the .h file generated an error, stating:
-Swift.h' file not found
and the build failed.
Instead use:
#import "<ProjectName>-Swift.h"
within the .m file, and even though the same error appears, running the project anyway suppresses the error.
The swift classes are then available within the .m file.
If Your App name have any special character then use _ for special character.
For Example if your App name is Name "Test App®"
Then you can import swift file by "Test_App_-Swift.h".
Space and ® is replace by _ while you are import.
Make sure your swift class has the public declaration, and extends NSObject:
public class MySwiftClass: NSObject {
//...
}
The import should work with quotes, not brackets, if the swift class is in the same project.
if you add a Swift File first, rememeber to add swift file to your target..., in the left column
Had faced the same problem with my team when was working on project using git. One developer hasn't updated Xcode to the last version (7.3) which was required for latest Swift 2.2 version. So, compiler hasn't recognized new Swift syntax and couldn't generate interface for Swift library (projectname-swift.h).
Check if Xcode version is the latest one!
DEFINE MODULES: YES
and import "ProjectName-Swift.h" in .m file of Obj-C class
This worked for me to access Swift classes in Obj-c.
I had the same problem with #import "myProj-Swift.h" not found, Xcode 12.3, the year is 2021.
It appears that unless a bridging header has been generated, it is not possible to import myProj-Swift.h.
My (reproducible) solution, when needing to add Swift to objective-C projects is to create (File - New File - Swift file) a dummy empty Swift file in my project. Xcode then asks whether to create a bridging header, to which I answer yes. This causes a "myProj-Bridging-Header.h" file to be added to my project, which is visible in the Project Navigator.
Once this is done, the error on #import "myProj-Swift.h" disappears.
After that I can delete the dummy file, and insert the needed Swift classes into the project.
The logic of generating a visible bridging header, but leaving the -Swift.h entirely invisible escapes me entirely. Never mind the challenge of trying to find out about this in the official documentation Importing Swift into Objective-C, which (to me inaccurately) states "You don’t need to do anything special to create the generated header".
It is probably a good idea to also mind the answer from #Sandeep Bhandari to this question - who says the -Swift.h file will only be generated if the project compiles successfully.
More info also in this and this question.
I ran into this problem after duplicating an existing target. When I tried to build with the duplicated target, the "ProductName-Swift.h file not found" error appears.
After going through the build settings in the new target, I found the value of the setting "Product Name" somehow is set as the same as the target name. After setting it with the correct one the error disappeared.
If your product name is TestApp-Dev then filename will TestApp_Dev-Swift.h
You can verify by going to the following location
~/Library/Developer/Xcode/DerivedData//Build/Intermediates.noindex/yourProjectbuild/Debug-iphonesimulator/MashreqMobileApp.build/DerivedSources
If you want same file name for each build schemes then go to
Build Settings to be the same across your modules/schemes. (set it to $(PROJECT_NAME)-Swift.h).
If project name is TestApp, then the file generated will TestApp-Swift.h and it will remain same across the schemes
During development, there might be a possibility that you would have any swift class that is not completely implemented due to which there might be some syntax errors.
The swift header file will be available for use only if all the swift files are error free.
Make sure there are no syntax errors in the swift files and then try to import the swift header in the objective - c file
I faced the problem with the name of project (target). It included symbol "-". So the decision was next: if name of project is "Test-App", then name of imported class is "Test_App-Swift.h"
If you have multiple target make sure that you have build all frameworks
Xcode 11
I ran into this problem when building on Xcode 11. Took me a bit to figure out what was wrong, but essentially, I had changed the "Display Name" setting on the Target's "General" tab instead of changing directly in the Info.plist file through the "Info" tab on the Target.
This resulted in Xcode 11.5 going through an rewriting/creating a bunch of brand new custom build settings and modifying the name of the app module and the built .app product. In this case the new display name also had a forward slash (/) character in it which may ultimately be why it wasn't building (see #Silversky Technology's answer).
Regardless, I resolved this by undoing all of Xcode 11.5's automatic changes to the project file and manually making the same change to the bundle display name in the Info.plist file and everything works perfectly.
I wish it would tell you that it was doing stuff like this before it just up and does it without your consent.
Target executable was missing a dependency on my (or any other in fact) framework.
Build Phases -> Dependencies must list the dependencies of a target to avoid intermittent errors: in my case debug
build was fine and automated Jenkins CI builds were failing.
A nightmare to debug considering Jenkins output produces
voluminous garbage that's a huge time pit to get through.
I am using Qualcomm's Vuforia Augmented Reality solution in my iOS project. I integrated their library and files into my application. But, I'm struggled with the build error for long time, couldn't be able to fix it. Please refer the attached image. The actual error is Unknown type name 'namespace' in their Matrices.h file.
I know this error comes because of C++ access, so we need to rename the extention to .mm file which are trying to access c++ functions. I actually changed the files into .mm including this SampleApplicationSession.mm. But, still I'm getting the namespace error. Could someone please guide me how to fix this?
You can rename your file with .mm or you can select your .m file and change the "File Type" to "Objective-C++ Source".
Its works.
In general if you try to compile Objective c++ source, you can get this error.In Xcode ,selecting the TARGET and then going to Build setting->Apple LLVM 6.0-Language->Compile source As,then changing the option From "According to File type" to Objective-C++ ,worked for me.Hope it will work.
I am trying to include SBJsonlibrary in my project that does not use ARC. Since I cannot include source files, I've followed the steps described: here. However I end up with the same problems described in this SO question.
When I add libsbjson-ios.a to my project, it is shown in red, which I assume means the library is missing.
Although the compiling of the project goes fine, when I try to add #import "SBJson.h" I get
"SBJson.h: no such file or directory" error.
How do I solve this? My project is too large and I cannot change everyting to use ARC.
you simply need to drag all the files into your project rather than importing the library. i suggest to see https://github.com/stig/json-framework/ and follow the read me file to install in your project.
to use this in your projects
download the zip file from above link.
In the Finder, navigate into the src/main/objc folder.
Select all the files and drag-and-drop them into your Xcode project.
Tick the Copy items into destination group's folder option.
Use #import "SBJson.h" in your source files.
As an aside, a project can use ARC for just some files, so you could have compiled SBJson's classes with ARC and the rest of the project without.
A better way would be to just use SBJson from CocoaPods if you need to support iOS4. Or just switch to NSJSONSerialisation if you don't.