Print to console from application extension - ios

I've been playing around with the new custom keyboard application extension API in iOS 8, using Swift as my language of choice. One thing I've noticed, however, is that println doesn't seem to ever print any output to the console, presumably because those statements are being executed in an application extension rather than the containing app. Has anyone found a way to print statements to the console from within an application extension?

Your most reliable choice is to use NSLog for debugging purposes, but println might actually be working in this case. You just need to attach the Xcode debugger to the extension itself.
In my experience, it's a rather buggy process. This answer has more info on the subject. In short, you need to change the target in the Run drop down to your extension, then after you click run you should get a list of things you can run it in.

As of iOS 10, extensions don't log to console by default. To enable console logging for your extension:
Select your extension target in the Xcode target popup
Select Product menu > Scheme > Edit Scheme (or Cmd <)
In the Run phase under environment variables, add name:OS_ACTIVITY_MODE value: disable

Related

Including a Playground in my project

I'm working in Xcode 9 on a Swift project, and I'm in table flipping mode with this.
Here's my end goal: put my tests next to my logic in a playground so that as I write the logic, I can see the tests pass in close to real time.
I will also accept how to put my tests in a playground by themselves, I just don't want to be running tests on a simulator for every little thing.
My problems in trying to get this to work are many. First and foremost, I can't find a way to add a playground directly to my project/workspace. When I right click on a group in the project navigator and select 'New file...' I get this:
As you can see, no option for playground. Filtering also returns no results. If I press the plus button at the bottom of the project navigator, the same dialog (with no playground option) pops up.
I thought it's in another menu so I went to the File menu, and in "New >" I find an option for creating a playground. I select a blank playground from the chooser, choose where to save it (strange that it wanted to save it under 'Unsaved Xcode Documents') and a basic playground comes up in a new tab. Odd thing I notice, though, is that there's no longer a play button or scheme/simulator selector at the top on this tab.
It now doesn't recognize ANY modules other than Apple provided ones! And sure enough, creating the playground didn't actually add it to my workspace. I guess I have to manually add it to my project. Upon doing so, it will recognize my pods but none of my project files! Any class I try to use gives me an Unrecognized identifier. Trying to import my project doesn't work either, it just gives me a No module.
I tried clearing DerivedData, I tried cleaning, I tried restarting Xcode, I even made sure I had an iPad Pro in the list of simulators (since that seems to matter for some people).
In frustration, I deleted the playground, and resolved just to deal with running my tests constantly. But now, my project has persistent errors! Despite moving the playground to the trash, Swift continues to error saying 'Unresolved identifier' for that playground!
As the excellent Brandon Williams says in his talk at FrenchKit, a playground "does not get access to anything in the application target." Which is ridiculous, but hey, what are you gonna do. So the answer is: there is currently no way to do this the way I asked.
It IS possible, however, to achieve this functionality if your logic is in its own framework/cocoapod. That is, move the logic you want to test out of your app target and into an outside library that your app, subsequently, imports. This will allow your playground to import it as well, and you can test to your heart's content.

How do I display this Log message in the Debug area using Xcode9?

This looked promising but doesn't seem like a duplicate question as it addresses issues in Swift.
I am finalising an existing Objective C project but NSLog disappeared when I updated to Xcode 9. So I'm looking for some setting in Xcode that lets me continue using NSLog to fine tune the project.
Basic debugging using logging for Swift and Objective-C apps appears to have changed in Xcode 9 as NSLog messages no longer appear in the Debug area. The window where DEBUG=1 is set no longer looks like Figure 2 The DEBUG preprocessor macro setting in an Xcode project.
As an example, I want to display this string message in the Debug area using Xcode9.
NSString *outputData = #"This should show in Debug area";
NSLog( #"text: %#", outputData );
I studied the latest documentation here or here but so far that has not helped. It may also be worth noting that previously the Debug area would open automatically when I ran the project. Since installing Xcode9 it no longer does that.
Hopefully the extra information provided in the edits below will suggest to someone where I have yet to look. Thanks.
EDIT 1
In the Console area - i.e. the bottom right part of the Debug area - I had All Output selected. So I tried using Debugger output and Target output but there was still no log.
I added these statements in the Prefix.pch file
#ifndef DEBUG
#define NSLog(...) /* suppress NSLog when in release mode
#endif
When I ran the code the following appeared in the Issue Navigator.
Unused variable 'outputData'
EDIT 2
There seems to be a different place to set DEBUG=1 in Xcode9 (see below).
I inserted a DEBUG macro into the .pch file using the examples suggested in several SO posts here, here, here (all quite old) and even here (making sure to change MyLog back to NSLog). And in each case I was able to report the same issue in the Issue navigator but never in the Debug console. A similar problem (with Xcode5) was solved here by copying over the files into a new project but I want to avoid this.
My app which was almost finished has so far not had to deal with any of the complex issues that unified logging seeks to address. But I watched the 2016 WWDC video on unified logging and read through its slide show files searching for an example of how to use the appropriate API to do something as basic - print NSLog live to the console area - the way I did before installing Xcode9. This may be the wrong approach. But I can’t think of a better way to proceed.
EDIT 3
It's worth noting that when I created a new Objective C project using Xcode9 and ran the above code, the string message appeared in the Console area.
In other words, using Xcode9 the new logging API does work with NSLog, but only for a new project and not for one created using an earlier version of Xcode.
Enable DEBUG preprocessor macro
Rather than writing your debug statement into code, you might try dropping in a breakpoint, right clicking on it, and selecting "Edit Breakpoint". You should see this menu:
From there, you'll click "Edit Breakpoint" and you're presented with this:
From there, you can click "Action" and you'll see this menu:
You can enter print messages (ex: myMethodCalled) or variable values (myIntValue = #myIntValue#), or you can type debugger commands to execute at that spot in the code (ex: po dump(myArray)).
The downside of this approach is the breakpoints aren't always "sticky" to the line of code you originally drop it in on.
Try this. Navigate to:
Product -> Scheme -> Edit Scheme -> Run -> Arguments -> Environment Variables
in Xcode.
Add OS_ACTIVITY_MODE and set the value to disable or leave it empty.
Make sure it is checked!
Hope this helps
A Debug log was enabled in the Console area of Xcode9 after replacing these definitions in the preCompile header
#ifndef DEBUG
#define NSLog(...) /* suppress NSLog when in release mode */
#endif
with the following
#ifdef __DEBUG__
#define NSLog(...) /* suppress NSLog when in release mode */
#endif
Environment Variables for Arguments were set according to the answer above with an additional setting for Options. Someone more familiar with the unified logging API might explain the particular options but I'm satisfied I have a working solution.
Arguments
Options

