All RestKit projects fail to build when archiving - ios

THIS QUESTION REFERS TO RESTKIT 0.9.x.
IF YOU ARE NEW TO RESTKIT CONSIDER USING THE NEWER 0.10.x branch.
I recently inherited a project that uses restkit (restkit.org). I have started using a branch (402-new-build-process) that is more compatible with xcode4.2.
My project an all the example projects build and run, but when it comes to Archiving an app the build fails:
/Users/AUser/Documents/SubFolder/stable-branches/project-iOS-client/RestKit/Examples/RKTwitterCoreData/Classes/RKTwitterAppDelegate.m:9:9: fatal error: 'RestKit/RestKit.h' file not found [2]
#import <RestKit/RestKit.h>
^
1 error generated.
I have followed the Installation Troubleshooting guide on the project wiki, but this did not work.
As per Blake's answer I am building to the DerivedData directory:
In addition I have tried setting header search to these (in many combinations [just guesses]):
"$(BUILD_DIR)/RestKit/Build"
"$(SOURCE_ROOT)/RestKit/Build"
"$(SOURCE_ROOT)/../../Build"
"$(BUILD_DIR)/../../Build"

I think all these fixes were stabs in the dark, or at least felt like that to me. I half expected to read one about getting some hair from a young virgin and burning it over the Mac.
If it compiles for you in dev but not for archive its bound to be something simple. Or at least it was for me.
My source files were not in the right place:
The search header was set to "$(SOURCE_ROOT)/RestKit/Build"
But I had simply dragged the proj file from where I downloaded it into XCode. This was never an issue when compiling for debug etc. Just when archiving so I didnt spot it for a while.
Just make sure what ever that path is to the RestKit/Build is where the actual files are.
Fixed it for me, unlike all the cross your finger fixes I've read. Like moving headers into a group etc... what a load of rubbish that was.
Good luck, hope this helps. Thanks to the Restkit team, this really is a great framework.
Jamie

I am building against the development branch and integrate RestKit as a submodule in my root git folder
+ root project folder
|--+ RestKit
|--+ <Projectname>
|--+ <Projectname>.xcodeproj
So I use the following search paths
"$(BUILT_PRODUCTS_DIR)/../../Headers"
"$(SOURCE_ROOT)/../RestKit/Build"

!!!Update to the latest version of the branch!!!
I've just built RKCatalog and RKTwitterCoreData as an archive on Xcode 4.2 without issue. I am failing due to a Code Signing issue. Have you confirmed that you are building with the DerivedData directory:
RestKit assumes that you are using a modern Xcode project building to the DerivedData directory. Confirm your settings
via the "File" menu > "Project Settings...". On the "Build" tab within the sheet that opens, click the "Advanced..."
button and confirm that your "Build Location" is the "Derived Data Location".
I can push changes that rsync the headers to a known location, but I was hoping that standardizing on DerivedData would simplify the process.

To reiterate Jamie Reynolds answer, most (if not all) of you have set your header search paths to "$(SOURCE_ROOT)/RestKit/Build", this is fine while debugging and also fine for archiving, unless of course your Restkit framework IS actually in this directory.
Like the majority of you out there, you have probably just linked to the framework from the default download directory, in which case go to finder, open Restkit->Build cmd+i to see the info and select the directory path, copy and replace "$(SOURCE_ROOT)/RestKit/Build", dont forget the brackets.
mine was "/Users/edwin-b/Downloads/RestKit-RestKit-8d0d9fc/Build" worked like a charm

I followed the steps outlined in several SO answers, and the issue ended up being a problem with the Header Search Paths. Sometime between adding RestKit in XCode 4.2 and trying to archive in XCode 4.3.1 (I had updated twice between starting the project and providing a build), a comma had been injected in the Header Search Path list which Xcode could no longer parse. As a result, the entry for RestKit's header location was:
"$(SOURCE_ROOT)/RestKit/Build",
When it should have just been:
"$(SOURCE_ROOT)/RestKit/Build"
While this didn't produce any issues building to device or sim, once I tried to archive, it caused the error reported by the OP.

