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https://github.com/cegeka/BuildEnvironment
https://github.com/cegeka/BuildEnvironment
Last synced: about 1 hour ago
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- Host: GitHub
- URL: https://github.com/cegeka/BuildEnvironment
- Owner: cegeka
- License: other
- Created: 2014-05-26T07:31:04.000Z (over 10 years ago)
- Default Branch: master
- Last Pushed: 2016-02-23T21:03:01.000Z (over 8 years ago)
- Last Synced: 2024-04-16T10:11:45.986Z (7 months ago)
- Language: Ruby
- Size: 666 KB
- Stars: 13
- Watchers: 36
- Forks: 1
- Open Issues: 0
-
Metadata Files:
- Readme: README.md
- Changelog: CHANGELOG.md
- License: LICENSE
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README
# BuildEnvironment
[![Version](http://cocoapod-badges.herokuapp.com/v/BuildEnvironment/badge.png)](http://cocoadocs.org/docsets/BuildEnvironment)
[![Platform](http://cocoapod-badges.herokuapp.com/p/BuildEnvironment/badge.png)](http://cocoadocs.org/docsets/BuildEnvironment)BuildEnvironment is a project that bundles a couple of build scripts and a bit of code I often use in new iOS projects. They allow you to:
* upload your build automatically to HockeyApp (same script can run locally and on a Xcode server)
* easily access properties in your app that depend on the current build configuration (Debug/Release/Any custom configuration...)
* put a timestamp in your CFBundleVersion
* check if all your Pod dependencies have a permissive open-source license
* check if any Pod dependency is out of dateI also provide an Xcode template that has most of this set up.
## Usage using Xcode template
To quickly start a new Xcode project where BuildEnvironment has been integrated, you can use a custom Xcode template. To install, execute the following in your terminal:
`curl -L https://github.com/cegeka/BuildEnvironment/raw/master/Template/install_template.sh |sh`
In Xcode you will have a new Project template "Basic Application" in the "Cegeka" group. When you go through the wizard,
it will ask you for the [Hockey App ID](http://support.hockeyapp.net/kb/about-general-faq/how-to-find-the-app-id) and a [Hockey API Token](https://rink.hockeyapp.net/manage/auth_tokens). You can also modify them when you go to your Target under Build Settings in the User-Defined settings.The project comes with a Podfile, but you still need to run `pod install`
1. Close Xcode and go to your project directory in the terminal
2. Run `pod install`
3. Open the .xcworkspace fileThe template will setup everything except automatic deployment to HockeyApp. To set this up:
1. Go to edit scheme, and press the Duplicate Scheme button.
2. If you use Xcode Server, make sure you Share this scheme
3. Add a Run-script action to the Pre-actions of the Build step. Put in `"${PODS_ROOT}/BuildEnvironment/update_version.sh"` and select your target in the Provide build settings dropdown.
4. Add a Run-script action to the Post-actions of the Archive step. Put in `"${PODS_ROOT}"/BuildEnvironment/upload_to_hockeyapp.sh` and select your target in the Provide build settings dropdown.
5. Make sure your Code Signing and Provisioning Profile settings are correct in the target build settings. Also make sure the same provisioning profile and signing certificate are available on your Xcode server.
6. When you run an Archive locally, it will automatically upload the build to HockeyApp. You can also run this scheme on Xcode Server to automatically distribute builds to your testers.> **Important**
>
> The project won't build until you manually create the project structure required by the localization scripts.
> To get more details about the required structure, or to remove the localization support, go to the [Localization section](https://github.com/cegeka/BuildEnvironment#localization).
>## Manual installation
If you already have a project, you can still use the build scripts.
BuildEnvironment is available through [CocoaPods](http://cocoapods.org), to install
it simply add the following line to your Podfile:pod "BuildEnvironment", '~> 0.1.1'
### Different build environments
In your application you might need different values depending on the build of your application. Imagine you are creating a test, an acceptance and a production build of your app. You might want to talk to different backends for each build.
You can set this up as follows:
1. Create a `BEConfiguration.plist`. Add a `Debug` and a `Release` property with type Dictionary
2. Add your environment specific properties to this Debug/Release dictionary. Environment independent properties can be added to the root
3. In your code you can access this using: `BEConfig.configuration[@"key_in_configuration_plist"]`![Example configuration](/Screenshots/beconfiguration.png?raw=true)
You can also add an extra configuration (eg Acceptance), by going to your Project settings and adding a configuration in the
Configurations section. You might need to rerun `pod install` after this.![New configuration](/Screenshots/new_configurations.png?raw=true)
You can specify which configuration to use by editing your Scheme.
![Specify the build configuration](/Screenshots/specify_build_configuration.png?raw=true)
You could also duplicate a Scheme, set it up as an Acceptance build, and make sure the Scheme is shared. You can then set up your CI server to automatically build this scheme.
### Automatically increment bundle version
You can use update_version.sh to automatically increment the CFBundleVersion in your Info.plist. This script will put a timestamp in the version.
