So, I am having a bear of a time figuring this one out. I have looked around, and cannot seem to find any information on this.
What I want to do is have my unit tests ALWAYS run EVERY time I build my code in XCode. I have read a number of posts, including this question here. I have followed the instructions to the letter, and the build will not run the tests.
What I have done:
My Test suite is a target dependency of my main build
My main build has "Test After Build" set to Yes
All of the tests under the "test" phase in the Scheme are there, and checked
If I run the tests manually - through cmd+U or the menu - the tests run. I have added a failing test to try and force the build to fail - so I can be sure they are running. The build continues to pass fine, and the tests are never run.
I am positive I have missed a step in here, but for the life of me I cannot find any documentation related to it. Anyone have any other advice or steps I should be doing?
It doesn't matter whether or not "Test After Build" is set to yes or no in your Something.app target. It is only necessary to set "Test After Build" to YES in the unit test target. Also make sure that both "Test" and "Run" are selected for your unit test target in the scheme editor under the "Build" tab options. To see the results click on the Log Navigator View > Navigators > Show Log Navigator (command 7).
In your main target's Build Phases, add a new Run Script build phase. The content of the script should be:
"${SYSTEM_DEVELOPER_DIR}/Tools/RunUnitTests"
That will run the tests - but only if it can find the .octest files generated by your project. RunUnitTests wants PRODUCT_NAME to be the name of your unit test, and WRAPPER_EXTENSION to be .octest (these are Xcode variables). If your main target is an aggregate target that has your tests AND your app as dependancies, you can probably make it work with that in mind.
Related
I currently have a rather large codebase that builds a number of applications each as their own seperate projects underneath one global project.
I want to be able to run CTest on this global project as part of the regular build, so if a user tries to build the codebase ("make", "make -j4", "make -C gui") that the CTest framework will always run at the very end of the project, once every target under the main project has been completed.
Is it possible to do this? I considered whether it would be possible to add another project and use add_custom_command and make it depend on the global project so that it would only run after that had completed. However, I don't think this is possible?
Are there any suggestions on a better way to achieve this? My main goal is that once a user runs "make", the very last step must be to run CTest, regardless of if you build an individual directory, target or using multiple jobs.
Whenever I clone a repository, I see on the GithHub page a certain icon indicating the build - for example build passing.
I am extremely new to professional code development. I would really appreciate it if someone could tell me what a particular build status indicates ? Brief answers would do !
Software projects consist in a set of source files, and of an automated procedure used to "build" the executable product or library. This procedure is called "the build". It can fail for various reasons:
compilation error
automated tests failing
coding conventions not respected
bug in the build script
etc.
"Build passing" indicates that the build procedure completed successfully. "Build failed" indicates that the build procedure failed.
Usually, this build procedure is executed automatically each time a new commit is made on the repository. A continuous integration server like Travis or Jenkins downloads the project for the last commit, then launches the build, checks that it succeeds, and updates the build status.
After some serious frustration and headaches, I've managed to add unit tests to an existing project. The problem is, the tests only get executed 50% of the time. I have a test method with an STFail macro inside, when I run the tests, it fails as I'd expect. Then, I run the tests again without touching any code/settings and it will pass without hitting breakpoints in the test fixture. The console prints out this output when this happens:
The executable for the test bundle at ... octest could not be found.
I've had a Google but there doesn't seem to be many/any people with this exact issue and other discussions on the subject are going over my head. If anyone can shed some light on this issue, It'll be very much appreciated.
Thanks.
I took your fresh project and reproduced the problem. There are a number of issues, and one unknown:
Build Phases of test target:
Target Dependencies: Specify TestApp, so that the main target is always built first.
Compile Sources: Don't include any main sources. Only include TestAppUnitTests.mm
Link Binary With Libraries: The only one needed is SenTestingKit.framework. We can throw in Foundation and UIKit for good measure.
Copy Bundle Resources: Should have nothing. (Later, you may want test-specific resources.)
