NOTE: Unit testing is a lot easier to setup nowadays. This tutorial is not really relevant for Xcode version 5 and above.
It took me quite some time but I finally managed to make it work for my project.
To create the "logic" tests I followed Apple guidelines on creating logic tests.
This works fine once you understand that the logic tests are run during build.
To be able to debug those tests it is required to create a custom executable that will call those tests. The article by Sean Miceli on the Grokking Cocoa blog provides all the information to do this. Following it however did not yield immediate success and needed some tweaking.
I will go over the main steps presented in Sean's tutorial providing some "for dummies" outline which took me some time to figure out:
Setup a target that contains the unit tests but DOES NOT run them
Setup the otest executable to run the tests
Setup the otest environment variables so that otest can find your unit tests
The following was performed with XCode 3.2.5
Note for XCode 4
In XCode 4 it is possible to debug your unit tests DIRECTLY. Just write your test, add it to your target as one of the tests and set a breakpoint in it. That's all. More will come.
Step 1 - Setting up the target
Duplicate your unit tests target located under your project Targets. This will also create a duplicate of your unit tests product (.octest file). In the figure below "LogicTest" is the original target.
Rename both the unit tests target and the unit tests product (.octest file) to the same name. In the figure below "LogicTestsDebug" is the duplicate target.
Delete the RunScript phase of the new target
The name of both can be anything but I would avoid spaces.
Step 2 - Setting up otest
The most important point here is to get the correct otest, i.e. the one for your current iOS and not the default Mac version. This is well described in Sean's tutorial. Here are a few more details which helped me setting things right:
Go Project->New Custom Executable. This will pop open a window prompting you to enter an Executable Name and an Executable Path.
Type anything you wish for the name.
Copy paste the path to your iOS otest executable. In my case this was /Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.2.sdk/Developer/usr/bin/otest
Press enter. This will bring you to the configuration page of your executable.
The only thing to change at this point is to select "Path Type: Relative to current SDK". Do not type in the path, this was done at step 3.
Step 3 - Setting up the otest arguments and environment variables
The otest arguments are straightforward to setup... But this proved to be my biggest problem. I initially had named my logic test target "LogicTests Debug". With this name and "LogicTests Debug.octest" (with quotes) as argument to otest I kept having otest terminating with exit code 1 and NEVER stopping into my code...
The solution: no space in your target name!
The arguments to otest are:
-SenTest Self (or All or a test name - type man otest in terminal to get the list)
{LogicTestsDebug}.octest - Where {LogicTestsDebug} needs to be replaced by your logic test bundle name.
Here is the list of environment variables for copy/pasting:
DYLD_ROOT_PATH: $SDKROOT
DYLD_FRAMEWORK_PATH: "${BUILD_PRODUCTS_DIR}: ${SDK_ROOT}:${DYLD_FRAMEWORK_PATH}"
IPHONE_SIMULATOR_ROOT: $SDKROOT
CFFIXED_USER_HOME: "${HOME}/Library/Application Support/iPhone Simulator/User"
DYLD_LIBRARY_PATH: ${BUILD_PRODUCTS_DIR}:${DYLD_LIBRARY_PATH}
DYLD_NEW_LOCAL_SHARED_REGIONS: YES
DYLD_NO_FIX_PREBINDING: YES
Note that I also tried the DYLD_FORCE_FLAT_NAMESPACE but this simply made otest crash.
Step 4 - Running your otest executable
To run your otest executable and start debugging your tests you need to:
Set your active target to your unit test target (LogicTestsDebug in my case)
Set your active executable to your otest executable
You can build and run your executable and debug your tests with breakpoints.
As a side note if you are having problems running your otest executable it can be related to:
Faulty path. I had lots of problem initially because I was pointing to the mac otest. I kept crashing on launch with termination code 6.
Faulty arguments. Until I removed the space from bundle (.octest) name I kept having otest crash with exit code 1.
Wrong path in environment variables. Sean tutorial has lots of follow-up questions giving some insight on what other people tried. The set I have now seems to work so I suggest you start with this.
