No such module Parse errors [closed] - xcode

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I'm getting an error saying "no such module Parse" after downloading SDK( Parse) and adding frameworks and dependencies to my App. When I added "import Parse" to AppleDelegate.swift but it caused the error.
I attached a screenshot above.
Can anyone help me with this?
Thank you so much

Remove the framework completely by clicking delete in your framework folder (in Xcode, not finder)
Make sure that there is no trace of the framework in finder in your project folder. (I had the same problem and found out that I had duplicates in my Xcode project folder)
Restart Xcode
Re download the frameworks and put into your project through Xcode (not by dragging them in finder)
Clean project
It should run after doing these steps. I had the same problem as you and found restarting Xcode and reloading the frameworks worked. Hopefully this also works for you.

possible duplicate isn't an issue, it means that your question has been asked before ;)
This is what I think you should do:
Your framework is most likely written in Objective C and therefore your cant import it so easily.
Inside your framework create a header file:
Then you write this in the header file to import the parse modules I think:
#import <Parse.h>
And now you should be able to do:
import Parse
Don't forget this:
Go to your main project -> Build Phases -> Link Binary With Libaries -> add Parse there.
I am not sure how the parse module is called, so inside your framework, check how to main file is called (most likely something like parse.h) and replace that with the code inside the <...>

Related

AudioKit 4.11.2 Playgrounds: "No such module AudioKitPlaygrounds"

It has been a year since updating so I downloaded AudioKit 4.11.2 yesterday. I built all of the frameworks, including the AudioKit and AudioKitUI xcframeworks.
Then I began playing with the Playgrounds. Right away Xcode tells me the build failed because it can't find the AudioKit frameworks. It appears that the Search Paths that are set in the original project file need tweaking so I set it to "$(inherited)../Frameworks".
Now it builds but still will not run, saying on the import AudioKitPlaygrounds statement that there is No such module AudioKitPlaygrounds.
Odd, because that is the target of the build and it exists in the Derived Data Products folder.
Searching through StackOverflow shows that AudioKit has had similar problems like this in the past but none of the proposed solutions seemed relevant to my situation.
What other tricks are necessary to get the Playgrounds running? Shouldn't it build and run straight out of the box without messing with the project search paths?
My environment is:
macOS 10.15.6
MacBookPro
Xcode 12.0.1
I ran through a similar problem with macOS 10.15.7, XCode 12.1 and AudioKit 4.11.2.
I got the same “No such module AudioKitPlaygrounds” message.
The "Build Active Scheme" option was unchecked in my File Inspector >> Playground Settings, so I checked it, rebuild the "Introduction and Hello World" .playground and it worked.
Edit (04/15/2021): David Thery gave a more complete answer in the following answers.
Also, make sure to:
run 'pod install' + automatically converting to swift5 in XCode
check "Build Active Scheme" as mentioned by Miguel FOR EACH single playgrounds you want to run.
run the playground with the play button in the editor, not the xcode main run button
If you want instead to use AudioKit in another XCode project, only two steps:
download AudioKit and AudioKitUI frameworks from here:
embed them in General > Frameworks, Libraries, and Embedded content, as shown on the screenshot below.
How did you build the frameworks? The assumption when it comes to the paths in other projects (including Playgrounds) is that they have been built via the build_frameworks.sh and build_xcframework.sh scripts in the Frameworks directory.
The end result should be a set of XCFrameworks in that same Frameworks directory, which is in turn referenced by examples and the playgrounds project.
To anyone still experiencing this issue, I just found a really simple solution. I was opening my playground files directly from 'Open Recent'. Problem is, Xcode doesn't automatically look at the parent directory and included files. Just close Xcode and open the AudioKitPlaygrounds.xcodeproj from finder. When you open your playground files from there they should work properly.

Target of URI doesn't exist: 'package:image/image.dart' [closed]

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I updated my flutter today and I had a lot of problems with the image package.
Target of URI doesn't exist: 'package:image/image.dart'.
Try creating the file referenced by the URI, or Try using a URI for a file that does exist.darturi_does_not_exist
Make sure you have this is pubspec.yaml,
*note remember to have every space in this file aligned
dependencies:
image: ^2.1.14
Save that file, if you're running VS Code, it will run the command pub get for you automatically, if you're running Android Studio, click on Get Dependencies on the top of the screen after saving the file, otherwise you can do it manually via the terminal with the command pub get
then try again
import 'package:image/image.dart';

Build errors with a new Swift app [closed]

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Totally new Swift. I was going through the tutorial at RayWenderLich
and ran into some build errors before even putting in any code. I created the new project, click run, and the following errors show up. (I'm using Xcode 7.3.1)
IconsCore.h
Unknown type name 'IconFamily Resource'
Unknown type name 'IconFamilyHandle'
Unknown type name 'IconFamilyHandle'
NSURLError.h
Could not build module 'CoreServices'
ApplicationServices.h
Could not build module 'CoreServices'
Could not build Objective-C module 'Foundation'
My searching is turning up empty and getting quite frustrating. Especially when I'm just trying to get started. Does anyone have any ideas?
Well, I'm no longer having the problem. Looking to fix Xcode, I ran a terminal command that cleaned something out of /var/logs, and then I could no longer boot. So I went scorched earth and reinstalled the entire OS and Xcode. I did run into some errors while installing, (I think my SSD is failing) but I no longer get the errors while trying to build and run an app.
Summary - I THINK that the problem was a result of corrupted OS or Xcode files.

