Run script during Clean / Clean All in Xcode - iphone

I have a fairly complex (iPhone SDK) Xcode project, with many targets -- 4 static libs, unit tests, multiple sample apps, a BuildAll that runs a shell script, and a Package that runs another shell script. The "BuildAll" target creates a directory in the project with some subdirectories with contents ready for distribution.
When I click "Clean All," though, Xcode doesn't know to clean my Distribution directory. I'd like it to. I can't seem to find a way to do this -- does anybody know how?
It feels like Clean and Clean All should really just be targets in Xcode, and I should be able to add a "Run Script" phase. Not so, to my knowledge.
BTW, the "BuildAll" target does handle cleaning the Distribution directory, so this is not the end of the world to me. It's just irksome that "Clean All" doesn't actually clean all in my particular case.

You can try to Add > New Target… > Shell Script Target by control-clicking on a Targets node in the Groups & Files.
Then, after double-clicking on a Run Script node you setup any cleanup-scenario using $ACTION variable that can have values clean, install, etc.
And finally, newly created Shell Script Target should be added to the main target as dependency.

You can add an "External Target" that does the cleaning in an external script, and add that target as a dependency of one of your static library targets. Create the target, and drag it under one of your static library targets. Check for the action using the $ACTION environment variable in the script.

Related

Xcode Copy Bundle Resources can't find files

Xcode can't find my Storyboards and my Info.plist in my Copy Bundle Resources, So my App doesn't run. I tried to add the Existing files again but they always appear red highlighted. I'm pretty sure it must be a local problem because when i clone the latest update from my repository on my other mac its runs without any problems. I already tried to re-install Xcode, delete files from Xcode/DerivedData and i also deleted the com.apple.Xcode.plist.
Anyone any ideas?
Try to reset your Simulator and then clean your App Build Folder
My experience is that the proposed solution works, but cleaning and re-compiling the entire app whenever a resource has changed is very tedious, especially for larger projects.
Therefore I came up with this solution that forces fresh resources in the app on a per-directory basis, without having to clean or recompile:
Add a 'Run Script Build Phase' (Editor > Add Build Phase > Add Run Script Build Phase)
Copy/paste the following script into the build phase (don't forget to set the actual paths on line 1):
dirsToCopy=("path1/directory1","path2/directory2")
for INPATTERN in "${dirsToCopy[#]}"; do
INDIR=$PROJECT_DIR/$INPATTERN/*
OUTDIR=$TARGET_BUILD_DIR/$CONTENTS_FOLDER_PATH/$INPATTERN
cp -R $INDIR $OUTDIR
done
For those not used to working with shell scripts:
paths on line 1 of the script are relative to the project directory (where the .xcodeproj file resides)
you can add more (or less) paths to the array dirsToCopy if you want
you can change the pattern of files to copy where variable INDIR is defined
you can change how the copying is done (currently, recursive due to -R) by changing the flags to cp in the last line of script within the for block.

Running script only for an 'Archive' build in Xcode 4

I have a script that I run using osascript from a Run Script Build Phase in Xcode 4. This script does some checks to try and catch any human-error in plists and suchlike.
However, I only really want to run this script when a developer chooses 'Archive' as opposed to running it every time they build.
Is there any way of testing for this situation? Either in Shell Script or Apple Script?
In Xcode 4+, you could run this script as a pre- or post-action script on the "Archive" action. However, pre- and post-action scripts are not considered part of the build itself; their output is not part of the build log, and a failing script will not cause the build to fail.
If you want to include this script as a first-class part of the build, such that its failure will cause the build to fail, then you'll want to do something else. Make a new "External Build System" target, and configure it to run your script. The path to your script can be a relative path, relative to the project root.
Finally, open your main project scheme, and in the "Build" tag add the new checker target, and set it to only be included in the "Archive" action. This should cause your checker script to be run as part of the build only when "Archive" is selected, and if the script returns a non-zero value the build will fail.
Here's a step-by-step visual guide to configure a bash script to run only when archiving a target:
File > New > Target > Other > External Build System
Name the product accordingly and set /bin/bash as the Build tool
Provide the path to the script under Info > Arguments of the newly created target
Product > Scheme > Edit Scheme…, and edit the scheme of the target where you want this script to run before archiving. Under Build, add the External Build System target you added in step 1. Reorder if needed. Then uncheck everything except Archive.
Add a "New Run Script Phase" to your project's "Build Phases"
Move (drag&drop) your script in the right position
Check the "Run script only when installing"
If you don't do 3. the script will run all the time, but if you check that box, it will only run when archiving.
So in latest Xcode (13.3) you can edit your schemes and copy & paste (or drag&drop) your executable script in the run script textfield (see image).
The pre-Action is executed before the Organizer is opened and the post-action is executed after the build landed in the archives list of products. In both cases the build process of archiving will run through beforehand.
A quick test on my own system shows no difference in the detailed script output between straight "Build" and "Build and Archive".
Also, you can't test for the presence (or absence) of the archive, since it only gets created at the very end of the process, when all scripts have been run.
As far as I can see, there is no current option within Xcode 3 to do this. Maybe file an enhancement request with Apple?
While you wait on Apple, the only solution I can offer is to use xcodebuild and xcrun as part of a command-line shell script, where you would know if you are archiving or not. This is not a stay-in-Xcode solution, but it does have a lot of flexibility.
Xcode "Build and Archive" from command line