You may get some message in the console which might lead you to think something is wrong with your environment variables. You may notice a message regarding CFPreferences. This message is not preventing the tests from running properly so don't focus on it f you have problems running otest.
Last once everything is working you will be able to stop at breakpoints in your tests.
One last thing...
I've read on many blogs that the main limitation of the integrated XCode SenTestKit is that tests cannot be run while building the application. Well as it turns out this is in fact quite easy to manage. You simply need to add your Logic tests bundle as a dependency to your application project. This will make sure your logic tests bundle is built, i.e. all tests are run, before your application is built.
To do this you can drag and drop your logic test bundle onto your application target.
This post is intended as a "How-to" more than a real question. Therefore this answer is just meant to allow me to mark the "How-to" as "answered". This will probably be flagged by the community as irregular. I'm up for suggestions on where to post future "How-to" articles.
One final note though on this topic.
For those who still wonder whether writing unit tests is worth it I would definitely say Yes!
I am currently writing an application with CoreData and retrieval of data from a web service (xml parsing). The complete model can be tested and debugged without having to:
run the actual application on the simulator or device. Not having to use the device to run the tests is a huge gain of time. It's the difference between 2 minutes and 5 seconds per run.
without the need to create views or controllers when testing the model. The complete development and testing can focus on the model only in the first iteration. Once the model is cleared for integration the rest of the development can follow.
To debug the xml parsing I can simply use "hard-coded" files which I completely control.
The crux is of course to write the tests as you implement features in the code. It really is a time saver down the line in terms of debugging of the complete application.
Voilà, I'll leave it at that.
I was able to run the test case in debugger in the following simple steps:
Product > Build For > Testing
Put a break point in part of the test you want to debug
Product > Test
This is on Xcode 6.0.1 and seems much more convenient than the long procedure described above.
Related
The app intents extraction from the new AppIntents framework takes a lot of time, even when changes in code don't touch the intents directly.
In the build log reasons for this step to happen differ, but mostly it's that "file X changed" and I wonder if I can somehow cache that intent or at least extract this metadata only in Production builds? Simple #if debug doesn't prevent this step from being executed.
So far the only idea I came with is to switch the executable run by xcode.
It's inside /Applications/Xcode.app/Contents/Developer/usr/bin named appintentsmetadataprocessor make sure to backup it!. I replaced it with simple
#!/bin/sh
exit 0
Of course you need to add chmod +x to it.
Then your widgets won't work, but if you're building releases through CI you should be safe + you can always put the previous appintentsmetadataprocessor back.
Now the step takes 0.1 sec.
Is there a way to provide a small test window without performing a complete build in Xcode? I know that eclipse gives you a small preview window at the bottom of the IDE but I can not figure it out for Xcode. I am mainly looking to test certain conditions and outputs that may not always print a value to the screen. Any suggestions?
Move your testable code into a framework that is accompanied by its own unit test bundle. Now testing involves just clicking the little run button next to a unit test. You can run a single test method or a whole suite, depending on your needs. When you run a test, the entire app does not need to be built — just the framework; and the app itself never runs and the Simulator never opens. And the results appear in the little Xcode Console pane at the bottom of the project window (and are preserved also in the Report navigator).
This is an excellent way to organize your app structure. I routinely use this kind of architecture.
Is there a way to output the time taken to compile a swift file during an xcode build?
I would like to compile from the command line to trigger the same build xcode does but to include the time taken to compile each file.
The Report Navigator show full build reports per file but there is no timeframe associated with them.
I would like to cut down the compile time of a Swift 1.2 project, as it takes around 5 - 10 minutes after a clean or 3 -5 minutes after changing source in a heavily dependent file.
You can add…
-Xfrontend -debug-time-function-bodies
…to Other Swift Flags in Swift Compiler - Custom Flags section (build settings).
Note: You have to keep same order of these flags. -Xfrontend says that the next flag should be passed to the frontend. It will not work if you reverse the order.
Then you can get compile times in your build log:
Which is useful when you do want to optimize compile time and also it's good to attach this kind of build log when reporting an issue to Apple Swift guys about slow compile time.