#import causes parse issue: "could not build module"

After updating with Xcode 6.3, I found something strange things with my projects.
Below codes causes parse issue that says "Could not build module 'AgendaFramework'", the AgendaFramework is my custom embedded framework for ios8:
#import MyEmbededFramework;
The error marker looks like this:
The issues is raised during indexing not building. Whole building can be performed successfully without any error or warning. I can build, archive, run on device, deploy, submit to App Store.
However the error marker shows up when I edit the classes that belongs to the extension. The the extension(widget) explicitly linked to the embedded framework. (I know that I don't have to do it when I use #import statement.)
In this state, I could not receive any valid content assistant, very annoying.
After I replace the import statement with old style, the problem was disappeared:
#import <AgendaFramework/AgendaFramework.h>
I have several other projects that have very similar topology with the project which causes this issue, But they are okay. Only one project causes this issue. I compared every detail build settings, I could not find any clue.
I tried:
Delete derived data
Full Clean
Reboot
Any clues are welcomed. Thanks!
It looks like turning on:
Allow Non-modular Includes In Framework Modules solved this issue for me.
Hi this is due to the fact that file which you are making it public in framework header must be public also.
Sometimes this issue can be solved by adding the framework to the same folder as the .xcodeproj file, no subfolders or anything.
Credits to Jonny who points it out as a comment in the question.
Solution that worked for me: diligence in framework header file orientation to system style imports... like #import <CoreXLib/CoreThreads.h> the story:
In my case my framework that I built came from the combination of several code bases as it became apparent that I could reuse some of the general design patterns across that code easer via Framework vs the fragile Xcode project pathnames.
As I built my framework "CoreXLib", I reorganized it into the Cocoa Framework typical of Xcode. I changed my imports from:
#import "CoreTypeAliases.h" // project local style
to
#import <CoreXLib/CoreTypeAliases.h> // system or framework style
appropriately. Several projects that used the CoreXLib.framework which includes the public headers in the lego-folder worked... so I thought I was good to go...
Unfortunately some of the headers that were public did not get fully updated. The classes in the framework built just fine in the local style. All projects using it worked up to this point and then I ran into one that didn't... and the error noted by #jeeeyul
So after finding this thread and finding #kwz 's solution, and not having it do anything in my case, I decided to polish the code up while I was trying to figure this problem out. In the polishing, I found that some of the #imports did not get changed like they should have in the Xcode search and replaces. Time for some hand-jamming...
After fixing all of those references in all of my CoreXLib project headers (not just the public ones, self defense), I dove back into the problem... I took the newly complied CoreXLib.framework over to the errant project that embedded it... and the problem had vanished! I checked the Allow Non-modular Includes... in both the framework project and the project that linked the framework in and both were "No". Flipping both to "Yes" and to "No" made no difference in several tests. The only other change was the #import "..." to #import <CoreXLib/...> modifications.
So sometimes polishing the apple 🍎 knocks the bugs🐞🐞off...
set YES in Build Active Architecture Only in build settings.
It worked for me.
Today I solved this problem by those steps,:
Chose the schema "MyEmbededFramework"
Press [Command + B] to build
From the build phase panel, add "MyEmbededFramework.framework" to Link Binary With Libraries
Try to build your project, the problem may disappear now.
you can try this, it's work for me. delete DerivedData dir that about your project.step by step
Turn off module's in build settings. That may work

Cyclic dependency in module 'CoreFoundation': CoreFoundation -> SpriteKit -> CoreGraphics -> CoreFoundation [closed]

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I've got a perfectly running sprite-kit project cloned from github to my mac, and i keep getting multiple compiling errors as the one in the title.
The project works well on all supported devices and simulators in my friends mac, which has the same Xcode Version 5.0.2, ios7+. I have no clue where I'm getting this error from, it comes from native libraries such as corefoundation. Has anyone ever seen this error before?
it seems to be a bug in xcode 5 and github. I've tried doing git checkout to older commits, till I found one that did work. then I did git checkout back to the latest commit, and it would magically work. the problem may reappear often, but then just repeating the process will do, as it did for me a couple of times.

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