Settings bundle with non-standard name

May I use a settings bundle in xcode which is not called Settings.bundle?
If I have multiple settings bundles (for multiple build targets), must I define these additional names anywhere? My application seems to always look for one called Settings.bundle.
For those of you who aren't good at shell scripts, here's a template version of what I used. In addition to a Debug and Release build, we also had a Debug-Special build with its own Info.plist in the build settings, and a different Settings.bundle/Root.plist file. I created copies of the Setting.bundle/ folder to Settings(original).bundle and Settings(special).bundle and added this script to the pre-build:
subdir="original" ; [[ $CONFIGURATION = "Debug-Special" ]] && subdir="special" ; cp "$SRCROOT/Settings($subdir).bundle/Root.plist" "$SRCROOT/Settings.bundle/"
Be sure to select your project to add the environment variables to the shell that runs the script.
I realize the thread is pretty old in code years but it is still relevant, and hopefully this will save the next person who finds it some time.
Solved this by adding a script in pre-build where the alternative bundle is renamed to Settings.bundle

dyld: Library not loaded - When app run from the command line

I face some difficulties when adding a framework to my project when i run an iPhone app from the command line.
My final goal is to run applications tests from an automated build process.
When i run my app from xCode :
I add a "Copy File" build phase to my target and everything goes fine.
The copy is set to $(BUILT_PRODUCTS_DIR) as "Absolute path"
When i run my app from the terminal (using iphonesim project) i get this error :
dyld: Library not loaded: #rpath/OCMock.framework/Versions/A/OCMock
UIKitApplication:indemnisation[0xb894][26380] Referenced from: /Users/Admin/Library/Application Support/iPhone Simulator/User/Applications/CD5729B5-A674-49B2-91F6-AD398094B6F8/indemINT.app/indemINT
What i dont understand is that the copy build phase just copies the framework files in the same directory as the app.
When i run the app from the command line the framework files are already in the same directory. Does anyone knows why it doesn't work ?
I've also tried to add the OCMock.framework in the following directories (without success) :
/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator3.0.sdk/System/Library
/Library/Frameworks
/Users/Admin/Library/Application Support/iPhone Simulator/User/Applications/CD5729B5-A674-49B2-91F6-AD398094B6F8
Thanks in advance,
Vincent.
I just had this same exact error in Xcode 4.2 (4D199) on Lion. I dragged/dropped the OCMock.framework folder into my project and selected the "copy files" checkbox. I saw the above answers and realized I neglected to add a "Copy Files" build phase to move the framework into place. I added one and dragged it right after the compile files build phase and tried to run my tests again. I couldn't get it to work until I had changed the destination in the "Copy Files" phase to the "Products Directory". Using "Frameworks" or "Shared Frameworks" did not work.
The iPhone does not support traditional Mac OS X frameworks. While the iPhone does use folders that end in ".framework", these folders are structured differently than typical Mac OS X frameworks. Most notably, iPhone frameworks are only permitted to use static libraries, while typical Mac OS X frameworks are dynamically loaded. That the message comes from dyld indicates that you are using a shared libary; however, applications targetting the iPhone may only be statically linked.
OCMock is distributed as a framework, and the iPhone does not allow you build your own arbitrary frameworks (there are good reasons to do this on a device with only 128MB of RAM and no swap).
The solution I see in a lot of places around the web is to put OCMock.framework in /Library/Frameworks or anywhere else in the standard framework search paths. This isn’t a very good solution: your build system is now dependent upon the state of your particular machine. Not good.
Another option would be to add the source for OCMock to your unit test target. This would work but is unnecessary, as your tests will never run on the iPhone,2 so why bother building them for ARM? Executables built for the iPhone simulator, being Mac OS X binaries, can link against dynamic libraries just fine. We can use this to our advantage.
What follows is what I believe is the best way to get OCMock working with iPhone projects:
First, add OCMock.framework to your project. Make sure that it’s being added to your Unit Tests target, not your application.
Next, add a Copy Files phase to your Unit Tests target. Set it up like so:
Destination :Absolute Path
Full Path :$(BUILT_PRODUCTS_DIR)
Now, drag OCMock.framework onto your new Copy Files phase to add it to the list of files to be copied.
Finally, drag the Copy Files phase, which I renamed it to “Copy OCMock”, between the Compile Sources and Link Binary With Libraries phases.
That’s it! Run (and by run I mean build) your tests and everything should work correctly.

Can Xcode include application resource files that are generated during the build process?

I have a bunch of content files for my iPhone app that I generate via shell script. It takes way too long to be a part of the Xcode build process, so I run it periodically.
I don't want to have to continually add these files to my Xcode project in order to get them included my app resources folder. Is there a way to get Xcode to copy the contents of a folder into the app resources at build time? (It'd be a bonus if I could specify other locations, such as the approot documents folder.)
I tried adding a new 'Copy Files Build Phase' to my target, but that didn't seem to work. This seems like a common problem, but I couldn't find anything about it here.
-- Edit (What I did)
Per Jasarien and cdespinosa's suggestions, I did the following in a build script. I decided not to copy to the destination, because that would only work when using the simulator, I don't think that'll work when deploying to a device.
cp -rf "$PROJECT_DIR/mystuff" "$CONFIGURATION_BUILD_DIR/$CONTENTS_FOLDER_PATH/"
-- Edit 2
This doesn't appear to get files onto my iPhone. Any ideas?
You can setup a Run Script build phase in your app's target. Write the script so that it copies the resources into the app bundle.
This is the path i use for output:
${CONFIGURATION_BUILD_DIR}/${UNLOCALIZED_RESOURCES_FOLDER_PATH}
Just copy your files in that directory, it's the bundle (simulator or device).
You can also take a look at my answer here : how to set up a Xcode build rule with a variable output file list?