Credit goes to Joe Pamer Errant compiler hacker. Currently an engineering manager at Apple (Swift, Clang), formerly at Microsoft (TypeScript, F#, JavaScript, .NET). He tweeted it as a response to Rob Rix question about profiling Swift compilation. It made me curious, so, I disassembled compiler, checked text section for more flags and found other hidden options. Don't use them in production code, just play with them.
Build time of the whole project. Run following command in terminal…
defaults write com.apple.dt.Xcode ShowBuildOperationDuration YES
…restart Xcode, clean & build and…
What if I have pods?
Do same as above for your pods project
The short question is: How can I get iPhone (objective-c) file operations to work correctly from a command line Unit Test?
The long question, with explanation: This will eventually become a script to perform automated building/testing for my iPhone build, via a Hudson instance. Following makdad's link on this SO question has allowed me to run Unit tests from the command line (semi) successfully.
However, one of my tests fails. The test would call a Caching Service class to save a file, then try and retrieve it. however, file I/O appears to not work when running the tests from the command line :(.
For Reference, running the Unit tests via the Xcode GUI results in no such errors.
I am using NSFileHandle method calls to get handles for writing. if they return nil, the file is created using
[[NSFileManager defaultManager] createFileAtPath:filePath contents:nil attributes:nil];
I thought it may have to do with the spaces in the path to the simulator's cache directory. am I on the right track? if so, how would i rectify this?
Note also that the simulator needs to be NOT running already in order for this to work, the simulator is started programmatically and does not display a GUI. if it is running, the command line build fails.
First: 'the simulator needs to be NOT running already in order for this to work'
I have my tests running in the terminal and it doesn't matter if the simulator is on.
Maybe some build settings you have to look at are: TEST_HOST and BUNDLE_LOADER.
I leave them empty in my xcodeproj.
Note: I'm using Hudson as well with test reports and code coverage.
Second:
I have experienced failures in tests terminal and application with loading paths. This was related to the Core Data model which is loaded from a resource.
The solution was to load the file from url instead of a path:
[[NSBundle bundleForClass:[self class]] URLForResource:....];
I cannot ensure this relates to the same problem your encountering with the NSFileManager, but i can only imagine that NSBundle makes use of the NSFileManager. (So this can be related)
Third:
Do not make your tests dependent on I/O.
I find that that is not the purpose of a Unit Test. Such test may not rely on a filesystem, database, network connection, etc.
Make an file system abstraction class that you mock while running your tests.
This way your implementation is only at one place relying on the actual file system, which you can replace during testing.
You only need one test to check that abstraction.
Summary
The first will improve your test setup.
The second will hopefully solve your test problem.
The third will reduce the occurrence of the problem and improve your code.
Hope this was helpful.
I've managed to set up unit tests for my library in Xcode 4. I've performed builds with tests that I know will pass and fail (i.e. STAssertTrue(YES) and STAssertTrue(NO) ) just to make sure it's working. I'm using the default apple SenTest libraries following this document.
However, when my tests are running I'm getting this error in the build log :
An internal error occurred when handling command output: -[IDEActivityLogSectionRecorder endMarker]: unrecognized selector sent to instance 0x20310b580
To be clear, it's not affecting the running of the tests at all, just the output into the build window. All the tests run each time so I can tell a pass / fail by looking to see if the build succeeds or fails.
However, when my tests fail I can't find out which one fails because the output seems to stop when it gets to that error.
Does anyone have experience with unit testing / Xcode 4 / this error?
I just posted this on another thread, but I'm going the opposite direction for Xcode 4.
Please see my blog post exploring the topic, leave a comment if you think I'm wrong.
I realise it doesn't directly answer your question, but forget SenTestingKit and use GHUnit. It'll take you about 10 minutes to figure out (much more straightforward than OCUnit) and will save you a lot of headaches. IMHO, Apple should be shipping it with Xcode instead of OCUnit.
GHUnit can run your tests in a true application environment (with a GUI), or on the command line. It literally just drops into your existing project as a separate target.
https://github.com/gabriel/gh-unit