Detect issues like logic failures, UI problems, and performance regressions by running tests on your app.

Posts under Testing tag

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Need Apple Pay test cards for failed cases (insufficient balance, etc.) on sandbox environment
I am currently testing Apple Pay integration on my sandbox environment and I am in need of test cards for failed cases such as insufficient balance. Does anyone have access to or know where I can find Apple Pay test cards specifically for scenarios where transactions fail due to reasons like insufficient balance? Any help or guidance on this matter would be greatly appreciated. Thank you.
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Xcode Accessibility audit in UI Tests gives less than stellar results
I have added a UI test that uses the newish app.performAccessibilityAudit() on each of the screens in my SwiftUI app. I get a handful of test failures for various accessibility issues. Some of them are related to iOS issues (like the "legal" button in a map view doesn't have a big enough tappable are; and, I think, there is a contrast issue with selected tabs in a tab bar, or maybe it is a false positive). Two of the error type I get are around Text elements that use default font styles (like headline) but that apparently get clipped at times and apparently "Dynamic Type font sizes are unsupported". For some of the errors it supplies a screenshot of the whole screen along with an image of the element that is triggering the error. For these text errors it only provides the overall image. After looking at the video I saw that part of the test runs the text size all the way up and I could see that at the largest size or two the text was getting cut off despite using default settings for the frames on all the Text elements. After a bit of trial and error I managed to get the text to wrap properly even at the largest of sizes and most of the related errors went away running on an iPhone simulator. I switched to an iPad simulator and the errors re-appeared even though the video doesn't show the text getting clipped. Does anyone have any tips for actually fixing these issues? Or am I in false positive land here? Also, is there any way to get more specific info out of the test failures? Looking at the entire screen and trying to guess where the issue is kinda sucks.
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iOS 18 Beta 2 Carplay Music Problem
After the ios 18 beta 2 update, when listening to music in carplay, the sound quality is very bad and I can't turn down the volume of the music. it acts like a voice assistant instead of music. when turning the volume down and up, it's like adjusting the volume of the voice assistant when it should turn up the volume of the music. So instead of music, it acts like the voice assistant is activated.
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App Rejected - Guideline 2.1 - Performance - App Completeness
I'm unable to reproduce an issue which only seems to occur on App Review devices. It's mainly stuck at a loading screen when trying to sign in with GameCenter. I'm using Microsoft Azure PlayFab as a game backend. I've tested my game on two iPads and three different iPhone models. They're all able to connect to the server. No debug build was installed on those devices via Xcode. I used the same build which was rejected, freshly installed via TestFlight on the internal test track. Looking at my server logs, I can't even find one single request sent from the App Review device. This can only mean that there is some connectivity issue between their device and the server (e.g. a firewall or proxy). I've also implemented a retry mechanism so in case the request times out, it would try it again and after three retries it would eventually display an error message and further details. How shall I figure this issue out, if the only thing the reviewers provided me is a screenshot of the loading screen?
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The connection to service named com.apple.testmanagerd was invalidated: failed at lookup with error 3 - No such process.
The connection to service named com.apple.testmanagerd was invalidated: failed at lookup with error 3 - No such process. Currently I am struggling with this problem while running tests runner `xcrun devicectl device process launch --console --device '000000000000000000000' 'com.gl.RunnerPOC-Watch-AppUITests.xctrunner What may be causing the issue? Thanks in advance
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UI Tests Runner application does not launch manually.
I need to run my tests bundle independently from Xcode. Previously, I used to deploy it and run as regular iOS application, it would execute test cases and display 'Automation running' label. I needed to execute tests some time after deploy and in different time of the day, so it is a problem for my team right now. So, UI Tests Runner app file does not launch and 'Automation Running' label is not displayed, is there any possible ways to run tests as it was or other ways to run tests not from Xcode.
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Approach to adoption of Swift Testing
Currently Swift Testing has much less features than XCTest, so the adoption will be very slow from our side. Notable features we miss are UI tests, performance tests and attachments. I did not want to create many issues in Swift Testing GitHub project as lots of these shortcoming are most probably tracked internally (I can see lots of references to radars in GitHub issues.) So, my question is: Is it a good idea to wait with wider adoption or should we experiment with other tools like swift Benchmarks?
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Xcode Cloud SIGILL Crashes
This issue started to appear in the last couple of weeks. And it's annoying because Xcode Cloud actually is based on build duration. Here is a sample: The whole build took like 10 minutes. We can easily consume the 25 hours free tier because of these. The crash logs are completely useless. And the failing tests change from one run to the other and on different simulators. I really hope Xcode Cloud team look into this as it's frustrating and kills the whole point of Xcode Cloud (BTW, these issues won't happen on Bitrise).
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XCUIElement with zero frame but showing.
I have a bug I am writing a UI Test for and I am struggling to find a way to test the fixed UI vs the buggy UI. In the buggy version, the UI element is visible on the screen but has a 0,0 width and height. It's visible because it's not set to 'clip to bounds', so it's overlaying the rest of my UI. The app sets the element to be hidden in certain situations and I wanted to make sure in my test, that it's not on the screen in that situation. The problem is that .exists returns true in both situations (.hidden == true, .hidden == false), and .isHittable always returns false because its either no on the screen at all or has a 0,0 width, height. So I can't use .exists; I can't use .isHittable; and I can't use the .frame either. Is there simply a way to check if it's actually visible?
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Testflight and AppStore installation fails
I'm working on this Mac Safari extension https://apps.apple.com/app/id6464076425 The installation of the app via Testflight stops without any success (only for me) As well as the installation via AppStore. This happens only to me. I tried it on another computer, and it installed successfully. Here are some videos: This makes the development and release process impossible until I solve this problem. I tried all the methods I could find online, such as: Deleting the currently installed app Restarting Safari Restarting my Mac Is there anything else I can do to fix this problem?
