Xcode Environment Variables and Command Line Arguments - ios

Background
I am developing an iOS app that connects to a server. We have a team of developers who run their own server with unique addresses for debugging. Our rule for source control is to only checkin the "production url".
In Android we have a solution that works really well. This solution won't work in iOS.
What I've Tried
Set a "Command line argument" or "Environment variable" in the Build Scheme. The problem with this is those are put into the "*.xcproject" file which get's checked in and causes merge conflicts. If it could be set at the user level it would be fine because we .gitignore xcuserdata.
I also tried referencing a "MyConfig.h" file that does not get checked in. But if it does not exist the project won't build.
What I want to do
If a developer wants to point at a different server they would set an environment variable on their mac. Something like "export MY_SERVER="http://domain.com/api/". In the project file we would add and environment or command line argument that is basically "MY_SERVER=$(MY_SERVER)".
Unfortunately I can't figure out how to get XCode to resolve the variable on my OSX machine. It seems environment variables are resolved on the device only. Command line arguments seem to be taken literally.
Research I've done
http://qualitycoding.org/production-url/ - does not really address the real issue
http://nshipster.com/launch-arguments-and-environment-variables/
Google, Apples developer forum and Stackoverflow post.
How do you do this in your projects ?
Is the only solution to use a backdoor or some file folks change and just try not to accidentally checkin?

As an update I found the solution that solves the problem for me. I am using https://github.com/xslim/mobileDeviceManager and a script that is checked in. The developer can create their custom configuration and copy it to the documents directory. Now we keep production checked in and have a runtime check for our custum configuration file.
Here is an example of the tools usage:
$ mobileDeviceManager -o copy -app "com.domain.MyApp" -from ~/.myAppConfig/app_override.plist
This way the developer can keep their custom configuration in their home directory (out of source control) without fear of accidental checkin. We already use process like this for other desktop and android apps so this fits our process really well. This has the added benefit that if a testers device is failing we can point it at a custom debug server with extra logging to simplify the debug process and not need to deploy a new binary to that device during internal testing.
I hope this can help someone else.

Related

OAuth Error - script deleted or disabled

"The OAuth identity of this script has been deleted or disabled. This may be due to a Terms of Service violation."
I run a google script on a google sheet which notifies other users at my organization that I have uploaded the google sheet information to our database. This script suddenly stopped working and threw up the error quoted at the top of this post. As far as I know, there were no recent changes to the ownership of relevant files/folders. Please help! I need this script in my everday work.
This seems to fix the problem, but in fact, it does not.
The problem is related to the cloud project bound to the script, The reason turned out to be that the Terms of Service (TOS) for Cloud projects changed and that the user has to acknowledge this. If that does not happen then after some time, the whole shebang is disabled and you get the error message.
(This is why a copy seems to work: it works until some Google bot notices that it is bound to a project without TOS acknowledgment, and then it disables it.)
The solution:
open the script
click Resources > Cloud Platform project
click on the bound project
This will open up the Cloud console and also show the popup for you to acknowledge the new TOS. If you agree to this, you're set, and your script works again.
Note: it seems that you need to do this only once for the Cloud environment. So if you have several scripts, then you need to do this for one script only. Or access the Cloud environment directly and acknowledge the new TOS.
Note: even if you thought your script is not bound to a Cloud project, trust me... it is. If you do not bind it yourself, then it is bound to a default project specific to that script.
Hope this helps.
Had the same issue, the fix is :
Copy your script locally to some temporary file.
Delete the old project in Google script editor.
Reload script editor and create a new project.
Create new script and copy from the local backup.
You are all set to ok. I changed function and script name before executing, not sure if that was needed.
I had faced the same issue recently and solved the same as follows -
Go to https://console.cloud.google.com.
Create a new project (or select an existing one) and note the "Project number".
Open the Script > Click Resources > Cloud Platform project
Change Project using the "Project number" noted above.

Getting the name of the development machine at compile time?

