How to see Print Debugging While Interface Builder Previews? IOS / XCode - xcode

When Interface Builder shows a preview of your ViewController, it must execute the code belonging to the views contained in that VC in order to draw them, right?
So... let's say you have some print debugging in your custom view...
print("draw() was executed")
... How can one see this output while Interace Builder is processing the preview?
Thanks!

As far as I have seen, there is no way of printing to the debug console when Interface Builder is executing your code. However, I did find it helpful to temporarily add messages to a label or textview instead.
If necessary, you can do conditional code that only execute when Interface Builder is running (or not) like below. That way, you can show a small message view that is only visible at design time, and otherwise hidden.
#if TARGET_INTERFACE_BUILDER
// IB only
#endif

Related

How to write Xamarin.UITest case for Software Back Button on Android

I am writing UITest cases for my Xamarin forms project. Now, i am stuck at Navigation Part. I know using "app.Back()" we can navigate back but on our Project Hardware Back Button is disabled. Is there any way we can use Navigation Bar "Back button" ?
I tried to get elements in Page by using following code "AppResult[] results = app.Query();" but still i am not able to find any element which says barbackbutton or backbutton etc in the list.
Bharat, after reading this a couple times, I think what you are asking is "how do I find the automation ids / elements to target".
There's a couple different ways to do this. My preferred one is App.Repl(). Here's the Microsoft docs on it, but in short:
at the point in your test where you are on the application view that you want to find an element on, put in App.Repl()
[Test]
public void CanTapButton()
{
App.Repl();
}
Run the test. When the test gets to this point, a repl window will open and the test will pause. End the test if you want, but keep the command window. It will look like this:
Type into the command prompt tree, to see the full layout of the page visible on the device.
You can use the app query calls in the Repl window to draft queries. For example,
app.Query(x => x.Marked("cpgTitle"));
will return the cpgTitle element that you can see listed in the tree. You can then use that app query to interact with the element, using something like App.Tap(appQueryVariable).
AppQueries docs are here and overall, it's very similar to selenium-style selectors.

How can I determine what part of text in a scroll view is visible on screen from an Xcode UI test?

I'm new to the Xcode User Interface testing framework. I can successfully manipulate the screen elements, but cannot work out how to produce a meaningful assertion about what text is visible in a scrolling view.
The test I would like to write would go as follows: launch the app, type lots of text into a text view (enough that the first line scrolls out of view), assert that the first line of text is not visible, scroll the view back up to the top, then assert that the first line is now visible. Note that the purpose of this test is to ensure my app has wired things up correctly, not to test Apple's code.
XCUIApplication allows me to type into my NSTextView instance, and also allows me to scroll the associated NSScrollView. But how do I assert whether the first line of text is currently visible? The value attribute on XCUIElement provides the entire text content of the view, whether or not it is currently displayed.
The accessibilityRange(forLine:) and accessibilityString(for:) methods on NSTextView would be ideal, but I can't see how to access them as the UI test only has access to an XCUIElement, not the underlying NSTextView.
Have I missed something, or is there a better way to approach this?
If you set the accessibility identifier in the storyboard or in code for the text view you can get the text view via (assuming you gave it the id "textview1" and the window it's in has the default accessibility identifier of "Window"):
let textview1TextView = app.windows["Window"].textViews["textview1"]
but that won't actually get you what you need.
Instead, set the accessibility identifier of the scrollview and get that:
let scrollview = app.windows["Window"].scrollViews["scrollview1"]
Then use that to get the scrollbars (you should only have one in this case; you can use scrollbars.count to check.
let scrollbars = scrollview.scrollBars
print("scrollbars count: \(scrollbars.count)")
Then you can use the value attribute of the scrollbar to get it's value:
(you're converting a XCUIElemenTypeQueryProvider into an XCUIElement so you can get it's value):
let val = scrollbars.element.value
it will be 0 at the top and a floating point value when scrolled (one line of text in my test code showed a value of {{0.02409638554216868}}.
Documentation that will help you explore further:
XCUIElementTypeQueryProvider
XCUIElementAttributes
Note that you can put a breakpoint in the middle of your test, run it and then use the debugger console to examine things:
(lldb) po scrollbars.element.value
t = 749.66s Find the ScrollBar ▿ Optional<Any>
- some : 0
(lldb) po scrollbars.element.value
t = 758.17s Find the ScrollBar ▿ Optional<Any>
- some : 0.05421686746987952
and while in the debugger you can even interact with your app's window to scroll it manually (which is what I did between typing in those two po calls), or perhaps add text and so on.
OK OP now noted that they're interested in the specific text showing or not rather than the first line in view or not (which is what I previously answered above).
Here's a bit of a hack, but I think it'll work:
Use XCUICoordinate's click(forDuration:, thenDragTo:) method to select the first line of text (use the view frame to calculate coordinates) and then use the typeKey( modifierFlags:) to invoke the edit menu "copy" command. Then use NSPasteboard methods to get the pasteboard contents and check the text.
Here's a quick test I did to validate the approach (selecting the first line of text using XCUICoordinate as noted above is left as an exercise for the reader):
NSPasteboard.general.clearContents()
// stopped at break point on next line and I manually selected the text of the first line of text in my test app and then hit continue in the debugger
textview1TextView.typeKey("c", modifierFlags:.command)
print( NSPasteboard.general.pasteboardItems?.first?.string(forType: NSPasteboard.PasteboardType.string) ?? "none" );
-> "the text of the first line" was printed to the console.
Note that you can scroll the selection off screen so you have to not scroll after doing the select or you won't be getting the answer you want.

