Not a problem, sir.  

I've done exactly the same thing.
                            

On Aug 29, 2015, at 3:32 PM, Alex Hall wrote:

> 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]> 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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