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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