Opening Storyboard fails with "An internal error occurred. Editing functionality may be limited" - xcode

Im running Xcode 9.2. My storyboards are completely useless now. Ive
experienced what this article shows and have tried everything the
article suggested.
My issue occurred when I tried to add a single swift file to an existing
objective C project with about 320 files in it already. I removed the
.swift file entirely from the project, then did everything in the article
link above and still nothing fixed it including removing/reloading XCode
several times trying different things.
I filed a bug with apple but haven't received any replies in a week (of course). Apple seems to be slammed with tons of bugs lately they keep
creating.
Now I cannot work on this project's storyboards at all and Im dead in the
water. Really not happy with Apple lately!
Is there anything more that anyone has had success in fixing this issue?
Im completely dead in the water on this application now.

Fixed this by setting the command line tools version to the correct one. Mine was blank in Preferences / Locations

For my case, whenever I open a storyboard from a workspace, this happens. So I got rid of cocoapods and workspace, then just use carthage for thirdparty libraries. Storyboards opens faster and without this error.
Note that the storyboard I am testing is empty.

This turned out to be stupidity on my part. I had a script that was killing certain processes on my Mac over and over and it turns out that was my issue. When I removed it everything worked as normal again.

Related

Xcode Error: "An internal error occured. Editing functionality may be limited" For all projects

I'm getting the following error:
An internal error occured. Editing functionality may be limited
for all my projects I open with xcode. I've tried the solutions that I've read on here, the only thing I haven't done is restart my Mac, as I am working with macincloud. The error is there for all my old projects. How can I fix this when I'm using macincloud?
This happened to me when I had two versions of Xcode running on the same machine.
The Xcode-select value could be pointing to the wrong version. (For example, if you're running Xcode 9, but it's pointing to an Xcode 8 version that's also installed on your machine, you might run into this)
If this is your issue, then try changing the value to the right directory by using something like this:
sudo xcode-select --switch /Applications/Xcode.app/Contents/Developer
This also, however, happens if files have incorrect permissions or a library/developer file has been manually deleted.
If you have only one version of Xcode installed, try deleting the derived data of the project and force-closing + restarting Xcode, or even reinstalling the IDE. More on deleting derived data here.
Let me know if any of this was helpful!
I recommend shutting down the app and then restarting. If this doesn't work, then it could be that you have to update XCode. You could also use an alternative to MacinCloud, like XCodeClub.com
Hope this helps!
I had this similar issue in my Mac and the issue has been resolved by my self. I had tried all the answers and also some from other links.
At last what I did is, I checked the storyboard that I have been working as, source code. Then removed the last view controller (Scene) that I had created and been working on from that storyboard file. Then cleaned and removed derived data. Restarted Xcode. And then it was looking fyn. I think there were some issues with the constraints on a storyboard that had around 8 scenes, so that Xcode LLVM couldn't load it correctly. Thanks for the response.

Xcode - Deleted derived data and screwed up the frameworks

I deleted the derived data and my frameworks are now messed up. Even though I removed and reinstalled the pod, xcworkspace simply refuses to detect it, worse it no longer creates the links and now it's all in red.
Really at a loss here.
Sorry if this seems like a stupid question but I'm self taught.
Latest update: I managed to get the app running again by changing "Build Active Architecture Only" from NO to YES. Not sure if this is the right way to do things but it works for me.
Still the frameworks are in red and I am worried Apple will not accept this project for it's store.
Anyone can help me with fixing it?
Progress # Day 2

