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Re: Debugging iPhone unit tests (and debugging unit tests in general) on 3.2.1
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Re: Debugging iPhone unit tests (and debugging unit tests in general) on 3.2.1


  • Subject: Re: Debugging iPhone unit tests (and debugging unit tests in general) on 3.2.1
  • From: Bill Garrison <email@hidden>
  • Date: Mon, 22 Mar 2010 16:25:46 -0400

I've been using GHUnit to run and debug unit tests on the device. 

<http://github.com/gabriel/gh-unit>

GHUnit is not without its own issues.  I'd rather deal with those than the kind of stuff you're going through.  Once you get things set up in your project, debugging on the device is easy.

Bill

On Mar 22, 2010, at 12:29 PM, Paul Summermatter wrote:

Folks,

Everyone has got their favorite "I cannot believe the folks at Apple didn't fix/deal with issue Y in Xcode...".  Mine is unit tests and the debugging of unit tests.  I've reviewed this document again:

http://developer.apple.com/mac/library/documentation/DeveloperTools/Conceptual/UnitTesting/0-Introduction/introduction.html#//apple_ref/doc/uid/TP40002170

but I still don't see any information that pertains to debugging unit tests.  For months, we struggled under Xcode 3.1.x with a hacked workaround that involved creating a separate empty project, starting the debugger in that project, killing the executable and calling 'attach waitfor otest' and then starting the tests from our original iPhone project.  This method involved endless shortcomings such as missing symbol information, breakpoints not always being hit, long turnaround times in the run/debug cycle, endlessly switching back and forth between project windows while debugging, etc, etc.

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 >Debugging iPhone unit tests (and debugging unit tests in general) on 3.2.1 (From: Paul Summermatter <email@hidden>)

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