Right now I'm using a few scripts to generate files that I'm including as resources in Xcode. The thing is I'm running the script, then deleting from the project, then adding back into the project. There must be a way to automate this last step, so that the script can generate the files and automatically add them into the xcode project for me.
I'm using bash but any language examples would help.
Thanks,
Andrew
I had a similar need as Andrew. I needed to be able to include resources from a script without knowing those resources ahead of time. Here's the solutions I came up with:
Add a new Run Script build phase after “Copy Bundle Resource” that contains the following command:
find -L ${SRCROOT}/SomeDerivedResources \
-type f -not -name ".*" \
-not -name "`basename ${INFOPLIST_FILE}`" \
| xargs -t -I {} \
cp {} ${CONFIGURATION_BUILD_DIR}/${UNLOCALIZED_RESOURCES_FOLDER_PATH}/
Looks scary, but let’s break it down:
find -L ${SRCROOT}/SomeDerivedResources
This crawls the directory SomeDerivedResources in our source root (-L tells it to follow symbolic links)
-type f
Only include regular files
-not -name ".*"
Ignore files starting with a dot
-not -name "`basename ${INFOPLIST_FILE}`"
In my case, my Info plists live in my SomeDerivedResources directory so we need to exclude that file from being copied to our product
| xargs -t -I {}
Pipe the results of find into xargs with -t (echo resulting commands to stderr so they show up in our build log), -I (run the command once for each input file) and use {} as our argument placeholder
cp {} ${CONFIGURATION_BUILD_DIR}/${UNLOCALIZED_RESOURCES_FOLDER_PATH}/
Lastly, copy each found file (denoted by {}) to our product’s resource directory.
I realized when typing this that using an rsync setup instead of cp could prevent us from copying resources each time you build. If your resources are very large it might be worth looking in to.
(Also, a folder reference wouldn’t work for my need for a few reasons. One, my icons are in my DerivedResources directory and having them in a subdirectory in the bundle seems not to work. Also, I ideally wanted to be able to use [UIImage imageNamed:#"MyAwesomeHappyImage.png"] and -pathForResource:ofType: (and some of my files are nested further inside my DerivedResources directory). If your needs don’t contain those restraints, I highly suggest you go the folder reference route.)
This can be done by adding a new build phase to your application.
In your Xcode project browser, find the target for your application, and expand it to show all of the build phases.
Add a new "run script" build phase to your target. The easiest way is to right-click on the target and choose "Add/New Build Phase/New Run Script Build Phase"
Adding the new build phase should bring up an inspector window. In this window, you can enter the entire shell script, or simply a command line to run the script.
Here's the gold: At the bottom of the inspector window you can specify input files and output files. Specifying input files sets up dependencies automatically (the shell script will only be executed if some of the input files have been modified). Specifying output files automatically propagates the dependencies to those files. When your shell script is run, Xcode knows that it needs to deal with those files that the shell script has modified.
Be sure to drag your new build phase up to the top of the list of phases as shown in the screenshot below. The order will be important if you need those resource files to be included in the bundle.
Save, build, commit to the repository, ask for a raise, get some fresh air and have a nice day! :)
For those with large number of files, to avoid having to recopy (or recheck) each file, as suggested by #Ben Cochran (thanks a lot for the great script), this is how to do it with rsync:
Basically, the files just need to be copied into the main bundle
In that case just add a folder reference to the project (Create a folder in your project folder and then drag it into your projects "Resources" group (in the "Files & Groups" list; then in the sheet that appears select the "Create Folder References for any added Folder" radio button) and Xcode will copy the folder and all of its contents into the target bundle at build time.
Just an additional note: If you use this method to add image subfolders you'll have to prefix the image name with the subfolder name to use '[UIImage imageNamed:]'. For example if you have an image named "Rendezvous.png" in a subfolder named "MyImages":
`
// this won't work
UIImage * image = [UIImage imageNamed:#"Rendezvous"];
if (image) {
NSLog(#"Found Rendezvous!");
} else {
NSLog(#"Didn't find Rendezvous.");
}
// but this will!
image = [UIImage imageNamed:#"MyImages/Rendezvous"];
if (image) {
NSLog(#"Found MyImages/Rendezvous!");
} else {
NSLog(#"Didn't find MyImages/Rendezvous.");
}
`
If you already have the files somewhere on your system, relative to your source root, you can always add a "Copy Files" phase. This will allow you to specify a directory where your resources should be copied from.