Xcode 6.4 crashes in Swift breakpoint

In one project I'm using I can't set breakpoints in Swift code, Xcode always crashes when reaching one of them, doesn't matter if it's a "manual" or an exception breakpoint.
In other projects everything works as expected, only for one project Xcode 6.4 (6E35b) always crashes.
I tried cleaning, deleting derived data, resetting simulator, restarting Xcode/Mac - nothing helped at all.
Anyone else experiencing this problem and hopefully knows what helps?
EDIT
Seems only to be the case on one machine (Xcode 6.4, 10.10.5), but not on the other (Xcode 6.4, El Capitan). But as I mentioned in the comments, reinstalling Xcode didn't help, are there some other preferences I could reset/delete?
EDIT2
Here's the Xcode crash log file:
https://dl.dropboxusercontent.com/u/119600/Xcode_2015-08-12-074655_Stefans-iMac.crash
I would try uninstalling and reinstalling Xcode to see if it helps... I've heard of successes with this technique for similar issues.
Just delete the entire Xcode.app from /Applications, and reinstall from the .dmg. If you're not certain of the binaries and have time / bandwidth, consider re-downloading the .dmg.
If that doesn't work, try the following source control tricks (substitute "your favorite revision control" for "git"):
Try purging all objects not in source code control
Another approach: Check out the app again into a fresh repository (this will get even the files that may have been committed but ignored later).
If not under source code control, grab a .gitignore from here and add it to git, then check out into another directory (this will leave everything but source, interface builder, project files and resources/assets behind).
I'd suggest moving the breakpoint code to another location (such as making a function call and breaking either before or inside the function). However, if all Swift code has this problem, that may not work.
Finally, after making an interim commit (to roll back to), try it in Xcode 7 beta. Bit of a hassle because you have to upgrade to Swift 2.0, but if you keep the deployment target the same no iOS target changes are needed.
If this really is a burden and/or it's a small project, you could try creating a new project and migrating the files and storyboard over, but likely this is too much effort.
Either way, since you note it's pretty much all breakpoints in Swift code, file a bug with Apple's bug reporter. They really need to hear about issues such as this, since you don't seem to be alone in having this issue.
EDIT: Where are others seeing this issue?
Maybe we can see commonality -- since this is only reported in Swift projects (so far). A colleague has seen this problem with breakpoints (as well as stepping through code) in Xcode 6.4 on 10.10.4. (I've seen Xcode 6.4 crashes in the past as well).
I see OS version 10.10.5 mentioned as a target where this happens (#swalkner); is this a beta? If OS 10.10.4/5 is the only place we see this, it might be significant. If it's a project/OS interaction, it might be tricky to reproduce / fix, but I'd encourage everyone to submit detailed bug reports to Apple (maybe even link this post).
Some points to note if you're seeing this:
Operating System Version
Hardware
Target: Simulator vs. Hardware; iOS vs WatchKit app.
Target SDK version(s)
Swift only? Or on an Objective-C only project? Mixed?
Only one project, or several?
It's a longshot, but let me know if it's working:
uncheck the "Always show Dissasembly" check
Debug > Debug Workflow > Always Show Disassembly
In older versions of Xcode (<6.1):
Product > Debug Workflow > Show Disassembly When Debugging
I've just spent the past few hours trying to solve exactly the same issue.
I thought at first, it had started due to installing Xcode 7 on the same machine as Xcode 6.4. The problem certainly coincided.
However, due to having version control, I could look and see what files had changed since opening the project with Xcode 7.
The images.xcassets file had changed. Reverting this file back has stopped Xcode from crashing each time it hit a breakpoint.
I'm not sure whether this helps at all, but definitely look at images.xcassets and if needs be, delete it, recreate it and ensure it's setup 100%. It certainly fixed my issue.

AppleScriptObjc - Xcode 4.6.3 - Xcode No Longer Recognizes Created Outlets or Actions

Okay, log time reader, first time writer.
!!! NOTE: While reading this question, please bear in mind I am writing using AppleScript in a fresh Cocoa-Applescript project. I am NOT using straight Cocoa/Objective-C. !!!
With that out of the way.
I have been using Xcode and ASObjC for a while now and have developed quite a few productivity apps for myself, so I have a pretty good idea as to what I am doing and how it is supposed to work. However, this issue has me pulling my hair out!
A few weeks ago, I updated to OSX 10.8.4 (this is when I believe the issue started). Since then, Xcode no longer recognizes any outlets or actions I define in my AppDelegate file.
Here is an image illustrating the issue:
http://cl.ly/image/0a1b1T1O1O1m
"theLabel" should show under Referencing Outlets and "doAction" should show under Received Actions
This is especially strange when viewing projects created before the issue:
http://cl.ly/image/3J0m2a2q392r
The "!" to the right of each outlet states: AppDelegate does not have an Outlet named [outlet name] The Actions have a similar warning message.
I have done some Troubleshooting on the issue with no success.
Restarted Xcode - issue persists
created fresh project - issue persists
pulled all .plist files related to Xcode - issue persists
trashed DerivedData folder - issue persists
removed and reinstalled from App Store - issue persists
created fresh user account and project - issue persists
reset NVRAM - issue persists
tried on different computer - issue resolved
Issue seems to be isolated to this machine.
If anyone can help me with this, that would be awesome. Maybe I am just missing something important.
I'm usng OS X version 10.8.4 with Xcode 4.6.2.
I tried out what you said.
I made a new AppleScriptObjC project from the Xcode template with document-based application set to false, so Xcode create a new project for me with an AppDelegate.
I got the actions for the AppDelegate class to work both tying menu-items to First Responder and tying them directly to the AppDelegate.
I tried changing the name of the app delegate to "ThisIsTheDelegate". This didn't work until I also changed the name of the AppDelegate class to be "ThisIsTheDelegate" in Xcode's identify inspector.
I don't know if this is the problem that you are having or not.
You wrote in your original question that:
tried on different computer - issue resolved
So it must be something about your configuration.
When I first tried AppleScriptObjC in Xcode, I got some errors that were resolved on my computer by removing some osax files from
/Library/ScriptingAdditions
I don't know if this is the problem that you are having, but I removed them all and stashed them somewhere else for safe-keeping in case I needed them, and I haven't needed them yet.
I believe that these .osax scripting additions were installed by a third-party, namely Smile and Satimage.
I understand that there is some good functionality in these scripting additions, but Apple recommends that third-party developers don't even develop .osax scripting additions because they as so global.
What's better is to use Scripting Agents which are apps that aren't even in the picture unless you give them a tell command.
That's all that I can think of.

