XCode 6.3 Automate application launch with AppleScript - ios

I'm developing an application for iOS and I'm using quite a lot of multithreading.
Because of that there are some nasty race conditions that sometimes cause a crash. It happens very rarely and in order to do produce the crash I need to manually launch my project hundreds of times.
My question is, is there a way to automate launches with Xcode 6.3 and Applescript?
I've seen scripts for XCode 4.0 and I tried writing one myself:
repeat 100 times
tell application "Xcode"
open "<PathToProject>/TestApplication.xcodeproj"
tell project "TestApplication"
clean
build
try
debug
end try
end tell
end tell
end repeat
From what I can tell it does run the clean and build commands but it just won't execute the debug or launch keywords.

Related

Xcode 8.3 Indexing & Building Extremely Slow

I am posting this after reading many similar posts on here regarding this issue and none of the solutions that worked for other people not working...
Xcode Version 8.3.3 (8E3004b)
Swift 3.1
Things I tried
Deleting Derived Data folder
Deleting Workspace File
Cleaning Build Folder
Cleaning Build
Reinstalled Xcode (after complete removal)
I also looked for Swift Issues:
Removed all concatenating strings
Cleaned up Swift arrays and dictionaries
Added Whole module optimizations
This all started happening after last Xcode update of 8.3.3. My project was compiling within seconds and now I have to wait at least 15 mins for it to index, then 5 minutes to compile after everything I change even something small in code.
When Building, it get stuck in "Compiling Swift source files". Is there way for me to look in to where it is actually getting stuck?
BIG UPDATE
I tried pretty much everything. Read every article, post, ect. NOTHING worked. My project was created right after 10.0.
Solution
Creating a new project and copying each file worked! It used to take 8-9 minuted to build. Now less than 2 seconds!
Apple knows about this problem, and says that Xcode 9 beta will perform much better. Note that if you don't want to update to Swift 4, you can continue compiling in Swift 3 mode using Xcode 9. The big limitation is that you won't be able to submit your project to the App Store until Xcode 9 goes final.
Also, Xcode 9 contains a new build system. You don't get it by default: you have to turn it on for this project. Choose File > Project Settings and switch the pop-up menu to New Build System (Preview). This is experimental, but it will be the default build system eventually, so it would be interesting to know whether this makes an appreciable difference.
If you don't want to update to Xcode 9 beta, you will just have to do a binary search: comment out all your code and start adding it back, piece by piece, until you find that piece that's causing the trouble.
The best way to work this out is to find what out what the build is doing while compiling your code. This is a really useful tool to use: https://github.com/RobertGummesson/BuildTimeAnalyzer-for-Xcode
When you run this tool it will show you what methods are taking the longest to compile, and then you fix those. Once you have done that, you can also try the answer I gave here to decrease the build times: Extremely long compilation times with Swift in Xcode

Cannot run program in Xcode

I've recently made an app and could successfully run and test it until this suddenly happened,
fail to run program
It doesn't looks like an issue, but the "run" button is unavailable. Usually it should look something like,
successfully run a program
As in the image, first there are two buttons, run and stop, after that there is the name of the program/app and its icon (fun facts) and then the iphone simulator it will run on (iphone 6). On the image on top, the failed to run program attempt, it is totally different, first the run button is disabled, second, the icon is a gear and not the app icon, and third, there is no simulator, it appears "my mac".
I don't know why this happened but this cannot let me run the app. I searched in the apple documentation and didn't found anything. If someone knows how to solve this please tell me.
The simplest solution is to rebuild your project from scratch. This is not difficult because you still have all your code. So, start with a new project from the iOS template. Copy your code from the old project into the new project.
And try to avoid renaming your project from now on, because there is a bug in some versions of Xcode where it crashes and destroys the project in just the way you describe in your question.
And update to the latest version of Xcode, because it is less likely to cause this problem (though in fact I have not found it reliable for renaming projects even now).

Code coverage do not include code covered with UITests

In my simple app I have a few files that are tested by unit testing and uitesting.
I am pretty sure that in UITests I tested EVERY line in WLLoginViewController. The test passed, but it is not considered as 100% in code coverage for that file. Sometimes when I restart Xcode, run app again, clean app, hard clean app. Do some accidental things, it works. But run tests once again, and again it is not considered. Why? Any ideas how to fix it? Is it a bug?
As you already mentioned, sometimes Xcode says that you are testing 100% of your code and sometimes it doesn't. So it's really inconsistent. That is an indicator for a bug.
Since you are still using an Xcode-beta, it's most likely a bug in Xcode. I wouldn't worry to much since it's still a beta-version and would check later, when the final version is released.
Ok, I've found temporary workaround.
Remove derived data for your project (window->projects)
Quit Xcode and Simulator.
Launch Xcode with your project, and run tests.
Run tests again.
Remember to wait until indexing is finished:
Weird, but try and see:)

Compiling without the Crashlytics Mac App?

I have to train some people on our iOS platform, and am trying to get them up to speed asap during a training session.
However, in order to properly run the app from Xcode, the Crashlytics
plugin is needed. Otherwise, the project won't compile and that kinda sucks.
I'm guessing one alternative would be to set up accounts for everybody,
have them download the plugin, properly link it to the app, and we'd be
fine.
BUT, is there another way around this? Is there some way to have them
running the app without the Mac App and all that hassle?
Thanks in advance!
You can check the 'Run script only when installing' checkbox on the Build Phases tab of the Target's properties.
That way you can run the App in the simulator without any hassle.
Mike from Crashlytics here. If the team won't be building any release configurations during the training session, then adding Conditional Logic around the Run Script is the best way to go. Note, that no crash reports would come through.
releaseConfig="Release"
if [ "$releaseConfig" = "${CONFIGURATION}" ]; then
echo "Running Crashlytics"
./Crashlytics.framework/run {your_api_key_here}
fi
Taken from here.
Just remove the Crashlytics run script from the Build Settings of your project.

Unit testing problems and crashing with XCode 5 and Kiwi/XCUnit

I'm having many issues with unit testing in XCode 5 and want to verify if anybody else if having the same problems (and any possible solutions...) I'm using the Kiwi framework developing for ios7 and its a new project therefore is using XCUnit underneath. I'm on a 2011 macbook air on OSX 10.8
The first time I run a test on startup, it runs all tests, even if I only select one case/test class - it even runs all the disabled ones.
Upon adding new unit tests, there is ~1/3 chance that XCode crashes on running all tests.
Clicking on failed unit tests very rarely takes me to the failed unit tests. It acts as if the code has been deleted.
When unit tests have been fixed, errors are often left over both in the issue navigator and in the editor however test is now reporting to succeed.
Upon successful running of all unit tests Xcode often reports that Tests have failed however all show as successful in the navigator.
Unit tests quite regularly get 'stuck' and execute forever. Its then impossible to run/build anything else until have restarted xcode.
Anybody with a similar setup having the same issues? Any solutions? What a bloody mess.
It seems that Xcode 5.1 (DP) will solve your issues.
Yes I get similar problems, also using Kiwi. No idea if its Kiwi related, but certainly I experience crashes when running unit tests, perhaps about 1 in 5 runs, and more often if the program hits a breakpoint and I run the tests again with Cmd-U.
I haven't been using the 'test single' option, so can't comment there.
The errors left over problem appears to be generic to unit tests, not just Kiwi. If you delete the block that contains the left over error, wait a few secs for Xcode to recompile in the background and paste it back it, you'll get rid of it. Or exit and restart Xcode if you have a bunch of them.

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