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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