Xcode 4 - Error Starting Executable

I've been working on a project in Xcode 3.2.5 and today I tried migrating it up to Xcode 4.0. It compiles just fine; I can navigate to and execute the .app without a hitch (as expected). The only thing that is screwy is the fact that Xcode cannot launch the application, and displays the following error when it tries:
"Error starting executable. No executable file specified. Use the "file" or "exec-file" command" (image not available)
I've scoured the Project and Xcode settings and have been googling for half the day, but all I can find are dead ends and people bashing other people about breaking Apple NDA. FYI Xcode 4 has been released, and is no longer under NDA.
Should I just start a new project and copy in my source? Sounds wrong to me, but brute force works when brute force works.
Thanks in advance
At a guess, the schemes it set up for you based on your v3 targets and build settings might not be quite right. From the schemes menu, choose to edit the current scheme, then select the Run action from the list and make sure the appropriate exectuable is selected.
I ran into the same issue this question came up so I spent my time identifying the issue, reproducing the issue, narrowing it down and explaining as best I could how to not make it happen - as well as the general frustration that comes with an issue like this (it hit me on 2 different versions of Xcode in 2 weeks).
If you're going to delete my post then at least take the time to try and answer the question as I had tried to do.
Now, on to the reply that actually tells how this issue may be created and how to avoid that.
I JUST had this happen creating an app for iOS. Why? I renamed my target executable.
Just tested this by checking out a new copy of the source and rebuilding.
The app ran fine on my device.
Went in to Xcode 4.2, renamed the target. Ran the app. "Error starting Executable..."
I changed the filename back. Same error.
Cleaned and ran the app again and it launched.
Renamed the app, cleaned and ran it again. Not so much luck.
Don't rename your app by renaming the target.
This is such a stupid limitation. Apple lets you rename your target app, but by doing so, this prevents your app from launching on the device.
EDIT: I haven't checked in any code, but now I can't check out and build and run any app without this happening. How do you get the device/xCode out of this state once you've gotten it in to it?
Even the app now crashes on launch at int retVal = UIApplicationMain(argc, argv, nil, nil);
This is in Xcode 4.2 on Snow Leopard, but I got into the same state with Xcode 3 on another Machine last week.
Edit 2: Rebooted the device, rebooted my Mac. Built and ran in the simulator first, then on the Gen4 iPod touch. It works.
I had this issue when migrating a project from Xcode 4 to 4.1, and it ended up being due to the Target's "Product Name" being different in the debug and release configurations. A holdover from when I changed the name of the product many versions ago. So check that...
I've downgraded Xcode from 4.2 to 4.1 only to encounter an error at build and run on device: "Error starting executable. Don't know how to run ...". I've cleaned the project (Xcode > Project > Clean) and cleaned the build folder (Xcode > Project > (hold option key) Clean Build Folder). After that I had to build again and it built okay on iPod touch 4g running iOS 5.
Well, it sure sounds like a whole family of bugs behind that error message!
I got the error after loading up an Xcode 3 project under 4.2.x for the first time.
None of the above tips worked for me, however what I eventually did was switching from GDB to LLDB.
That fixed it.
It looked like the new path to the executable wasn't properly recognized by GDB (i.e. once locally at PROJECT/build/Debug/... in Xcode3 but now in the usual temp. folder location with Xcode 4 it was still looking for the executable in the build folder relative to the project sources)
I duplicated the target and rename the copied on to different name, I got this error message. What I did is to clean the project, exit Xcode, restart the Xcode, then it can run on my device.

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