Just add "$(SOURCE_ROOT)/RestKit/Build" to you target "Header Search Paths", Thanks to this answer.

I'm sure some of these are redundant, but I just spent over 3 hours debugging this thing and almost ruined my project in the process. So... Here you have it.
For the sake of your sanity, create a zip backup of your project before messing with RestKit project paths, commit all files (especially the project) to source control, cross your fingers, burn a virgin hair over your mac, then proceed.
After eliminating them one by one, I narrowed it down to this line allowing me to archive.
"$(SOURCE_ROOT)/../RestKit/Build"
Restkit is a folder at the same level as the main project folder

I'm adding this answer so I can find it later - it matches some responses above. Look in your targets "Header Search Paths" - and depending on where your restkit directory is in your project, add one of the lines specified above in Alex Stones answer. In my case, it was "$(SOURCE_ROOT)/../RestKit/Build"

Related

Xcode - Archive product goes to Other Items instead of iOS Apps

I am using XCode 11.2.1 and out of nowhere the archives for deployment appear in the Other Items category, instead of iOS Apps (in Organizer). I am using my custom static framework and what I found that this may be the issue, but for a while, like a month or so after I created and used my framework, I had no problems with deploy (I am also using CocoaPods, but that was ok).
I have tried a lot of things like here:
Xcode 10 Archives to 'Other Items' instead of 'MacOS Apps'
and it worked for a few times, but now, with multiple cleanings, deleting derived data, etc, nothing works.
Here there is a reference to header files (but I have never changed anything about them when it worked): https://developer.apple.com/library/archive/technotes/tn2215/_index.html#//apple_ref/doc/uid/DTS40011221-CH1-PROJ
The problem is that the help link about Copy files is not working and also (I cannot find "Copy files" section in Build phases - maybe it was renamed), the Xcode version is different (I found other posts on StackOverflow) so I cannot manage to make them work (I am pretty new to Xcode and C++ / Obj C / Swift and it is difficult to manage those options if I cannot really understand the references (or with missing help/explanations, which I don't know where to look for)
I used this to create and use my framework: https://www.raywenderlich.com/5109-creating-a-framework-for-ios (and different other links but very similar to this one)
Can someone please provide some help regarding the steps needed to make your app deployable to AppStore while using my custom framework? I can provide other information and screenshots if needed. Thank you.
EDIT:
Is there a way to check what is different between the creation of the last archive that worked and the new one that I cannot deploy?
After archiving my app I also exported it and explored it in Finder (as instructed here: stackoverflow.com/a/15120289/1215791) So there is no libraries folder. It seems that the problem is not related to forgetting set Skip Install to YES for something.
Check the contents of the .xcarchive, this happens when there's more than one item in Products/Applications. It should contain only your application.
After finding the extra items there, you can then know for which target you should set "Skip Install" to Yes.
This just started happening with Xcode 13.3.
Turns out that I was adding the DocC to the Products/Applications directory. I turned off the flag for compiling documentation ("Build Documentation during 'Build'"), and it started working again.

