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Re: Xcode7 "no module named 'UIKit'?
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Re: Xcode7 "no module named 'UIKit'?


  • Subject: Re: Xcode7 "no module named 'UIKit'?
  • From: Alex Zavatone <email@hidden>
  • Date: Sat, 29 Aug 2015 21:20:54 -0400

Not a problem, sir.  

I've done exactly the same thing.
                            

On Aug 29, 2015, at 3:32 PM, Alex Hall wrote:

Well, I'm currently rather red with embarrassment. I did indeed have the wrong category selected, and didn't even notice. I've been playing with iOS for a while, so seeing CocoaTouch and UIKit seemed normal, and I never even realized that OS X shouldn't have them. Sorry for taking everyone's time and inbox space. :)
On Aug 29, 2015, at 2:56 PM, Quincey Morris <email@hidden> wrote:

On Aug 29, 2015, at 11:43 , Alex Hall <email@hidden> wrote:

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.

Well, that�s a clue, isn�t it? There is no UIKit for OS X. Your original message said that UIKit wasn�t misspelled, so I assume the file has an �import UIKit�, which shouldn�t happen for an OS X app.

When you create a new class, are you maybe choosing the Class template from the iOS portion of the list rather than the OS X part?



--
Have a great day,
Alex Hall
email@hidden
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References: 
 >Xcode7 "no module named 'UIKit'? (From: Alex Hall <email@hidden>)
 >Re: Xcode7 "no module named 'UIKit'? (From: Quincey Morris <email@hidden>)
 >Re: Xcode7 "no module named 'UIKit'? (From: Alex Hall <email@hidden>)
 >Re: Xcode7 "no module named 'UIKit'? (From: Quincey Morris <email@hidden>)
 >Re: Xcode7 "no module named 'UIKit'? (From: Alex Hall <email@hidden>)

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