1. Getting Started
1.1. Spec Files
Spec files are responsible to contain the tests of your project.
Spec files are created under the spec directory of a RubyMotion project.
By default, a RubyMotion project has a spec/main_spec.rb file which contains a single test that ensures that the application has a window.
1.2. Spec Helpers
Spec helpers can be used to extend the testing framework, for instance by introducing a common set of classes or methods that will be used by the spec files. Spec helpers will be compiled and executed before the actual spec files.
Spec helpers are created under the spec/helpers directory of a RubyMotion project. An example could be spec/helpers/extension.rb.
By default, a RubyMotion project has no spec helper.
1.3. Running the Tests
The spec Rake task can be used to run the test suite of a RubyMotion project.
$ rake spec $ rake spec:device
This command compiles a special version of your app that includes the spec framework, helpers and files and executes it in the simulator in the background.
Once the specs are performed, the program yields back to the command-line prompt with a proper status code (0 in case of success, 1 otherwise).
1.4. Run Selected Spec Files
Sometimes you may not want to run the entire test suite but only one or more isolated spec files.
The files environment variable can be set to a series of comma-delimited patterns in order to filter the spec files that should be executed. Patterns can be either the basename of a spec file (without the file extension) or its path.
As an example, the following command will only run the spec/foo_spec.rb and spec/bar_spec.rb files.
$ rake spec files=foo_spec,spec/bar_spec.rb
1.5. Output Format
It is possible to customize the output format of rake spec by specifying a value for the output environment variable. Possible output formats are: spec_dox (default), fast, test_unit, tap and knock.
$ rake spec output=test_unit
2. Basic Testing
You can refer to MacBacon’s README file for a list of assertions and core predicates that the framework supports.
3. Views and Controllers Testing
This consists of a small API available to your specifications, some runloop helpers, and a couple of UIView extensions.
|This is not meant for full application acceptance tests. Therefore you should not let the application launch as normal. This can, for instance, be done by using the RUBYMOTION_ENV to return early from application:didFinishLaunchingWithOptions::|
class AppDelegate def application(application, didFinishLaunchingWithOptions:launchOptions) return true if RUBYMOTION_ENV == 'test' # ...
3.1. Configuring your Context
You need to tell the specification context which controller will be specified and extend it with the required API. You do this by specifying your view controller class in the following way:
describe "The 'taking over the world' view" do tests TakingOverTheWorldViewController # Add your specifications here. end
This will, before each specification, instantiate a new window and a new instance of your view controller class. These are available in your specifications as window and controller.
|If you need to perform custom instantiation of either the window or controller then you can do so from a before filter before calling tests.|
You can test controllers from a storyboard by passing the tests method the Xcode identifier of the controller in the :id option:
tests StoryboardViewController, :id => 'controller-id'
By default, controllers will be loaded from the MainStoryboard.storyboard file in the project resources directory. You can load a controller from a different file by passing the storyboard name in the :storyboard option.
tests StoryboardViewController, :storyboard => 'AlternateStoryboard', :id => 'controller-id'
|The Identifier field corresponding to the :id option is found within the View Controller section of the Attributes Inspector in Xcode. The Attributes Inspector can be reached with the command-option-4 keyboard shortcut.|
Some methods take a :duration option which specifies the period of time, in seconds, during which events will be generated. This is always optional.
|The default duration value can be changed through Bacon::Functional.default_duration=.|
3.3. Device Events
These methods generate events that operate on the device level. As such, they don’t take an accessibility label or specific view.
Rotates the device to the specified orientation.
rotate_device(:to => orientation, :button => location)
to: The orientation to rotate the device to, which can be either :portrait or :landscape.
button: Used to indicate a specific portrait/landscape orientation which can be either :bottom or :top in portrait mode, or either :left or :right in landscape mode. If omitted, it will default to :bottom in portrait mode and :left in landscape mode.
The following example rotates the device to the landscape orientation with the home button on the left-hand side of the device:
rotate_device :to => :landscape
Or to have the button on the right-hand side of the device:
rotate_device :to => :landscape, :button => :right
Generates accelerometer events.
accelerate(:x => x_axis_acceleration, :y => y_axis_acceleration, :z => z_axis_acceleration, :duration => duration)
From the UIAcceleration class reference:
x: With the device held in portrait orientation and the screen facing you, the x axis runs from left (negative values) to right (positive values) across the face of the device.
y: With the device held in portrait orientation and the screen facing you, the y axis runs from bottom (negative values) to top (positive values) across the face of the device.
z: With the device held in portrait orientation and the screen facing you, the z axis runs from back (negative values) to front (positive values) through the device.
This will simulate a device laying still on its back:
accelerate :x => 0, :y => 0, :z => -1
Essentially generates accelerometer events.
Use this when you want to specifically trigger a shake motion event.
For more information see the event handling guide.
3.4. Finding Views
These methods allow you to retrieve views. They traverse down through the view hierarchy, starting from the current window.
If no view matches, then they will keep re-trying it during the timeout, which defaults to three seconds. This means you don’t need to worry about wether or not the view you’re looking for is still being loaded or animated.
