Xcode - symbol not found importing big bsd project - xcode

Context:
OSX yosemite 10.10.3
Xcode 6.3.1
Importing freebsd tree in xcode.
Works beautifully in eclipse.
Sucks in xcode.
Xcode takes it very fine if I create a new project with a few files.
I am new to xcode though.
Problem:
When I command click on most (~95%) variables / functions xcode tells me symbol not found. Works perfectly in eclipse.
After importing and recreating the index (deleting the DerivedData) the problem is still there.
Question:
Do I miss something ? Not so many options in xcode as it seems.
Is xcode only for apple'ish code ?
Is freebsd code too large to be handled correctly?

Related

What's wrong with iTunes Framework and Xcode on 10.14?

everything worked without issues, now with MacOS Mojave i get this in Xcode:
#import <iTunesLibrary/ITLibrary.h>
Error: File not found
Already tried reading the Framework, ensured the search paths are set, but nothing changes...
The funny part is, Xcode knows about the framework, because it suggests it while typing the Command, but on compile, it fails, cannot create App Updates anymore due this reason.
Solved it myself, the new Xcode broke all the Framework Search Paths, had to remove all entries and fix other Frameworks by hand, but it works now

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.

Problems compiling after upgrading to OS X 10.8 and Xcode 4.4

I opened one of my existing projects after upgrading and can no longer compile. Below is a screenshot of the type of warnings I get. What is this related to?
I finally got it to compile. As I suspected, the problem was buried in one of the "Build Settings", which I'm not too proficient in. Thankfully I had another project to compare with.
For some reason my "Framework Search Paths" were populated with some system paths. Once I cleared those, everything compiled!

OSX 10.8: Where is eventkit.h?

Am I the only one, or do others also have an error when doing
#import <EventKit/EventKit.h>
For some reason, this file cannot be found (10.8, XCode 4.4) even if XCode suggests it to me after typing a few letters!
I tried this in a new project with Xcode 4.4. It worked fine.
Is your project you pinned to the 10.7 SDK? Check your Base SDK setting. It should be set to Latest OS X (OS X 10.8).
This is usually set in the project, but you may be overriding it in your target's settings as well.
Before XCode 4.4, I used to just drag a framework into the framework section of the navigator on the right. That worked and was intuitive. For some reason, it does not work for the EventKit framework (perhaps even all other frameworks). The framework is recognized, but breaks the #include. If it is done using the method in Adding Framework in Xcode 4, it works fine.

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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