I'm building an iOS app that communicates with a server. We have a test / staging server, a production server and each dev has a local instance of the server for development.
I've added some simple logic which configures the address of the server depending on whether we're running a TestFlight build, an App Store build or a debug build (for development). For the development build, the app tries to hit localhost, which is all well and good if we're running on the Simulator, but not so great if we're running on device.
I'm aware of ngrok, which is a possible solution, but since the exposed URL is partially randomly generated (for the free version at least), it's not a great fit. I was thinking that a workable approach for development could be to check the name of the development machine at compile time and insert this value. But I'm not sure how to achieve this, if it's possible at all. I remember doing compile time variable filtering using ant / maven and environment property files back in my Java days, but I'm wondering if there's a fairly straightforward way to achieve this in Xcode.
Can anybody shed any light on this?
So I carried on digging, and went with the following solution. Elements of this have been touched upon in numerous other posts here.
I added a new header file called HostNameMacroHeader.h to my
project.
I added a 'Run Script' phase to my build, before the
'Compile Sources'phase. The script contains the following:
echo "//***AUTOGENERATED FILE***" > ${SRCROOT}/MyAppName/HostNameMacroHeader.h
echo "#define BUILD_HOST_NAME #\"`hostname`\"" >> ${SRCROOT}/MyAppName/HostNameMacroHeader.h
Then in my implementation, where I want to use the server address, I use the generated BUILD_HOST_NAME macro.
It's a somewhat hacky solution, but it does the job for now. Suggestions and cleaner versions are welcome.

Using subversion across visual studio and Xcode [duplicate]

It seems that all of the initial Google results for "using subversion with xcode" are actually just tutorials for installing and configuring svn and Xcode, as opposed to actually using the two (i.e. interacting with svn via Xcode's GUI).
Is anyone aware of a good guide that teaches the tricks and pitfalls of working with svn via Xcode's GUI? Something that bridges the gap between the most excellent Version Control with Subversion book and the Xcode IDE (as in pure Xcode GUI without any terminal command use)?
Edit:
We all love our terminal commands, and we all love Eclipse but (and I mean this in the nicest possible way) neither is really the point of the question. I’d prefer to use svn via Xcode’s IDE instead of via terminal just as I prefer (well, for this case) to code in Xcode’s IDE instead of using vim and gcc. Apple engineers spent a good bit of time implementing that SCM menu in Xcode; someone has to have seen a usage guide somewhere.
I used this page as a reference for setting up my XCode projects with SVN. It is a good starting point, but I'll give a short walkthrough of what I did (since the page isn't really all that helpful!).
A couple notes: I'm using XCode 3.1.2 and Subversion 1.4.2. I've heard of problems with using SVN 1.5, but there are ways around that which I wont get into.
First off, I had a repository already set up and created the XCode project afterwards.
In XCode you need to set it up to know about your repository using the SCM tab in the preferences window. Enter:
A Name (this is arbitrary and used for reference with XCode)
The scheme (http or svn)
The host (i.e. svn.example.com)
The path (the exact path to the SVN repository located on the host)
The port (only if it isn't the default)
And a username and password used to access the repository.
The URL will be auto-filled as you enter the other fields. Hit "OK" when all the fields are good and XCode says it can connect.
Then open your project and do a "Get Info" (Round blue icon with an exclamation mark) on the project itself. Under the "General" tab down at the bottom is an option for SCM, select the repository you made in 1 and close the window.
Now open SCM in the menu-bar and go to "Repositories." Hopefully you've built your repository right using branches, trunk, and other directories at the base level because XCode doesn't have support for checking out the root directory. So go one directory at a time down the list and click the "Checkout" button and select a directory to check it out to (I recommend a "Code" or "Source" or "SVN" directory inside your XCode project directory). You cannot checkout multiple directories at once, but you can tell the next directory to checkout before the first has finished and XCode with queue the commands.
Once that is all done go back to your XCode project window and "Add -> Existing Files..." to your project. Select the directory you've checked out the repository to and I recommend using the "Create folder references" option instead of the "Recursively create groups" option because added and removed items will be automatically reflected in a Folder Reference but not in a Group.