Build error Xcode 10 - Multiple commands produce

I just upgraded to Xcode 10, and I suddenly face this error when I try to build, any ideas how to fix it? I tried cleaning derived data, but without any luck.
If you use CocoaPods, click Xcode menu file -> Workspace Settings , And click Build system choice Legacy Build System
If you not use CocoaPods, same of top , select Project Settings
If your app is generating the error related to the multiple .app files just like mentioned above in question then removing the .plist files from "Copy bundle Resources" WILL NOT WORK.
If the error is related to .app file then follow the following steps.
Select the Target.
Go to Build Phases tab.
Remove the items listed in Output Files
Compile the code if it compiles successfully then not follow the next steps.
If code does not compile successfully and Xcode may give you an error related to "Library not found". Then add the missing library in General Tab in Linked Frameworks and Libraries that Xcode mentioned in the error.
Keep adding these libraries (that Xcode ask through compile errors) in Linked Frameworks and Libraries until the code compiles successfully.
Hope this helps.
You can try to change the build system to Legacy,
File > Workspace Settings > Build System > Legacy Build System.
I also faced this issue in xcode 10 but it was because of adding the same framework in main project + other extensions (watchkit or siri extension etc).
I added ObjectMapper in podfile for my main project + for my extensions. When I compiled it gave me an error that multiple command produce and also shows me which framework is causing this issue. Now its working fine for me as I've removed it from my extensions I wasn't using it in my extensions.
Don't know about your issue may be you can check your podfile.
If this is CoreData related. The issue is that you are trying to generate the NSManagedObject subclass but you need to set the 'CodeGen' option to Manual/None. This option is defaulted to Class definition and this would regenerate the code thus creating this issue.
i encountered this issue as well while working with CoreData.
in my .xcdatamodeld file, it came down to the fact that, during the creation of my various Entities, i had copy and pasted one multiple times (thinking i was saving time because various properties were similar enough that i thought this was a good idea).
the resulting Build error Xcode 10 - 'Multiple commands produce' occurred because i forgot to check and make sure the new Entities were set to their own unique corresponding class to match the new Entity in the Data Model Inspector pane.
unfortunately, it took me two days to figure out the original Entity's Class Name was still in place.
so lesson: careful when you copy/paste/duplicate Entities in CoreData.
(... i guess :0} )
some time saver. oops! hope this helps someone.
I had this same issue with Core Data entity class. I had forgotten to select Codegen Manual / None because I do not allow mine to be autogenerated. So I had a class in place and also it was trying to generate one.

Alamofire RED in Xcode project - No Alamofire.framework file

I'm trying to install Alamofire into my Xcode project. However, after following all the steps for installation given by the documentation on the github project, the Alamofire.framework file shows as red in Xcode, and the project will not build. Further, there seems to be no way to fix this, because the Alamofire.framework file does not exist in the package on github.
More detailed explanation:
Following the instructions on github to install manually is fine until the final step: "Click on the + button at the top left of the panel and select "New Copy Files Phase". Rename this new phase to "Copy Frameworks", set the "Destination" to "Frameworks", and add Alamofire.framework."
Because we have already included the project, when we go to add a new framework, Alamofire DOES show up in the list of available things to add. However, when we add it, it shows up red. As we know, this means that the path is incorrect relative to the SDK. Ok, fine... but when we go to correct the path by looking at the Alamofire directory that we put into our project directory, there are a lot of files and none of them are "Alamofire."
I know that I downloaded the package correctly. I installed as a git submodule, I deleted it to retry, I downloaded the zip from github, retried again, etc. Even for this tutorial (http://www.raywenderlich.com/85080/beginning-alamofire-tutorial), if you look at the pictures for this step, we can see that there is no framework file in the directory!
So, Xcode demands a path to a .framework file that doesn't exist... yet we were able to add the framework somehow. Forgive me if I am confused.
There are quite a few questions out there on Alamofire install issues, but I think there must be something here that noobs like me are missing. One poster, here (Alamofire framework not found), is asking something similar, but it appears that her question was misunderstood (she did not accept any answers). I notice the "It's red tho!" frustration showing up in many comments for Alamofire install-related posts- an answer here would really help clear that up.
I was having the same issue as you, however, I found this question which made me build the project even though everything was red. To my surprise it ended up actually building successfully and afterward I was able to import Alamofire into my Swift files.
I had tried to build earlier unsuccessfully, however, between builds I did change one thing. I moved the Alamofire-master folder to the first level of my App's file structure before including the .xcodeproj file in the Project Navigator, as indicated by the tutorial that you linked. I had initially just moved it from its place in my downloads folder.
The whole copy frameworks part seemed to be a nonissue for me because the framework ended up instead in embedded frameworks automatically, after doing the embedded bin step.