Build Settings of test target:
Bundle Loader should be $(BUILT_PRODUCTS_DIR)/TestApp.app/TestApp
Test Host should be $(BUNDLE_LOADER)
Scheme of main target:
Test -> Info should specify the test target
But even if I make all these changes, your project still has the odd behavior. The simulator sometimes gets a version of the app named, literally, ${PRODUCT_NAME}. Even debugging the app sometimes shows "Debug ${EXECUTABLE_NAME}" in the Log Navigator. So something else is awry, and I don't know what.
The best solution is to create a new project from scratch, specifying "Include Unit Tests". I've verified that this works.
I have a core project that does not run as an application, its only "product" is to build and run a script. This project was created in Xcode 3, and was working great. Running a build would run the test script, no hassle.
Upgrading to Xcode 4, my script no longer runs. I haven't made any changes to the project, but there are obviously some differences. I checked out the build settings, and it looks like the script is piping results to /tmp/RunUnitTests.out, and the contents of this file are:
/Developer/Tools/RunUnitTests:68: note: RunUnitTests exited without running tests because TEST_AFTER_BUILD was set to NO.
Where should this TEST_AFTER_BUILD variable be set? Is there a way to do it in the UI that I can't find, or do I need to set it somewhere else?
(I'm assuming that since Xcode 4 has reached Gold Master, it's safe to discuss these things?)
If you go to the project settings (click the folder icon, then the blue project file at the top), select your test target under TARGETS, select Build Settings, turn on All settings, find Unit Testing, The change "Test After Build" under the test target to yes.
I believe you can also find that same flag(Test After Build) in the Unit Tests section of the Build Settings for each target. It defaults to 'NO' so it needs to be changed.
Found it! I edited the "Run Script" build phase for my target, and changed the command from:
"${SYSTEM_DEVELOPER_DIR}/Tools/RunUnitTests" 1> /tmp/RunUnitTests.out
to:
export TEST_AFTER_BUILD=YES
"${SYSTEM_DEVELOPER_DIR}/Tools/RunUnitTests" 1> /tmp/RunUnitTests.out
I followed Apple's instructions to set up Unit Testing in my project. I followed the directions for making them dependent, so the tests run with every build of my main project. This works, and when my tests pass, the application runs; when they don't, I get build errors on the lines of the unit tests that failed.
I would like, however, to be able to step through my application code when the tests are failing, but can't get Xcode (3.2.5) configured properly. The project is a Mac project, not iOS.
I tried the instructions here and here, but execution never stopped at the breakpoints I set, neither in the the unit test code or in my application code. After following the first set of instructions, the breakpoints I set turned yellow with blue outlines, and I don't know what that meant, either. What do I need to do to step through my tests?
Update
I found another page attempting to solve this problem (here) by adding arguments and environment variables to my main executable, but again, those didn't cause execution to stop at my breakpoints. I also noticed that my test's (copious) log statements aren't showing up in my Debugger Console, either.
I also found out that the yellow breakpoints mean the code there can't be found at runtime. These are in my test case class, so that definitely seems to explain why those aren't firing.
I usually have no problem debugging my OCTest tests with Xcode 3.2, including halting at breakpoints.
The basic idea is to tell gdb to launch otest with your bundle as argument. You will do that by adding /Developer/Tools/otest as a custom executable to your Xcode project, then your OCTest bundle name as the sole argument (choose "Edit Active Executable otest" in the Project menu, and in the second tab add a line with Foo.octest in the top box to debug the Foo test).
Now if you hit the debug button it will start debugging your test bundle right now, and will stop at the declared breakpoints (if you hit build and debug it might not start if the test does not pass). Also note that you will maybe have to set an environment variable to YES to disable garbage collection (in the bottom box of the same "Arguments" tab), otest will tell you exactly which if you need.
