Re: Xcode7 "no module named 'UIKit'?
Re: Xcode7 "no module named 'UIKit'?
- Subject: Re: Xcode7 "no module named 'UIKit'?
- From: Alex Hall <email@hidden>
- Date: Sat, 29 Aug 2015 14:43:59 -0400
Sorry, I should have specified. It appears to happen to any new class I create after making a new project. I've just made two using cmd-n, and both give the exact same error: "no module named UIKit". This is in the boilerplate code Xcode inserts, before I do anything. Building fails, with the "no module named UIKit" error appearing to be the only error other than some position ambiguities. It's a Swift project made from the standard Cocoa application template for OS X.
> On Aug 29, 2015, at 2:11 PM, Quincey Morris <email@hidden> wrote:
>
> On Aug 29, 2015, at 08:47 , Alex Hall <email@hidden> wrote:
>>
>> I've seen this off and on in the last few betas, and have no idea how to solve it. Sometimes, when I make a new project, a file will show the error "no module named 'UIKit'". The file is empty apart from the code Xcode inserted automatically, so there can't be a typo in UIKit. Is there a simple fix for this, or is the bug at least known, if indeed it is a bug and not something I'm doing wrong? Thanks!
>
> What file? If you’re talking about a file created as part of the new-project template, then it’s not going to be “empty”, but will have some boilerplate in it.
>
> If you’re saying you create a new class file, then my guess would be you’ve forgotten to set the correct target membership when you created the file.
>
> If neither of those apply, then there might I suppose be errors that appear temporarily because Xcode does several things asynchronously (such as indexing) just after creating a project. When you get the error, what happens if you go ahead and build anyway? Is there a build error, or does the original error go away?
>
--
Have a great day,
Alex Hall
email@hidden
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