Finally, if the timeout passes and no view matches an exception will be raised.
|The default timeout value can be changed through Bacon::Functional.default_timeout=.|
Returns the view that matches the specified accessibility label.
button = UIButton.buttonWithType(UIButtonTypeRoundedRect) button.setTitle('Take over the world', forState:UIControlStateNormal) window.addSubview(button) view('Take over the world') # => button
|See UIView#viewByName(accessibilityLabel, timeout).|
Returns an array of all the views that match the given class.
button1 = UIButton.buttonWithType(UIButtonTypeRoundedRect) button1.setTitle('Take over the world', forState:UIControlStateNormal) window.addSubview(button1) button2 = UIButton.buttonWithType(UIButtonTypeRoundedRect) button2.setTitle('But not tonight', forState:UIControlStateNormal) window.addSubview(button2) views(UIButton) # => [button1, button2]
|See UIView#viewsByClass(viewClass, timeout).|
3.5. View Events
These methods all operate on views. You specify the view to operate on by its ‘accessibility label’ or pass in a view instance.
|In general all the UIKit controls will have decent default values for their accessibility labels. E.g. a UIButton with title “Take over the world” will have the same value for its accessibility label. If, however, you have custom views, or otherwise need to override the default, then you can do so by setting its accessibilityLabel attribute.|
Wherever a ‘location’ is required you can either specify a CGPoint instance or use one of the following constants:
|CGPoint instances have to be specified in window coordinates.|
|Some of the methods take a :from location and a :to location option. If only :from or :to is specified and with a location constant, then the other option can be omitted and will default to the opposite of the specified location. If, however, a CGPoint instance is used, then the other option has to be specified as well.|
Generates events that simulate tapping a view.
tap(label_or_view, :at => location, :times => number_of_taps, :touches => number_of_fingers)
All of these options are optional:
at: The location where the tap will occur. Defaults to the center of the view.
times: The number of times to tap the view. Defaults to a single tap.
touches: The number of fingers used to tap the view. Defaults to a single touch.
Tapping a view once only requires:
button = UIButton.buttonWithType(UIButtonTypeRoundedRect) button.setTitle('Take over the world', forState:UIControlStateNormal) window.addSubview(button) tap 'Take over the world'
Tapping a view twice with two fingers requires you to specify those options:
view = UIView.alloc.initWithFrame(CGRectMake(0, 0, 100, 100)) view.accessibilityLabel = 'tappable view' recognizer = UITapGestureRecognizer.alloc.initWithTarget(self, action:'handleTap:') recognizer.numberOfTapsRequired = 2 recognizer.numberOfTouchesRequired = 2 view.addGestureRecognizer(recognizer) tap 'tappable view', :times => 2, :touches => 2
Generates a short fast drag gesture.
flick(label_or_view, :from => location, :to => location, :duration => duration)
from: The location where the drag will start.
to: The location where the drag will end.
Flicking a switch would be done like so:
switch = UISwitch.alloc.initWithFrame(CGRectMake(0, 0, 100, 100)) switch.accessibilityLabel = 'Enable rainbow theme' window.addSubview(switch) flick 'Enable rainbow theme', :to => :right
Generates an opening pinch gesture.
pinch_open(label_or_view, :from => location, :to => location, :duration => duration)
from: The location where both fingers are at the start of the gesture. Defaults to :left.
to: The location where the moving finger will be at the end of the gesture. Defaults to :right.
The following zooms in on the content view of a UIScrollView:
view('Zooming scrollview').zoomScale # => 1.0 pinch_open 'Zooming scrollview' view('Zooming scrollview').zoomScale # => 2.0
Generates a closing pinch gesture.
pinch_close(label_or_view, :from => location, :to => location, :duration => duration)
from: The location where the moving finger will be at the start of the gesture. Defaults to :right.
to: The location where both fingers are at the end of the gesture. Defaults to :left.
The following zooms out of the content view of a UIScrollView:
view('Zooming scrollview').zoomScale # => 1.0 pinch_close 'Zooming scrollview' view('Zooming scrollview').zoomScale # => 0.5
Generates a drag gesture (i.e. panning, scrolling) over a path interpolated between the start and end location.
drag(label_or_view, :from => location, :to => location, :number_of_points => steps, :points => path, :touches => number_of_fingers, :duration => duration)
from: The location where the drag will start. Not used if :points is specified.
to: The location where the drag will end. Not used if :points is specified.
number_of_points: The number of points along the path that is interpolated between :from and :to. Defaults to 20. Not used if :points is specified.
points: An array of CGPoint instances that specify the drag path.
touches: The number of fingers used to drag. Defaults to a single touch.
|Keep in mind that scrolling into a direction means dragging into the opposite direction.|
The following will scroll down in a scroll view:
view('Scrollable scrollview').contentOffset.y # => 0 drag 'Scrollable scrollview', :from => :bottom view('Scrollable scrollview').contentOffset.y # => 400
Generates a clockwise rotation gesture around the center point of the view.
rotate(label_or_view, :radians => angle, :degrees => angle, :touches => number_of_fingers, :duration => duration)
radians: The angle of the rotation in radians. Defaults to π.
degrees: The angle of the rotation in degrees. Defaults to 180.
touches: The number of fingers used to rotate. Defaults to 2.