playground message "number of times" - ios

I was playing in swift playground. I get a funny message on the right side of the screen (10 times) and have trouble determining the meaning of it. it looks like this:

That message describes how many times that specific line/block of code was run on a single execution of the playground's simulator, which runs constantly in the background.

It indicate for loop iterations. you can check actual output in console by view->Show Assistant Editor->Show Assistant Editor.loops iteration appear printed as shown in Image

Related

Unexpected number of splitViewControllers when targeting an iPhone

I'm learning to use the split view in an app. I am asking the table to reload the data every time I add new things. My code and settings are seem fine. But not work on iPhone. After I ask someone and he told me to try on an iPad device, it works.
Finally, I find out where the problem is, but I don't know how to fix it. I added a line that prints the size of splitView.viewControllers. The iPad simulator returns 2, which is what I am expecting. But it returns 1 without any changes in the iPhone device. So, what's wrong with it, and how may I solve it? Thank you very much.
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How to dismiss the UIActivityViewController during a UI test with Xcode 11 & iOS 13

Apple has re-designed the share sheet that appears, which has now broken my UI tests.
I have attempted to record a new UI test through Xcode, but as soon as I tap on the dismiss button, the test terminates so I have not been able to capture the event.
Ultimately, I just want to know how I can access the gray 'X' shown with the arrow below:
I have just tested this with Xcode 13 and have found that the original answer no longer works. However, I am keeping it for posterity, or those using previous versions of Xcode.
Xcode 13
I have tested this with Xcode 13.0 and verified it works for iPhone and iPad:
let activityListView = app.otherElements.element(matching: .other,
identifier: "ActivityListView")
XCTAssertTrue(activityListView.waitForExistence(timeout: 2.0))
activityListView.buttons["Close"].tap()
Previous versions
After some trial and error, I was able to locate where my specific elements were with the following:
app.otherElements.element(boundBy: 1).buttons.element(boundBy: 0).tap()
Using app.otherElements.element(boundBy: 1) would identify the share sheet for me. I had attempted to locate it through accessibility identifiers, but I could not find one that worked, including previously valid ones used in iOS 12 and below.
Please note that based on the layout of your screen, the index value
may differ from what I am seeing.
Next, .buttons.element(boundBy: 0).tap() was used to locate the Close button. I again attempted to use identifiers, but could not find anything that represented the button.
When I attempted to discern additional information through the console while testing, I would always wind up crashing the test. This result was surprising, as I was able to query these elements with Xcode 10.
Ultimately, I would like to find working identifier values so that I can have something that works reliably across products, without the trial and error to find the share sheet's index value.
For iPad
The following will dismiss the popover for an iPad:
app.otherElements["PopoverDismissRegion"].tap()

Why is print() text displaying in the middle of the console instead of the end?

In an instructional video I recently watched, entering print() in viewDidLoad() caused the print() text to appear at the end of the text displaying in the console. But when I run the same code, the text appears in the middle of the console (as in, additional text following the body of the print() text displays in the console--see screenshot for example). Here is the code I am referring to:
override fun viewDidLoad() {
super.viewDidLoad()
print("Hello World!")
}
screenshot of print() command displaying in the middle of the console instead of the end
Bug in Xcode 8: it will print stuff automatically in viewDidLoad, viewDidAppear, etc. You are printing your code in view did load, and Xcode will print logs after view did load, that is why it's in the middle.
They are likely using a different Xcode version. Xcode 8 is still in beta and they are printing a lot of different things into the console (especially if you have network requests). The runtime is hitting your print statement before printing some of these other statements.
If you're talking about the console being on the right side: see the two squared icons with a bar inside, highlighted in blue, in the lower right part of Xcode's window? Click on the left one: it will hide the properties panel and expand the console at full width.
If you're talking about the fact that "Hello World!" is in the middle of other text, that's because this other text is debug information that appeared at the same time as your print statement.

Can I find execution times of OpenGL commands in the XCode GPU Frame Capture?