Now you've imported your SVN repository into an XCode project. From here any time you make a change, simply Right-Click (Control-Click if you only have 1 button) in the file and at the bottom of the context menu are the SCM options for comparing, committing, updating, and discarding (reverting) the file. You can also use the SCM menu in the menubar for file or project-wide updates/commits/reverts.
I second the comment by the_mandrill, SVN support from within XCode is very limited, especially if you're used to Eclipse.
I also don't understand why everyone seems to need visual clients. I keep a terminal window open on my project directory and I have no problems interacting with SVN from the command line.
I know this is not quite what you asked, but I wouldn't rely much on the use of SVN from Xcode as what you can do with it is very limited. It's useful for being able to do a diff or annotate direct from the IDE but not a great deal else. I don't think it's any substitute for using a separate standalone client such as SmartSVN or Versions.
You also have to jump through a number of hoops to get Xcode to work with SVN version 1.5 onwards, so that's something to be aware of before installing a standalone client. If in doubt, check out a sandbox first.
Here is one of the best tutorials to configure subversion in XCode - http://iphonedevelopment.blogspot.com/2009/03/version-control-is-your-friend.html
It also teaches even to create repository in local MAC.
if you want to work with svn through a gui interface then i suggest you use eclipse + subclipse plugin (which have more features and much more reliable and easy than svn on xcode)..
you will work in xcode as normal but you will use eclipse only as an svn client (by creating a general project in eclipse and make it points to your xcode project directory )
and here is a tutorial of how to install subclipse
A lot of people have problems using the build in svn client, especially to get a new project into svn and that it works.
I created a straight foreward tutorial on how to do this, along with a very well known pitfall (works for Xcode up till the latest version of xcode incl. Iphone 4 sdk)
http://www.sodeso.nl/?p=599
I myself looked up for some good resources and one of the best I've found is a quite recent video from the WWDC 2012 :
Sign in here if it's not already the case : https://developer.apple.com/videos/wwdc/2012/
Then there is a video called :Session 411 - Source Control Management in Xcode
It explains how to use version control both with GIT and Subversion. It's really nice !
Hope it helps!
As has been mentioned in many other answers, the svn client with Xcode is quite weak (and that is being kind).
Personally, I think that running Eclipse just to get access to a svn client is a bit heavy handed.
I would suggest two answers:
Use a dedicated svn client for the Mac (Versions and Cornerstone are both very good, albeit not free... there are free ones, such as svnX)
If you are not wildly comfortable with the terminal, you can script a couple of the key commands that you want to use and add them to your Xcode user scripts folder, then you can trigger them from a menu item of from a keystroke, just as if you were using the Xcode native client. There's a ton of examples on how to do this available via Google.
I came across these - no idea how well they work, but wanted to add some resources if I could:
http://www.macresearch.org/tutorial-introducing-xcode-30-organizer
http://developer.apple.com/tools/subversionxcode.html
With XCode4 you can perform almost all of your SCM tasks from within the IDE itself, this is a great step forward.
Here is a link to the official guide :
http://developer.apple.com/library/mac/#documentation/ToolsLanguages/Conceptual/Xcode4UserGuide/SCM/SCM.html#//apple_ref/doc/uid/TP40010215-CH7-SW26
Unfortunately you still have to use the Terminal command line to add a new project to SCM, this is also clearly documented in the link above.
What it does not tell you is that you also need to manually add ignore instructions to your SCM configuration otherwise you are going to end up with user settings and build outputs in your repositories. I am currently figuring out the list and I will update this answer once I have it finalised.
PS :
I know this question is quite old now but I have added this for those of you who arrive here looking for answers like I did.
PPS :
Terminal command line increases probability of human error, takes longer, is more complex and is less transparent to end users. Overall the omission of being able to add projects to SCM from within XCode is poor design, I expected better from Apple who are usually good at simplifying UI. For the command line fans out there you might feel L337 but try managing a team of programmers and being responsible for their code, command line is not your friend.