If you did everything above and are still unable do step into your test code, this might either be because it is compiled with debug symbol generation turned off - check your debug build settings, but most likely because the test code is not recompiled at all. I say most likely, since your logs are not showing in the console, NSLog should write in the Xcode console. Clean your build and bin folders manually, sometimes when you change a path or a name you end up loading obsolete code. You might also want to check that the file has not jumped out of the test target (is the failing test in the same not-logging file ?).
I have a variant of what Hiedi Utley posted at http://hiediutley.wordpress.com/2011/03/08/xcode3-debugging-ios-unit-tests/. What I did not like about it is the duplication of unit test bundle targets, one that contained a Run Script phase to execute the unit tests after building, and another that did not run the unit tests. I had noticed in the Get Info pane for the Run Script phase the toggle "Run script only when installing" and thought that that would be a way to toggle between running the unit tests in normal mode and running them in the debugger.
As per Hiedi's instructions, create a new Executable item, say LogicTestsGDB. Configure it like so:
General Tab:
Path: Developer/usr/bin/otest (No leading /)
Path Type: Relative to Current SDK
Set the working directory to: Build Products directory
Arguments Tab:
Arguments: Your UnitTest Bundle (eg. LogicTests.octest)
Variables to be set in the environment
DYLD_LIBRARY_PATH ... : ${BUILD_PRODUCTS_DIR}:${DYLD_LIBRARY_PATH}
DYLD_FRAMEWORK_PATH . : ${SDKROOT}/Developer/Library/Frameworks
DYLD_ROOT_PATH ...... : ${SDKROOT}
IPHONE_SIMULATOR_ROOT : ${SDKROOT}
OBJC_DISABLE_GC : YES
DYLD_NEW_LOCAL_SHARED_REGIONS : YES
DYLD_NO_FIX_PREBINDING : YES
CFFIXED_USER_HOME : ${HOME}/Library/Application Support/iPhone Simulator/
Done. Now to debug your unit tests,
Expose the bundle's build phases and double-click on the Run Script phase.
Check the Run script only when installing option
Set the Active Target to be the unit test bundle (eg. LogicTests.octest).
Set the Active Executable to be the new executable created (eg. LogicTestsGDB)
Click Build and Debug
To run normally, executing unit tests as part of the build phase of the application:
Expose the bundle's build phases and double-click on the Run Script phase.
Uncheck the Run script only when installing option
Set the Active Target to be the application being built
Set the Active Executable to be the application being built
To automate the steps above, I created a simple AppleScript script that toggles between the two states:
property kApplicationName : "MyApp" -- name of the normal application to build
property kUnitTestName : "LogicTests" -- name of the bundle target to debug
property kUnitTestRunner : "LogicTestGDB" -- name of the executable to use when debugging the unit test bundle
tell application "Xcode"
tell the active project document
set theTarget to first target whose name is kUnitTestName
set thePhase to first run script phase of theTarget
if name of active target is kApplicationName then
set active target to theTarget
set theExecutable to first executable whose name is kUnitTestRunner
set active executable to theExecutable
set run only when installing of thePhase to true
else
set theTarget to first target whose name is kApplicationName
set active target to theTarget
set theExecutable to first executable whose name is kApplicationName
set active executable to theExecutable
set run only when installing of thePhase to false
end if
return "Targeting " & (name of active executable)
end tell
end tell
I also tried the solutions in the links you provided with, but none worked for me, too. But then I found this one: http://hiediutley.wordpress.com/2011/03/08/xcode3-debugging-ios-unit-tests/ -- it works like a charm :) Fresh stuff, too.
develop your unit tests so they wrap a program which resides in a project which has a target, then just open the dependent project and work in it. this would likely be a project with a library and an executable which calls through the library (2 targets). then you can just open the project and debug, while your unit tests in the dependency would then call through this library. this is a more modular approach.
good luck
The only thing that ended up working for me was upgrading to Xcode 4. It integrates beautifully. There was a little bit of pain in moving over to it, but now that it's over with, the integration is great. I'm fully able to step through my tests and application code.