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 protected]> wrote:
> 
> On Aug 29, 2015, at 08:47 , Alex Hall <[email protected]> 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 protected]


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