Team Build: Publish locally using MSDeploy

I'm just getting started with the team build functionality and I'm finding the sheer amount of things required to do something pretty simple a bit overwhelming. My setup at the moment is a solution with a web app, an assembly app and a test app. The web app has a PublishProfile set up which publishes via the filesystem.
I have a TFS build definition set up which currently builds the entire solution nightly and drops it onto a network share as a backup of old builds. All I want to do now is have the PublishProfile I've already setup publish the web app for me. I'm sure this is really simple but I've been playing with MSBuild commands for a full day now with no luck. Help!
Unfortunately sharing of the Publish Profile is not supported or implemented in MSBuild. The logic to publish from the profile is contained in VS itself. Fortunately the profile doesn't contain much information so there are ways to achieve what you are looking for. Our targets do not specifically support the exact same steps as followed by the publish dialog, but to achieve the same result from team build you have two choices, I will outline both here.
When you setup your Team Build definition in order to deploy you need to pass in some values for the MSBuild Arguments for the build process. See image below where I have highlighted this.
Option 1:
Pass in the following arguments:
/p:DeployOnBuild=true;DeployTarget=PipelinePreDeployCopyAllFilesToOneFolder;PackageTempRootDir="\\sayedha-w500\BuildDrops\Publish";AutoParameterizationWebConfigConnectionStrings=false
Let me explain these parameters a bit, show you the result then explain the next option.
DeployOnBuild=true:This tells the project to execute the target(s) defined in the DeployTarget property.
DeployTarget=PipelinePreDeployCopyAllFilesToOneFolder: This specifies the DeployTarget target.
PackageTempRootDir="\\sayedha-w500\BuildDrops\Publish": This specifies the location where the package files will be written. This is the location where the files are written before they are packaged.
AutoParameterizationWebConfigConnectionStrings=false: This tells the Web Publishing Pipeline (WPP) to not parameterize the connection strings in the web.config file. If you do not specify this then your connection string values will be replaced with placeholders like $(ReplacableToken_dummyConStr-Web.config Connection String_0)
After you do this you can kick off a build then inside of the PackageTempRootDir location you will find a PackageTmp folder and this contains the content that you are looking for.
Option 2:
So for the previous option you probably noticed that it creates a folder named PackageTmp and if you do not want that then you can use the following options instead.
/p:DeployOnBuild=true;DeployTarget=PipelinePreDeployCopyAllFilesToOneFolder;_PackageTempDir="\\sayedha-w500\BuildDrops\Publish";AutoParameterizationWebConfigConnectionStrings=false
The difference here is that instead of PackageTempRootDir you would pass in _PackageTempDir. The reason why I don't suggest that to begin with is because MSBuild properties that start with _ signify that the property in essentially "internal" in the sense that in a future version it may mean something else or not exist at all. So use at your own risk.
Option 3
With all that said, you could just use the build to package your web. If you want to do this then use the following arguments.
/p:DeployOnBuild=true;DeployTarget=Package
When you do this in the drop folder for your build you will find the _PublishedWebsites folder as you normally would, then inside of that there will be a folder {ProjectName}_Package where {ProjectName} is the name of the project. This folder will contain the package, the .cmd file, the parameters file and a couple others. You can use these files to deploy your web.
I hope that wasn't information over load.
The ability to publish web sites, configure IIS and push schema changes for the DEV->QA->RELEASE cycle has required either custom configuration to imitate publish or custom code where IIS settings are involved.
As of Visual Studio 2013.2 Microsoft has added a third party product that manages deployment of web sites, configuration changes and database deployment with windows workflow and would be the recommended solution for automating deployment from TFS build.
More information can be found here:
http://www.visualstudio.com/en-us/explore/release-management-vs.aspx
You can use the Publish/Deploy in Visual Studio 2010.
See http://www.ewaldhofman.nl/post/2010/04/12/Auto-deployment-of-my-web-application-with-Team-Build-2010-to-add-Interactive-Testing.aspx for more information

TFS MSBuild: $(ProjectDir) blank or random

I have a vcproj file that includes a simple pre-build event along the lines of:
Helpertask.exe $(ProjectDir)
This works fine on developer PCs, but when the solution is built on our TFS 2008 build server under MSBuild, $(ProjectDir) is either blank or points to an unrelated folder on the server!
So far the best workaround I have managed is to hard code the developer and server paths instead:
if exist C:\DeveloperCode\MyProject HelperTask.exe C:\DeveloperCode\MyProject
if exist D:\BuildServerCode\MyProject HelperTask.exe D:\BuildServerCode\MyProject
This hack works in post-build steps but it doesn't work for a pre-build step (the Pre-build task now does nothing at all under MSBuild!)
Do you have any ideas for a fix or workaround? I have very little hair left!
$(MSBuildProjectDirectory) worked for me
I think your problem may be related to how items are initalized. An items include attribute is evaluated at the begining of a build. So if you depend on files that are created in the build process you must declare these as dynamic items. Dynamic items are those defined inside of a target, or by using the CreateItem task. I've detailed this on my blog MSBuild: Item and Property Evaluation.
Sayed Ibrahim Hashimi
My Book: Inside the Microsoft Build Engine : Using MSBuild and Team Foundation Build
I think the problem is that build server's workspace probably isn't initialized properly.
I just kept getting problems with this - I tried many different approaches but they all failed in mysterious ways.
Once $(ProjectDir) started behaving properly again, the pre-build step stopped executing the command (I added echo commands above and below it - they were both executed, but the program in between them was not. No errors or output of any kind were generated to indicate why it failed).
I don't know if this is a dodgy server of if MSBuild is having a laugh.
I've given up now. I gave the build server a big kick and have changed tack: We now run this tool offline (manually) and check in the results for the build server to use. So much for an automated build :-( If only MSBuild would run solutions in the same way as Visual Studio does - it's maddening that it sets up the environment completely differently (different paths coming out of the solution variables, ouptus redirected into different folders so you can't find them where they're supposed to be, etc)
I branched an existing project and $(ProjectDir) kept the old directory in the newly branched code. But that's because I had some compiling errors. Once every project in the solution compiled without errors, $(ProjectDir) changed to the correct path.
Carlos A Merighe

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