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Jun ’24
Trouble Verifying XCode Sideloaded Apps
I am working on a home automation app that runs fine through the XCode simulator, that I would love to get up and running on my personal device. When I load it from my computer on my device I am prompted to "trust" myself as a developer, which I have done. I am also prompted with a new message to 'verify' the app. I can't successfully do this. I am given a message that tells me to check my connection (I am connected to both cellular and Wifi - same as my Mac). What are some possible solutions, without paying for a full developer license?
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May ’24
Could not install <appname> error in TestFlight
Hello, I have encountered this error in all the applications I have listened to so far on my individual developer account and I cannot test it. I heard that different developer friends of mine are experiencing this problem, especially on individual accounts. All test users I added to my account also have this problem. They all have different phones and operating system versions. I tried a lot of solutions on different computers, Xcode versions, etc. But I couldn't find a solution. Could you please help with this?
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May ’24
Sandbox tester account not able to add test cards for testing
Hello team , We have created a sandbox tester and added all the setting as per the guidelines but the sandbox tester account is blocked from adding the test card . All the test cards show as invalid card . We are not able to able to add wallet from iCloud . We are not able to sign into iTunes with the sandbox tester account . Please help on how to resolve this . Thanks in Advance
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May ’24
Does running a single test in a Target containing unit tests start by running the actual app?
In V 0.1 of my app, I went with a simple option for a piece of business logic in my app. I then changed something else that caused my simplified business logic to now crash the app at startup. Excellent, a chance to use Test. Driven Design to replace my flawed business logic. So I wrote my first test TDD test, but when I tried to run the test... It doesn't run because running the test target seems to start by actually running my full app (which as I described in chapter 1 is currently crashing) Have I configured something incorrectly? or is it normal that when I attempt to run a single test, step 1 is running the full app? (note: it is very easy for me to disable/avoid the business logic causing my crash. This question is more about my lack of understanding of what it means to run a test target.) thanks in advance for any and all responses. Mike
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May ’24
apn-environment in Testfligh stuck on Production
Steps to reproduce: Install & Launch App When push notifications are registered, the push notification token received is a "production" push notification token rather than a "development" push notification token. We are trying to test on the sandbox environment with development push notification tokens, however the apn-environment for all builds we release via TestFlight are being set to "production". We wish to distribute builds via TestFlight with apn-environment set to "development". At the moment we have only found one way to run the app with apn-environment set to "development" which is to "Export" a Debug build, then manually install it on a device via iTunes on Windows machines. This method is not efficient or considered seamless enough for non-technical testers and stakeholders. They require a seamless way to receive Debug builds via TestFlight without resorting to other third-party platforms which allow us to manually upload the "Exported Debug build". If anyone knows how to upload a "Debug" build to Testflight which will allow the user to receive a sandbox development push token with "apn-environment" set to development I would really appreciate it.
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May ’24
Uneble to verify app
In order to test an iPhone app I am developing on my mac on an actual device, I connected my iPhone to my mac with a wired connection and installed the app, but got an error message saying “Uneble to verify app”. I went to Settings -> General -> VPN and Device Management -> the app in question in ENTERPRISE APP -> Verify App -> Verify, but no matter how many times I tap on it, the status of the app remains “Not verified”. If anyone has a solution to this problem, we would appreciate it if you could help us.
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May ’24
Capture the popup window in the Mac desktop by Apple Script
For our iOS inception e2e test, sometimes the test is blocked by the Mac pop-up window alert. The possible pop-up as follows: Java Access Pop-up Accessibility Pop-up SystemProperty Pop-up and so on...... In order to fetch the unexpected pop-up dialog window when executing e2e tests. I write a simple Apple script get_popup_windows.scpt as follows: tell application "System Events" set allProcesses to processes whose background only is false -- Log the count of allProcesses log "Number of processes found: " &amp; (count of allProcesses) set dialogInfos to {} repeat with eachProcess in allProcesses try tell eachProcess log "Process Name: " &amp; (name of eachProcess as text) set allWindows to (windows whose subrole is "AXStandardWindow" or subrole is "AXDialog") log "Number of allWindows found: " &amp; (count of allWindows) repeat with eachWindow in allWindows set uiElements to UI elements of eachWindow log "eachWindow: " &amp; (name of eachWindow as text) set the end of dialogInfos to {title:(name of eachWindow as text), processName:(name of eachProcess as text)} end repeat end tell end try end repeat end tell return dialogInfos However, when I execute the script: osascript get_popup_windows.scpt The result as follows: Number of processes found: 10 Process Name: Terminal Number of allWindows found: 1 eachWindow: scripts — osascript get_popup_windows.scpt — 143×41 Process Name: Google Chrome Number of allWindows found: 1 eachWindow: Gemini - Google Chrome - Will Process Name: sublime_text Number of allWindows found: 0 Process Name: Notes Number of allWindows found: 0 Process Name: Music Number of allWindows found: 0 Process Name: Finder Number of allWindows found: 0 Process Name: app_mode_loader Number of allWindows found: 0 Process Name: Simulator Number of allWindows found: 0 Process Name: app_mode_loader Number of allWindows found: 0 Process Name: Script Editor Number of allWindows found: 0 title:scripts — osascript get_popup_windows.scpt — 143×41, processName:Terminal, title:Gemini - Google Chrome - Will, processName:Google Chrome =&gt; I cannot fetch the target pop-up window in the Mac desktop. Please guide me if you have any suggestions, thanks.
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May ’24