Logging and breakpoints not working in XCTests

I have a large iOS project, and my problem is that, when running XCTests:
Breakpoints within the app, or within the tests themselves, are not hit
NSLogs/prints from within the app are not visible within the test log, but logs from within the tests are visible
I have another iOS project within the same workspace, and breakpoints and logging work fine.
The iOS project in question was originally created on an old version of Xcode (circa 2012, unsure which version exactly); and I have seen this comment elsewhere from somebody having seen this issue with an old .xcodeproj.
The project itself is hybrid Obj-C/Swift, uses several Cocoapods, a watchkit extension, and tests divided into three targets.
Given my project's complicated configuration, I would prefer to avoid beginning again with a fresh .xcodeproj and try to mirror exactly the configuration of my faulty one.
What could the reason for this fault be and what might I change within my existing .xcodeproj's configuration to fix it?
Select your scheme, go to Edit scheme... and tick the Debug executable option under the Test > Info pane.
The debugger will attach to both your tests and your target application, and breakpoints will be hit on both parts of your project.
Note that when a breakpoint is hit in your target application, your test is still running and may time out, killing both applications.
The culprit was DEPLOYMENT_POSTPROCESSING = YES in the project file.
This has to do with how your test scheme is set up. I was having the same issue and I fixed mine by turning Debbuging "ON" for the test executable.
I made a new scheme for my UI tests, so I assumed the debugger wasn't attaching to the new UI tests scheme when no breakpoints were hit. However, this post
had the correct answer for me.
In my case breakpoint was not hit in just one callback, so I changed "Swift Compiler" "Optimization Level" to "No optimization" in project target build settings for debug, and it started working in Xcode 9.3 as well as AppCode.
For breakpoint not working case check which Optimization Level you have, if you have the new -Os breakpoints start acting weird, change to -None or No Optimization in debug mode whatever option you have
Problem with logs not appearing in a debug area, in my case, was due to the OS_ACTIVITY_MODE argument which was set to "disable" in Scheme -> Test -> Arguments
I tried everything in the replies as of this date, but in the end the only thing that worked in my case was to remove the target and recreate it again.

How to use UIAutomation on a Today extension widget?

I am trying to use UIAutomation for testing an iOS 8 Today extension widget. I can change the target to the extension, launch it, but then unable to do anything after that.
Has anyone had any success in using UIAutomation with the extensions?
I hope I have the right end of the stick on this one.
I think you want to create a set of UI Tests which run like you can do with a normal application.
I found that I was not able to create a specific UI Tests target to then set the target application as WidgetExtension, as you would normally.
However I was able to set the WidgetExtension target to build and run onto a device (>= iOS 14) then within my UI Tests, I was able to record some steps which would allow me to write a clearer UI Test (place the cursor inside a test function to use record, you might already know this).
The tricky bit would be keeping the WidgetExtension target up-to-date onto the testing simulator to run your automated tests.

How to make auto start application in blackberry

I don't know how make my application as auto start application.That is my expectation is,After simulator loads it should not open normal main screen which consist of contacts icon,message icons. it should directly run my application.
Try project->properties->BlackBerry Project Properties->Application tab->Auto-run on startup
See BlackBerryForums.com - Running a Java App on Startup
Here's another link related to the subject matter:
http://www.blackberry.com/knowledgecenterpublic/livelink.exe/fetch/2000/348583/800451/800660/How_To_-_Create_an_auto-start_MIDlet.html?nodeid=1408081&vernum=0
However, it sounds like you might be expecting the simulator to work like other manufacturer simulators where the application you are working on automatically boots when the simulator starts. This doesn't happen with the BlackBerry simulator, but your app should be located in the Download folder.
To add to Max Gontar's answer, make sure that this same name is stored in the property:
BlackBerry Project Properties -> Build tab -> Output file name
And then the Debug Configuration needs to be updated with this same Output file name. By default, the debug configuration inserts the name of the project, which is not always the same as this output name.
That's the part that got me caught out (project name was copied from a different project).
So it is possible.
Through XML descriptor of any blackberry application one can set checked on auto-run on start up and select start up tier for your application.

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