Something is taking ages to render and causing my device to slow.
I'm using XCode 6.2 and I've have a captured a GPU frame from my game on iOS.
I can see all the OpenGL ES commands but I'm finding it difficult to see which one is the one taking all the time. Can anyone help me or give me any tips?
Thanks,
- Rich
Have tried Xocdes->Instruments ? If not follow the steps
1) In menu bar select "Xcode-> Instruments"
2) Choose "Timer Profile"
3) Then In "Targets" section select your app
4) Click on "Record" button (Red color) , then it start running
While running it shows list of tasks with the execution time
5) Trace out in the list for your solution.
I will post with the images later just now i can't.

Dismiss alert on initial launch on iOS simulator

I'm working on the automated UI tests for my app and I'm having trouble when trying to set up the environment for running the tests. The plan is roughly this:
build the application
shutdown simulator if running
erase the simulator to make a clean install
install my app on the simulator
run UIAutomation tests
Everything is working except when the application is launched by instruments to execute the tests, the alert appears to ask if the user allows notifications. This is all as expected, but I can't find the way to get rid of the alert.
Things I have already tried:
creating onAlert as a first thing in my test script, in case it appears before the my alert callback is defined
delay the target by 5 seconds in case the tests actually run even before the UI of the app is visible in the simulator
I also went through all the permutations of the above that can be found on SO, I never get my onAlert callback invoked, no matter what I do. So another thing I tried was:
try dismissing the alert with applescript
The script I wrote:
tell application "System Events"
tell process "iOS Simulator"
set allUIElements to entire contents of window 1
repeat with anElement in allUIElements
try
log anElement
end try
end repeat
end tell
end tell
and it displays:
static text “MyApp” Would Like to Send You Notifications of window iOS Simulator - iPhone 6 - iPhone 6 / iOS 8.1 (12B411) of application process iOS Simulator
static text Notifications may include alerts, sounds, and icon badges. These can be configured in Settings. of window iOS Simulator - iPhone 6 - iPhone 6 / iOS 8.1 (12B411) of application process iOS Simulator
UI element 3 of window iOS Simulator - iPhone 6 - iPhone 6 / iOS 8.1 (12B411) of application process iOS Simulator
Looks like the buttons are placed inside the "UI element 3" but I can't retrieve any elements from inside it, let alone clicking on it. So I checked with Accessibility Manager:
It sits there as one of the children, the other ones are notification title and message. But when I go to that element, it is highlighted and I see this:
It is identified as generic element, it doesn't have any children...
The interesting thing is when I choose the OK button in the Accessibility Inspector, I can actually see it's a child of the window, yet it is never listed:
Can someone please shed some light on what is going on here? How can I press that button with Applescript?
If you are doing automation using Instrument, the you will need to register callback (onAlert) for performing any action on alerts.
But the problem in your case is that the alert appears before your script actually start executing and at that time no callback is registered for alert.
So if the alert can come with a delay of around 10 sec when you start application, then only it can be handled. But this can only be controlled through source code and not by your Automation code.
So only option which is left is you need to manual dismiss the alert once fresh application is installed
I am also facing same problem and found it to be a limitation of the tool
There are too many limitaion of this tool and thats why i shifted to UFT
I had a similar problem. I just wanted position of the last control on the alert. So I came up with following piece of code:
on get_simulator_last_object_rect(simulator_index)
tell application "System Events"
set ProcessList to (unix id of processes whose name is "iOS Simulator")
set myProcessId to item simulator_index of ProcessList
tell window 1 of (processes whose unix id is myProcessId)
-- Forcefully print the UI elements so that Accessibility hierarchy is built
UI elements
-- Then wait precisely to let the Accessibility view hierarchy is ready
delay 0.5
set lowest_label_lowest_position to 0
set _x to 0
set _y to 0
set _width to 0
set _height to 0
repeat with element in UI elements
set {_x, _y} to position of element
set {_width, _height} to size of element
set current_control_lowest_position to _y + _height
if current_control_lowest_position > lowest_label_lowest_position then set lowest_label_lowest_position to current_control_lowest_position - _height / 2
end repeat
return {{_x, _y}, {_width, lowest_label_lowest_position}}
end tell
end tell
end get_simulator_alert_ok_button_position
I have a desktop app to control my actions. I use this apple script in my Desktop app to get the frame of the last control. Now that I have the frame, I create a mouse event and perform click on the frame, after activating the simulator.
Although I have not yet tried, but I am pretty sure that you can create mouse events from apple script and perform click on the frame / center of the frame.
Hope this helps.
Thanks,
RKS

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