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Re: Newbie - Using cppunit in XCode?
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Re: Newbie - Using cppunit in XCode?


  • Subject: Re: Newbie - Using cppunit in XCode?
  • From: Chris Hanson <email@hidden>
  • Date: Wed, 7 Dec 2005 08:07:44 -0800

On Dec 7, 2005, at 3:45 AM, Roel Wuyts wrote:

Googling for the problem I found a solution: I should include the file libcppunit.a in my project, but I do not have such a file, and so I am stuck. Anybody out there that uses XCode with C++ and can help me out or that can tell me how they do unit testing (I am not particularly atteched to cppunit) ?

Xcode 2.1 and later has unit testing support. Included are target templates that enable you to build bundles containing tests that are independent from the application or framework being tested, a script that's used (automatically) by these targets to actually run the tests as part of your build, file templates to make writing test cases easy, and a pair of unit testing frameworks, OCUnit for Objective-C/Cocoa and CPlusTest for C++.


Documentation to get started with can be found at the Apple Developer Connection:

Unit Testing Guide
http://developer.apple.com/documentation/DeveloperTools/Conceptual/ UnitTesting/index.html


CPlusTest Reference
http://developer.apple.com/documentation/DeveloperTools/Reference/ CPlusTestReference/index.html


Note that CPlusTest does not assume you're using Carbon, so if you're writing tests for an application you need to add some code in your test bundle to hook in to the application to run tests. The example given in the Unit Testing Guide installs a Carbon event loop timer that causes the tests to run on the next iteration of the event loop.

  -- Chris

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References: 
 >Newbie - Using cppunit in XCode? (From: Roel Wuyts <email@hidden>)

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