Use this task to build, test, or archive an Xcode workspace on macOS, and optionally package an ceo pay cap. Build your Xcode app. This task is open source on GitHub. Feedback and contributions are welcome. You need at least one agent to run your build or release.
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xctest or xcodebuild hangs when running unit tests
Send feedback about This product This page. This page. Submit feedback. There are no open issues. View on GitHub. Required Enter a space-delimited list of actions.
Valid options are buildcleantestanalyzeand archive. For example, clean build will run a clean build. Default value: build. Optional Enter the Xcode project or workspace configuration to be built. When using a variable, make sure to specify a value for example, Release on the Variables tab. When using a variable, make sure to specify a value for example, iphonesimulator on the Variables tab.
Optional Enter a relative path from the root of the repository to the Xcode workspace or project. Optional Enter a scheme name defined in Xcode. It must be a shared scheme, with its Shared checkbox enabled under Managed Schemes in Xcode. If you specify a Workspace or project path above without specifying a scheme, and the workspace has a single shared scheme, it will be automatically used.
Optional Specify the target version of Xcode. Select Default to use the default version of Xcode on the agent machine. Selecting a version number e. Xcode 10 relies on environment variables being set on the agent machine for the version's location e.
Select Specify path to provide a specific path to the Xcode developer directory. Default value: default. Optional Enter a path to a specific Xcode developer directory e.A lot of people give Xcode flack in terms of how far behind other IDEs it is with regard to its support for automated testing. It still uses CocoaPods version 0. Needless to say, it needed some work getting it up to speed. First, I needed to get the project to actually compile.
Second, I needed to get the tests passing. And finally, I needed to update our continuous integration machines and jobs to also compile and successfully run the tests. I had my work cut out for me. You can easily disable tests in Xcode in two ways: disable compilation, and disable test execution. Both of these are scheme changes. To simply disable all your tests from building, you can do this in the Scheme editor. Then in the main pane, you can disable tests from compiling for any action in your project.
By disabling any of those checkboxes, when you run your application, anything in the associated targets will not be compiled. Similarly, you can use the Scheme Editor for selectively turning tests and off. Still in the Scheme Editorselect Test in the left hand bar. You can expand any of the targets in that list and see specific test classes, and then selectively enable or disable tests by test class.
With xcodebuild in Xcode 8 you can selectively pick which tests are built and executed. The use case is a little different for this tool. With the new changes, you no longer need to compile tests to run them.
This means that you can compile your app and tests on one machine, and then distribute the load of testing it across other machines! Then you can use the produced bundle on different machines to run the tests without compiling!
With great power comes great responsibility. Only do it if you are working in effort to improve your project. Your email address will not be published. Skip to content. In the left hand bar, select Build. Give it a try. Happy cleaning. Leave a Reply Cancel reply Your email address will not be published.
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Sign up for a free GitHub account to open an issue and contact its maintainers and the community. Already on GitHub? Sign in to your account. When running tests with xcodebuild, specifically ones targeting the iOS simulator, we often get "exited with 65" errors. We believe it's because the simulator hasn't had a chance to warm up and the test exits prematurely, but aren't exactly sure. The tests pass locally, and only occasionally pass on Travis.
I am experiencing this a lot too, on several repositories. I'm seeing this as well. Note that rerunning the same failed build will sometimes allow it to succeed, with no code changes. Me too I've tried workaround "iPhone SE" see and "adding sleep" see But they cannot resolve this issue. As kcharwood mentioned, most annoying thing is that the result is unstable. Any update on this? I opened a radar and Apple asked if I can reproduce it outside travisci It's really unreliable ATM.
Anyone having this problem please file a radar. Please configure your CI system to gather log artifacts so when this happens you will have the logs handy. For CI systems it might be helpful to just put this in as an "always run" step at the end of your build and have these files included as artifacts.