You can combine this with the Build Script phase answer provided to you already. For instance, run a script to check out your assets from Subversion into a subdirectory of your project, and then follow that up with a Copy Files phase that copies from "$(SRCROOT)/Assets".
I know it's a bit late, but I just came across this article explaining how to do something that sounds like what you're looking for.
I found myself with a similar situation using Ionic Capacitor. What I was expecting was to include files on the "Copy Bundle Resources" bundle phase. What I found is that Ionic already packs you some inclusions and if you slip your files along this folders you get it included as well.
Do you see the App folder inclusion? It our entry point.
To include on it I add a script that do something like this:
cp -Rf ./includes/yourfolder/ ./ios/App/App/
I managed to solve the issue
"Code object is not signed at all"
that can be encountered during build upload to iTunes Connect in this way:
I didnot include the script to Bundle resources.
So the script (in this case Python file) is executed during build, (it does what it has to do) but it is not included in the bundle of the app.
How to do?
Open Build Phases, go to Copy Bundle Resources section, select the file and remove it with (-).
Related
I am zipping the .xctest file from Plugins folder inside the .app target generated by building my app. I have a build phase script that runs last in my test target to copy this file over. I use the following script to do the zipping:
XCTEST_FILE=${TARGET_BUILD_DIR}/${TARGET_NAME}.xctest
XCTEST_ZIP=${TARGET_BUILD_DIR}/../../${TARGET_NAME}.xctest.zip
zip -jr ${XCTEST_ZIP} ${XCTEST_FILE}
This gives me TestTarget.xctest.zip file. But it unzips differently based on these 2 methods,
unzip TestTarget.xctest.zip
-TestTarget
-CodeResources
-Info.plist
Double clicking TestTarget.xctest.zip in finder
-TestTarget.xctest
--TestTarget
--CodeResources
--Info.plist
Why is unzip going to the innermost node and extracting all the files? I want the unzip command to give me the .xctest directory. I tried renaming the zip file to TestTarget.zip and it still behaves similarly.
I was initially zipping using zip -r ${XCTEST_ZIP} ${XCTEST_FILE}, but the problem with this was it would retain the entire folder structure from root (\) when I double clicked to unzip the file. A post recommend using the -j flag instead of -r. But just -j led to no zip file being generated. Another comment recommend -jr which created a zip that generated output I expected when double clicking it. But I guess the unzip command does stuff differently.
Similar Question: MacOs zip file - different result when double click and running unzip command
The cause for error here was very different,
The problem was when the file was created. It was not related to MacOs issue but with certain path length known issue in windows
Based on How to zip folder without full path, I had to update my script to first cd into the TARGET_BUILD_DIR before generating the zip. I also had to remove the -j flag so the local folder structure was retained on running unzip.
cd ${TARGET_BUILD_DIR}
XCTEST_FILE=./${TARGET_NAME}.xctest
XCTEST_ZIP=../../${TARGET_NAME}.xctest.zip
zip -r ${XCTEST_ZIP} ${XCTEST_FILE}
I'm bit confused with using mqsicreatebar in my environment. I have, for example, following file structure:
root
|--Libraries
| \--Library1
\--Apps
\--App1
\--.project
And App1 is referencing Library1.
I want to run mqsicreatebar such that it will contain App1 with included Library1. I try to run next command in root/Apps folder:
mqsicreatebar -data ./ -b newbarfile.bar -cleanBuild -deployAsSource -a App1 -trace
I get error "Referenced project Library1 is not found on file system". What should I do to create BAR with this file structure?
That "data" parameter tells the mqsicreatebar command where to find an eclipse workspace (Integration Toolkit workspace) that in turn tells the mqsicreatebar command where the project files and other files it needs for the build are.
If you don't have a workspace there already, the command will create one on the fly for you, but only for the current directory and its subdirectories. I do not know how deep this goes. I know it looks at least one subdirectory down for project files (though your comments imply it does not look down two subdirectories).