Applescript and Microsoft Word

I'm working on a applescript to update the content of a document in Microsoft Word. The updating process is quite long (might take more than 5s). So I want to prevent users to change anything during the updating. Do you know whether Microsoft or Applescript a function like that?
In Windows, I can just display a User Form (which is a dialog telling that "we are updating... ") and close that form when it's done. However, I don't know whether I can do the same in Mac (with Applescript alone).
When you say "applescript", I don't know if you mean "plain" applescript or the AppleScriptObjC version. If you mean the latter, then I know ways to do it.
One way I've used during slow processes is to put an overlay view over the whole content view of the window. I make it translucent white to partially obscure the window, and put some kind of message (and maybe a progress indicator) on it. You can just use an NSBox (of the custom type) in IB to make this, and then make a subclass of NSBox to color the view and override mouseDown:. MouseDown:, doesn't need to have any code in it, just by overriding it, you capture any key and mouse events so they don't accumulate on the event queue, and get used by the view below after your overlay goes away. Here's code I've used:
script Overlay
property parent : class "NSBox"
on awakeFromNib()
set overlayColor to current application's NSColor's colorWithCalibratedWhite_alpha_(1,.8)
setFillColor_(overlayColor)
end
on mouseDown_(theEvent)
--log "mouseDown"
end
end script
I have this view as the top most view in the view hierarchy, and set its hidden property to true until I want to show it.

Application Menu Items Xcode

I am building a simple app in xcode 3, but don't know how to code the appmenu items. I have a few simple items that need codes - open and print. Close and minimise are done automatically. Can anybody tell me how to programme these items so that they can be actioned in the app?
basically you need to declare you actions/functions as IBActions so you can link them in the Interface Builder.
for example, you declare you functions like:
-(IBAction) doSomething:(id)sender{
//do something code here
}
The IBAction is really just a nil, but it tells the Interface builder that this is available for linking. The (id)sender tells XCode which object triggered the action.
Hard to explain without screenshots, but here is a quick tutorial for you:
http://juliuspaintings.co.uk/cgi-bin/paint_css/animatedPaint/002-MenuApp.pl

Xcode debugging - displaying images

I love using the Xcode debugger. You can take a look at a variable's value and even change it.
But can I somehow DISPLAY the image that is referenced by an image variable? I know I can see its raw bytes, but it would be much more human-friendly to display a window with its contents.
Xcode might not support this. Maybe there is an external tool that would help display images?
Use Quick Look to inspect images in the Xcode debugger.
Select an NSImage or UIImage in the debugger, then click the Quick Look "eye" icon.
Like other areas of OS X, you can also use spacebar to Quick Look!
Quick Look in the debugger can also be implemented for your own classes:
Enabling Quick Look for Custom Types
The variables Quick Look feature in the Xcode debugger allows you to obtain a quick visual assessment of the state of an object variable through a graphical rendering, displayed in a popover window either in the debugger variables view or in place in your source code.
This chapter describes how you implement a Quick Look method for your custom class types so that object variables of those types can also be rendered visually in the Quick Look popover window.
If you like to work with the lldb console, use chisel command "visualize"
tip:
after the installation, you can set a conditional breakpoint after setting the UIImage with the action:
"visualize myUIImageToShowWithQuickLook"
this will show you the image automatically when the debugger stops.
EDIT:
As of Xcode 5, the debugger can show you the visual representation of UIImage/CGImageRef variables!
Xcode itself can't do it. I don't know about external tools.
What i'm doing to test images while debugging is to convert that raw data into an image-file format, like .png, and then saving it somewhere, and then i'm opening the image with any image viewing tool.
I have a piece of code for that purpose, which look basically like that:
NSData *imageData = UIImagePNGRepresentation(self.myUIImage);
[imageData writeToURL:desktopURL atomically:YES];
And i'm just copy-pasting this code where i want to see content of an image on the run.
Make sure to get rid of this code as soon as possible due to the high-cost of the conversion of UIImage to NSData
Edit for Xcode 5: Now when you hover over an image variable name, there is an "eye" icon on the right. Just click it to see the current image!
NOTE: sometimes this fails in Xcode, even if the image is correct. If this happens, OR if you don't have a UIImage variable (e.g. it's a property of another object, you can still use the older answer:
Older answer: Starting with Avraham's answer, I tried a few experiments for displaying an iOS image from lldb without having to recompile or add it to a view. I finally came up with:
e [UIImagePNGRepresentation(myImage) writeToFile:#"/Users/<userName>/Desktop/myImage.png" atomically:NO];
I keep this string in a text editor and paste it when I need it. This stores the current image I'm interested in (in this case, "myImage") to a PNG file on the Desktop. Then I can just open this file with Preview.
If you're working on an iOS device, then you can use
e [UIImagePNGRepresentation(myImage) writeToFile:[NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES)[0] stringByAppendingString:#"/myImage.png"] atomically:NO];
Then you can use the Finder; select your device; "Files"; then your dev app, and copy the image to your Desktop to view it.
What if you can't get to the image via the variables view?
Echoing what #pkamb said - you can use the variables view to quick look at an image. But what if you can't get to the image?
for example I have an image at (contentViewController.view.subviews[0].subviews[1] as? UIImageView).image
but if I try to expand contentViewController in the variable view it doesn't expose my subviews
what you can do is right click, add an expression, and then you can see it!
Click the eye icon when hovering over a variable in Xcode:
You can put a breakpoint in the line of your image, and then in the debugger, just write:
po your_UIImage_object
po stands for print object, it's a GDB command which will display several useful informations about the object passed, in your case the image.

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