Testing of iPhone application with FoneMonkey on MAC:
The iPhone does not yet allow installation of user-defined frameworks, so FoneMonkey is distributed as a static library along with the image files and nibs required by the FoneMonkey user interface. FoneMonkey.zip contains libFoneMonkey.a as well as a bunch of png and xib files.
The zip file does not include the FoneMonkey source code, which we'll be releasing when we officially launch the FoneMonkey open source project in mid-January, 2010 (ie, just a few weeks from now!). At that time we'll be going live with a community forum as well. Until then, please post questions or comments to this blog.
To get started using FoneMonkey, download the zip file and extract the FoneMonkey distribution folder. Then follow the instructions below.
I have downloaded an iPhone application from internet, the same project I am using in the below step by step example:
1. Open your application's project in xcode. Here into the captured screen shot MoveMe is the iPhone project. Under the parent project folder, you would see MoveMe.xcodeproj, we need to open it into xcode with help of double click:
2. Duplicate your application's build target by right-clicking on it and selecting Duplicate from the menu. A new target will be created called “MoveMe Copy”. Here below is the screen in which you see “Duplicate” option, choose it:
3. Rename MoveMe Copy to something like MoveMeTest.
4. Add the downloaded FoneMonkey folder to your project by right-clicking on the project and selecting Add > Existing Files... from the menu. Navigate to the FoneMonkey folder, select it, and click the Add button.As into the below screen you see FoneMonkey folder which you get after un-compressing FoneMonkey zip file.
5. When the dialog box appears, select the Recursively create groups for any added folders option.
6. In the Add to Targets box, deselect MoveMe and select MoveMe TEST.
7. Click Add.
8. Right-click on the YourAppTest build target and select Get Info from the menu.
9. On the General tab, delete libFoneMonkey.a from the Linked Libraries. You will need to add CoreGraphics.framework and QuartzCore.framework to the Linked Libraries list they aren't already there. Go with the below screens:
10. On the Build tab, scroll down to the Linking section and click on the Other Linker Flags setting. When the dialog box appears, enter:
-ObjC -lFoneMonkey -LFoneMonkey/lib -all_load
See the below screens:
11. Dismiss the project Info window.
12. Right-click on MoveMe Test build target and select Clean from the menu.
13. Right-click on MoveMe Test build target again and select Build and Debug from the menu.
14. We get some errors as into the below screens:
The above error you can remove if you again go with Project Info window and sets your iPhone Simulator correctly as into the below screen:
Base SDK: iPhone Simulator 3.1.2
15. After this if you again perform step 13, then you would see that above coming error has been removed, but as the downloaded project has still some code error that’s why you would get some real compilation errors, as into the below screen:
16. In the above screen there are 7 compilation errors, if they don’t occur in case codes were correct then you would get following response:
>> Application should start in the simulator. Immediately after it displays, the FoneMonkey console should drop down over it.
Here is the link to access next blog on same topic:
http://time2testblog.blogspot.com/2011/02/selenium-2-testing-with-iphone-part4.html
Step by step useful guides, videos, code snippets and useful articles to get you upto speed with testing - Designed and managed by Time2test Limited, UK
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