external framework File/File.h (Parse/Parse.h) file not found

So every time I update my app, Xcode claims not to be able to find a particular external framework even though it's there. It's happened again with Xcode 6 and my usual methods (I'm fairly inexperienced, so these basically involve clicking and typing things until something happens (I exaggerate but not by much)) aren't working.
I'm getting a Lexical or Preprocessor Issue error that says 'Parse/Parse.h' file not found.' But here are screenshots of it in the project and added to the library:
I also followed the steps in the most upvoted answer at ‘ld: warning: directory not found for option’ but still nothing.
Any idea what to do? Any idea at all? I'm tearing my hair out here.
Actually I was facing the same problem but after doing lots of (removing/adding parse framework) efforts I come to know that parse.framework is already added and error was still there.
Real Problem was not in link Binary for main project but it was with Tests link Binary.
Lets say your project name is "project1" and Xcode create one more folder with it called "project1Tests". So select "project1Tests" and add parse.framework in link Binary.
Check out the hierarchy:
PROJECT
project1
TARGETS
project1
project1Tests (you need to select this to add parse framework).
Hope this would help you resolve this issue.
I had this error also. I'm developing in Swift, so I added a "bridge header" as described in this Parse blog post.
The reason I got the "Parse.h not found" was that my project name contained spaces. (For project name I mean the Product Name you enter when creating a new project, which determines your folder's name.) The first day all went well, but after closing and opening Xcode, it turns out that Xcode interprets the words separated by spaces as different paths.
To fix this, you can go to Build Settings -> Search Paths -> Framework Search Paths and add an "\" before each space. (If you double click the path you'll see that Xcode shows each word separated by space as a different entry.)
Also note that the bridge header with #import <Parse/Parse.h> it's not compulsory: you can simply do import Parse.
All I had to do was remove Parse.framework from this list by highlighting and pressing delete.
Then I went down to the plus sign at the bottom of that list and had to select Add Other and manually locate the downloaded .framework file.
In my case, the error went away after I added the path to the directory where Parse.framework was to the Frameworks Search Paths Build Setting:
My project didn't even have an entry for that setting, so you may need to create it as well.
I had the same issue when upgrading parse to 1.4v. You have to delete Parse.framework from Framework List and from the project directory, when removed from both places copy again and check "Copy items to destination's group folder". It worked for me.
Its work for me.
Just go to Build Active Architecture Only and Debug should be yes and Release should be No
In my case I had to do one more thing additional to Sukhchais' answer.
It seems that though the parse.framework appears in the 'link Binary with Libraries' list for the targets, they might not have linked properly for some reason. Just remove parse.framework from the list and add it again as mentioned. By that way I was able to resolve my issue.
Just to Share my findings in case if somebody might have the same issue:
Accidentally we had two references of Parse.framework inside our source code base at two different places. And a reference of Parse.framework was linked in Build Phases of the target, from the first place. But when the app is compiled, Xcode was not smart enough to get a reference and trowed an error: "Lexical or Preprocessor Issue" error when "Parse/Parse.h" is imported in .pch file.
After spending couple of hours by trying various options, removed a reference of Parse.framework from the source base and kept only a single reference. This solved the issue.
And the app compiled successfully :)
For people coming from Ionic + Cordova if you are getting this error I solved it by removing my current parsePlugin and replacing it with this fork.
For simplicity, I used these console commands (Replace PARSE_APP_ID and PARSE_CLIENT_KEY with your keys in the Parse Console):
cordova plugin rm com.parse.cordova.core.pushPlugin
cordova plugin add https://github.com/grrrian/phonegap-parse-plugin --variable APP_ID=PARSE_APP_ID --variable CLIENT_KEY=PARSE_CLIENT_KEY
Ok, so I was having this problem as well. I uninstalled all my pods, reinstalled them again, and had no luck.
So the good news (and bad news considering the time I spent trying to find the problem) is that I eventually managed to solve it. Apparently, you have to import Foundation/Foundation.h before parse. I don't know whether this will work for you or not, but I tried everything on the net, and only this seemed to work. If you have any instances of this:
#import <Parse/Parse.h>
#import <Foundation/Foundation.h>
flip it around so that Foundation is declared first:
#import <Foundation/Foundation.h>
#import <Parse/Parse.h>
I also read somewhere that some people had issues with Facebook SDK and Parse SDK import. Apparently, the two have Bolt.Framework in common or something, which causes error. I removed Facebook SDK as well, which at first didn't make any difference. I hope I could help.