1. Edit your build scheme and add a Pre-Action to the Build step. You can add a Run script action here.
2. Make sure 'Provile build settings from' dropdown is filled in with your default target
3. Enter the following `"${PODS_ROOT}/BuildEnvironment/update_version.sh"`### Upload to HockeyApp
You can use upload_to_hockeyapp.sh to automatically upload builds to HockeyApp (by running Archive locally or on your Xcode server).
1. Edit your build schemes and duplicate your default one.
2. Mark it as shared, and add a post-action to the Archive step. Add a "New Run Script Action". Make sure 'Provide build settings from' dropdown is filled in.
3. Enter `"${PODS_ROOT}"/BuildEnvironment/upload_to_hockeyapp.sh`. If you want to see the log of this script, add `exec > /tmp/log_hockeyapp.txt 2>&1` at the top. This will log it on your build server in `/tmp/log_hockeyapp.txt`
4. Next go to your Target configuration then Build settings. Add a user-defined setting `HOCKEYAPP_API_TOKEN` which should contain your Api token. Also add a `HOCKEYAPP_APP_ID` user-defined setting which contains your App ID.
5. Make sure your Code Signing and Provisioning Profile settings are correct. Also make sure the same provisioning profile and signing certificate are available on the Xcode server.![Add post action](/Screenshots/post_action_upload.png?raw=true)
![Add user defined setting](/Screenshots/user_defined_action.png?raw=true)### Adding automatic builds on a build machine
If you have a build server available, these are the steps to take in order to set up automatic builds.
1. Go to Product > Create Bot...
2. Select a Scheme, check "Share Scheme" if necessary.
3. Give your bot a name. As a convention we use [APPNAME]-Build and [APPNAME]-Deploy.
4. Choose Schedule on Commit for regular builds and Schedule Manual for Deploy builds.
5. Select Clean Once a day for regular builds and Always for Deploy builds.
6. With the next steps you can choose whether to test on all devices or specific or all simulators and you can specify notifications on failure. Typically we use all simulators and no notifications.
7. After you create the bot the Build will show up in the Bots on localhost:xcode and on the big screen.### Check software licenses
To automatically check the software licenses during your build, you can use `check_licenses.sh`. This
will check your CocoaPods dependencies. If it finds a dependency that has something other than a MIT, BSD
or Apache license, it will fail the build.![Check licenses screenshot](/Screenshots/check_licenses_example.png?raw=true)
1. Go to your target, Build phases. Add a new Run Script Build phase
2. Enter the following: `"${PODS_ROOT}"/BuildEnvironment/check_licenses.sh`
3. You can also specifiy the licenses you want to allow by adding a parameter: `"${PODS_ROOT}"/BuildEnvironment/check_licenses.sh -l BSD` By default MIT, BSD and Apache are allowed.
4. You can also make exceptions for certain projects that you want to allow anyway: `"${PODS_ROOT}"/BuildEnvironment/check_licenses.sh -e AFNetworking`### Check outdated dependencies
You can also check if all your cocoapod dependencies are outdated. Integrating `check_outdated.sh` in your build will generate a build warning if a dependency has a newer version.
1. Go to your target, Build phases. Add a new Run Script Build phase
2. Enter the following: `"${PODS_ROOT}"/BuildEnvironment/check_outdated.sh`![Check outdated screenshot](/Screenshots/check_outdated_warnings.png?raw=true)
### Localization
This template automatically updates the files that need to be localized. This includes the files containing the translations required for the text found both in the source code and storyboards.#### Update source code translations
To automatically update the file contaning the translations required for the source code, you can use `extract_source_translations.sh`. This script looks for invocations to NSLocalizedString in the code, collects the keys used in such invocations, and tries to match them with those specified in the Localizable.strings files as follows:* Collected keys that are not found in the Localizable.strings files are added.
* Collected keys that are found in the Localizable.strings files remain as they are.
* Keys found in the Localizable.strings files but not in the keys collected by the script, are removed from the files.In order for this script to work the project needs to have a localized file, called Localization.strings in a Supporting Files directory.
#### Update storyboard translations
To automatically update the file contaning the translations required for the source code, you can use `extract_storyboard.sh`. This script looks for strings in the storyboard, collects the keys used by such strings, and tries to match them with those specified in the storyboard strings files as follows:* Collected keys that are not found in the storyboard strings files are added.
* Collected keys that are found in the storyboard strings files remain as they are.
* Keys found in the storyboard strings files but not in the keys collected by the script, are removed from the files.In order for this script to work the project needs a localized storyboard.
#### Deactivate localization support.
To deactivate any of the above localization script, you can remove the corresponding *Update source translations* and *Update storyboard translations* build phases from your project (automatically added by the template).## Author
Developed in the [Cegeka European App Factory](http://europeanappfactory.com/)
* Jan Sabbe## License
BuildEnvironment is available under the MIT license. See the LICENSE file for more info.