Then when it fails you'll have the logs ready. We are interested in solving these problems and appreciate your help. You can send me the radar numbers. I already opened a radar but I have been asked: "Can you reproduce this outside of the context of Travis, by manually invoking xcodebuild on the command-line?
That's OK, can you grab the logs from the next time it fails, add them to the radar, and send me the radar number? Are the files very large? Can I easily scoop them out of Travis logs via cat? I'm not sure of a good way to export file artifacts from our public Travis runs. They might be a few MB. I haven't used Travis much so I'm not sure how to configure that sort of thing. I am having the same issue.
Random Travis Errors 65 after updating to Xcode Restarting the same job sometimes as much as 5 times fixes the issue randomly. Any updates on this issue? Guys check this out.I've actually seen the lock break in a few cases after minutes but for the most part I cancel the test run before seeing if it restarts again.
This is completely reproducible for me just by running xcodebuild's test-without-building in a while loop in the terminal. In the middle of a test suite running, the console will freeze partway through the suite. This is happening on Xcode I first started noticing this on CI when my unit test jobs would fail because they exceeded to timeout limit for a job not receiving any responses from the console. That's what led me to test xcodebuild locally on my machine.
execute xcodebuild test with -enableCodeCoverage=YES issue
The dark mode beta is finally here. Change your preferences any time. Stack Overflow for Teams is a private, secure spot for you and your coworkers to find and share information. I am trying to build and run test cases using command line for iOS test cases.
I have given the following command:. As another poster can't find the citation mentioned, the 'platform' loosely corresponds to the divider in the target list, 'name' corresponds to the sub-selection, and the OS parameter corresponds to the right side of the chevron in the same list minus 'iOS '.
The documentation is suggestive and sounds authoritative on first glance without actually being full or correct, unfortunately. Astonishing what a hassle this was.
And how well it worked once the right invocation was achieved. You haven't said what version of Xcode you're using, but since you tagged your question with "xctest" it seems safe to assume you have Xcode 5 or later. Xcode 5 significantly enhances the support for running tests in xcodebuildvia the test verb. You'll need to specify a scheme and destination instead of a target when using this verb, because it acts just like the Test command in the Xcode IDE.
So for example, assuming you have a shared scheme in your project or workspace named AppEngine that has its Test scheme action properly configured, you would be able to just use. More details on the syntax of the destination specifier are in the xcodebuild man page. You can even use it to run tests on attached iOS devices! The scripts that were previously been used to run unit tests have been adjusted to refer users to the test verb instead because with these improvements it's what everyone should be using.
It should be noted that you can use instruments -s devices to get a list of all available devices. I had a similar issue with Xcode build. In my case the problem was that I didn't have any tests associated with my scheme. Please see my SO answer with diagram here. Landed here looking for a resolution for similar xcodebuild error. Learn more. Unable to execute tests from command line via xcodebuild Ask Question. Asked 6 years, 4 months ago. Active 2 years, 8 months ago. Viewed 14k times.What is your biggest struggle right now with building software?
In this post we'll see how to run Xcode tests from the terminal, and why you might want to do it. If you've installed the Command Line Tools you'll see that from your terminal you can call xcodebuild.
Reading through the output of man xcodebuildavailable online herewe find that:. So the first impression, as the name suggests by the way, is that xcodebuild 's purpose is to build Xcode projects.
Not really what we're looking for since we want to run tests. This requires specifying a scheme and optionally a destination. After a bit more reading through xcodebuild man page and Apple's Command-Line Testing resource we can write the minimum viable command to run our tests:. Note that we're assuming that MyAwesomeApp uses CocoaPods, therefore we're using the -workspace option, which then requires to use -scheme. You can use instruments -s devices to see a list of know devices to use in the -destination option, more here.