iOS,CoreAudio: a strange 'CADebugPrintf.h: no such file or directory ... ' error

There are bunch of helper filess in 'iPublicUtility' folder of several audio related Apple sample codes, such as aurioTouch:
http://developer.apple.com/library/ios/#samplecode/aurioTouch/Introduction/Intro.html
I can build these samples fine. But whenever I create a new project for testing and include the files from 'iPublicUtility' folder, I get:
'CADebugPrintf.h: no such file or directory ... ' error in 'CADebugMacros.h' file.
I made the settings of my test project to coincide with Apple samples, but this error is
not going away. Any suggestion?
SDK: iOS 4.2,
iMac OSX 10.6.6
Thanks all.
sy
select the Target, open the Build Settings pane, search for "Preprocessor Macros". Leave the fields blank (I've got rid of a DEBUG entry)
I used the answer provided by Justin and it worked fine, until I installed Xcode 4.3.1 and the problem came back.
Currently I solved this by downloading CADebugPrintf.h and .cpp.
I found the 2 files at this link:
http://svn.perian.org/trunk/CoreAudio/PublicUtility/
Cheers.
i have three distributions of Xcode installed.
the file exists in all three.
1) verify that the file exists on your system.
2a) add a search path to your project for the PublicUtility directory
or
2b) add the header to the target's "copy headers" build phase
depending on how many depends you have for these files, you may want a more reliable approach (which exists). one (fairly) safe/easy way to do this if you use a lot of the audio technologies and sources is to add its parent dir's parent dir to your search paths or source trees (recursively).
another way is to add it to a shared build settings file.
you could also copy a specific release someplace, then add that to your search paths. just be aware that the sources get updated somewhat regularly, so you'll have to update it when it's a good time for you. in this case, you'll should change your project references as well.
Edit: Adding the search path (2a)
One way to add a search path (assuming Xcode tools are installed at : /Developer/):
1) In Xcode (3), select the target.
2) cmd+i (get info)
3) select the "Build" tab of the info window
4) enter HEADER_SEARCH_PATHS into the search field
5) if the value is not defined at this level (e.g., it is not bold), then set the value to /Developer/Extras/CoreAudio/PublicUtility/ $(inherited)
if it is already defined at that level, then add /Developer/Extras/CoreAudio/PublicUtility/ to the list of directories to search (the value).
if you want to search the library recursively, use /Developer/Extras/CoreAudio/**. this may be useful when building AUs, or other projects which require the AU includes and PublicUtility includes.
Same problem, but seemed to have fixed it by downloading from the link below and adding in the missing CADebugPrintf.h and CADebugPrintf.cpp files.
https://developer.apple.com/library/ios/samplecode/CoreAudioUtilityClasses/Listings/CoreAudio_PublicUtility_CADebugPrintf_h.html
I was having the same problem and downloading the files into the iPublicUtility folder did not solve it. I found the answer by accident while learning about .mm extension files on this page:
Objective C Project using C++ POSIX Classes
I renamed my implementation file with a .mm and the compiler errors disappeared. Hope this may help someone down the line!

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