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 protected]> wrote:
> 
> On Aug 29, 2015, at 11:43 , Alex Hall <[email protected] 
> <mailto:[email protected]>> 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 protected]

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