This is where xcpretty comes to the rescue. If you're an RSpec fan like me, that you'll want the green dots in your tests output:. You might now ask "This is all interesting and colorful, but why should I use it? Here's some reasons why I like running tests from the terminal, and why you might like it too:. When running tests from CI you'll need to run tests from the terminal. It is very wise to test the behaviour of the CI scripts on your local machine. If something breaks in the pipeline you'll notice before pushing to master and breaking the build.
The visual feedback that the dots in the terminal give me is much more powerful that the view in Xcode. Here's one of the reasons I run tests from the terminal! Regardless of your workflow preferences though, there are cases when automation is needed, and that's when knowing how to run tests form the terminal will come handy. Note: another tool you might want to try is xctool. I prefer the xcodebuild xcpretty combo because it adds less overhead.
If you're interested have a look at this NSHipster post. Get in touch if you're interested in working together. Archive Tags About Subscribe. Reading through the output of man xcodebuildavailable online herewe find that: xcodebuild builds one or more targets contained in an Xcode project, or builds a scheme contained in an Xcode workspace or Xcode project.
If you try to do this you'll see something like this: Not a very pleasant output is it? Here's some reasons why I like running tests from the terminal, and why you might like it too: That's what the CI is doing When running tests from CI you'll need to run tests from the terminal.
Better output The visual feedback that the dots in the terminal give me is much more powerful that the view in Xcode. Do you really trust Xcode? Happy coding, and keep the codebase better than you found it. Subscribe to our mailing list.Xcode The Xcode To distribute your macOS app as a universal purchase, specify the same bundle identifier as your iOS app in the Xcode template assistant when creating a new project.
If you have an existing project, edit its bundle identifier in the Project Editor. Universal purchase is enabled by default for new Mac Catalyst apps created in Xcode When you create a new Mac Catalyst app, it will use the same bundle identifier as your iOS app.
Automatic signing in Xcode When targeting devices running iOS If your app contains more than two app extensions, remove them to remain under the three app limit. Using import in framework headers is discouraged, because doing so requires all importers to use modules. Assets localized in the asset catalog are now used at runtime, regardless of whether an associated. Fixed an issue where previews of symbol images in the asset catalog had flipped baselines.
Asset Catalog Contents. Build settings have a new evaluation operator, defaultwhich you can use to specify the default value of a build setting if it evaluates to empty in the context of the evaluation. For example:. The default value may itself be an expression that contains build setting evaluations. View debugging supports showing layers using the Show Layers menu item in the Editor menu. The exception reason now surfaces as an editor annotation. You can inspect the Exception object in Variables View and find the backtrace of the original uncaught exception, if any, in the Debug Navigator.
Workaround : Build and run again on the simulator after the simulated device finishes booting. Xcode may not persist changes made to diagnostics in the Scheme Editor within the first few minutes of opening a project for the first time. For example, if you enable the Malloc Stack Logging checkbox soon after creating a new project from a template, the checkbox may be spontaneously unchecked before you build and run the target, thus preventing the diagnostics from being enabled.
Re-enable the desired preference. Icons and names for devices running iOS State restoration in Instruments now depends on the scope selection.
As a result, you may need to reconfigure and re-save custom templates in Instruments Fixed an issue in the iOS Importing a file into an Instruments template now creates trace scopes according to the template specification.
Fixed an issue that prevented the color picker panel from having any effect when a text field in the inspector was focused.
Resolved an issue where NSSwitch did not correctly update in the canvas when the control size was set to Small or Mini. Resolved a crash that could occur when switching the style of a UITable View Cell from basic to custom. Fixed a bug where NSMenu Item images no longer displayed on the canvas. Fixed a bug where using named colors in IBInspectable properties would use a fixed color at runtime, instead of the dynamic color from the asset catalog.
PDF images render their vector representations. The scale factor is better preserved when image filenames end with a scale 2x. Use a more pleasant placeholder when an image is missing. Improved performance working with Mac XIBs and storyboards containing a large number of controls. Fixed an issue where Interface Builder canvas and previews did not always display the correct image content for the selected languages when localizing images in the asset catalog.