Alternatively, (and I understand this is not desired, but it's an option, similar to the one you already posted) you could give up on your folder organization and put your library and app subfolders in the same root folder. So you have:
root
|--Library_1
|--Library_2
|--App_1
|--App_2
This is what I have set up in my Bamboo project and the build commands work (even with no workspace files before running the command, as long as I point the data parameter at this root directory).
The only way I've found by myself is copying necessary artifacts to current directory before running mqsicreatebar and deleting them after build completion:
cd /root/Apps/
cp -R ../Libraries/Library1/ ./
mqsicreatebar -data ./ -b newbarfile.bar -cleanBuild -deployAsSource -a App1 -trace
rm -r Library1/
I'm quite new to Jenkins so apologies if the question is not detailed enough but I swear I've done my own searching first.
I have a pipeline script that needs to process files that have been pulled from a SCM (git) in a previous step.
One of the parameters passed to the pipeline is a folder where all these files reside. There may be subfolders contained in this folder and I need to process those as well.
So, for example, I may pass a parameter ./my-folder to the pipeline and my-folder may contain the following:
./my-folder/file1.json
./my-folder/file2.json
./my-folder/subfolder/file3.json
The my-folder directory will be part of the repository cloned during the build phase.
While I was developing my Groovy script locally I was doing something similar to this:
def f = new File(folder)
but this doesn't work in Jenkins given the code is running on the master while the folder is on a different node.
After an extensive research I now know that there are two ways to read files in Jenkins.
Use readFile. This would be ok but I haven't found an easy way to scan an entire folder and subfolders to load all files
Use FilePath. This would be my preferred way since it's more OO but I haven't found a way to create an instance of this class. All the approaches I've seen while searching on the internet, refer to the build variable which, I'm not entirely sure why, is not defined in the script. In fact I'm getting groovy.lang.MissingPropertyException: No such property: build for class: WorkflowScript
I hope the question makes sense otherwise I'd be happy to add more details.
Thanks,
Nico
I've managed to scan the content of a folder using the following approach:
sh "find ${base-folder} -name *.* > files.txt"
def files = readFile "files.txt"
and then loop through the lines in files.txt to open each file.
The problem is this works only for txt files. I'm still unable to open a binary file (eg: a zip file) using readFile
This should be trivial really, I have a script that compile an app then bundle it into a dmg.
The steps are:
make
mv app.app/ installer/artifacts/
createDMG
The problem is this runs within a CI system and it fail because it can't find the app.app in the artifacts folder. Indeed if I look at what's inside this folder I can only see a Content folder which is supposed to be app.app's child folder. Now I don't think that the command to move the app.pp folder is wrong because when I run all those 3 steps it works just fine...
I'm a bit confused now, how can 2 move command can have 2 different behaviors ?
If the folder installer/artifacts/ does not exist, move will rename app.app/ to installer/artifacts/
You could do the following instead:
make
mkdir -p installer/artifacts/
mv app.app installer/artifacts/
createDMG
I have a folder containing many files and subfolders multiple levels deep. I'm looking for a command or script that will zip any subfolder called "fonts", resulting in a fonts.zip file at the same level as the fonts folder.
The fonts folders should remain after creation of their zip files (no delete).
If there is a fonts folder inside another fonts folder (unlikely case), only the top-level fonts folder should result in a fonts.zip file (ideal, but not mandatory).
If there is already a fonts.zip file at the same level as the fonts folder, it should be replaced.
I'll admit, I'm a Mac newbie. Hopefully there can be a simple terminal command to accomplish this. But I'm open to other ideas how to accomplish this.
Thanks,
-Matt
Using Kevin Grant's suggestion as a starting point, I was able to put together a terminal command that works the way I needed:
find . -type d -iname '*fonts' -execdir ditto -c -k -X --rsrc {} fonts.zip \;
I referred to the man pages for the find and ditto commands and their switches. I chose to use ditto over zip because it is supposed to be more compatible with HFS and resource forks under Mac OS X. Next I'll find out if StuffIt has a command line tool. If so, I'll use it instead of ditto.
This was also helpful.