Issue:
I am facing a situation where multiple reviews from some users display the same titles, body, and author names in my admin panel, but they have different review IDs and review submission dates. For example, User A might have a review titled "Great App!" with the same content and author name, but different review IDs (123 and 456) and submission dates (June 1st and June 15th). This inconsistency appears when users update their reviews in the app or when reviews are deleted and then resubmitted through the App Store.
Reason:
When users update their feedback or delete and resubmit their reviews in the app or through the App Store, each action creates a new review entry in our database due to the different review IDs assigned by the platform, leading to these discrepancies.
Technical Details:
Fetching Reviews: I fetch the latest reviews from the App Store using a scheduled task that retrieves up to 200 reviews per hour. These reviews are retrieved using the App Store Connect API: https://api.appstoreconnect.apple.com/v1/apps/{id}/customerReviews?include=response&sort=-createdDate&limit=200.
Admin Panel Technology: My admin panel is developed using the Laravel framework (PHP).
Our Concern:
I want to ensure that our database stores only unique reviews and that our admin panel displays only unique reviews to avoid confusion and maintain data integrity.
I'm seeking guidance on how to handle this scenario correctly within my admin panel to ensure accurate representation of user reviews. Any insights or best practices on how to manage and display user reviews under these circumstances would be greatly appreciated.
Thank you.
Testing
RSS for tagDetect issues like logic failures, UI problems, and performance regressions by running tests on your app.
Posts under Testing tag
106 Posts
Sort by:
Post
Replies
Boosts
Views
Activity
when ever I try to use a feature on any it keeps asking for my permission and when ever I try to activate it. it keeps crashing the app and takes me to the home screen instantly. 2nd problem sometimes my phone heats up and the apps don’t open and my phone freezes.
From the Documentation of .timeLimit(_:):
Test timeouts do not support high-precision, arbitrarily short durations due to variability in testing environments. The time limit must be at least one minute, and can only be expressed in increments of one minute.
Unit Tests are usually considered too long when they take more than 0.1 seconds. So a minimal time limit of on minute is completely useless for unit tests.
Is there a similar trait in Swift Testing to handle millisecond time limits?
Hello colleagues, this is the first time this has happened to me, and I don't know what to do, I have done research and I have not found a solution for this, I am compiling my application only for iPhone, and when it is up to send it for review, it tells me that it is also for iPhone/iPad, and I'm frustrated, because my application has never been uploaded for iPad.
In my xcode, I put in the Target Device, iPhone only, and it uploads as if it were compatible with iPad. Did it happen to someone else?
We currently try to run tests on 4 physically attached iPhones all on ios 17. When tests are concurrently running we occasionally get failures that look like this:
Testing failed:
Failed to install the app on the device.
SwiftUITests-Runner encountered an error (Failed to install or launch the test runner. (Underlying Error: Failed to install the app on the device. (Underlying Error: Connection with the remote side was unexpectedly closed : { count = 1, transaction: 0, voucher = 0x0, contents =
"XPCErrorDescription" => { length = 22, contents = "Connection interrupted" }
}. Unhandled error domain IXRemoteErrorDomain, code 6))
I noticed that when relying on xcodebuild to install the target app and test runner it cannot install concurrently/parallel on all 4 devices but instead does each device sequentially causing the test to hang. The same behavior can be exhibited when trying to install an app concurrently on 4 different phones with xcrun devicectl as well.
STEPS TO REPRODUCE
Trigger a test with xcodebuild on 4 different phones at the same time where xcodebuild also needs to install the target apps.
Currently using Xcode15.2 and iOS 17.5.1
I am currently testing Apple Pay integration on my sandbox environment and I am in need of test cards for failed cases such as insufficient balance. Does anyone have access to or know where I can find Apple Pay test cards specifically for scenarios where transactions fail due to reasons like insufficient balance? Any help or guidance on this matter would be greatly appreciated. Thank you.
I have added a UI test that uses the newish app.performAccessibilityAudit() on each of the screens in my SwiftUI app.
I get a handful of test failures for various accessibility issues. Some of them are related to iOS issues (like the "legal" button in a map view doesn't have a big enough tappable are; and, I think, there is a contrast issue with selected tabs in a tab bar, or maybe it is a false positive).
Two of the error type I get are around Text elements that use default font styles (like headline) but that apparently get clipped at times and apparently "Dynamic Type font sizes are unsupported".
For some of the errors it supplies a screenshot of the whole screen along with an image of the element that is triggering the error. For these text errors it only provides the overall image. After looking at the video I saw that part of the test runs the text size all the way up and I could see that at the largest size or two the text was getting cut off despite using default settings for the frames on all the Text elements.
After a bit of trial and error I managed to get the text to wrap properly even at the largest of sizes and most of the related errors went away running on an iPhone simulator. I switched to an iPad simulator and the errors re-appeared even though the video doesn't show the text getting clipped.
Does anyone have any tips for actually fixing these issues? Or am I in false positive land here? Also, is there any way to get more specific info out of the test failures? Looking at the entire screen and trying to guess where the issue is kinda sucks.
After the ios 18 beta 2 update, when listening to music in carplay, the sound quality is very bad and I can't turn down the volume of the music. it acts like a voice assistant instead of music. when turning the volume down and up, it's like adjusting the volume of the voice assistant when it should turn up the volume of the music. So instead of music, it acts like the voice assistant is activated.
I'm unable to reproduce an issue which only seems to occur on App Review devices. It's mainly stuck at a loading screen when trying to sign in with GameCenter.
I'm using Microsoft Azure PlayFab as a game backend. I've tested my game on two iPads and three different iPhone models. They're all able to connect to the server. No debug build was installed on those devices via Xcode. I used the same build which was rejected, freshly installed via TestFlight on the internal test track.
Looking at my server logs, I can't even find one single request sent from the App Review device. This can only mean that there is some connectivity issue between their device and the server (e.g. a firewall or proxy).
I've also implemented a retry mechanism so in case the request times out, it would try it again and after three retries it would eventually display an error message and further details.
How shall I figure this issue out, if the only thing the reviewers provided me is a screenshot of the loading screen?
The connection to service named com.apple.testmanagerd was invalidated: failed at lookup with error 3 - No such process.
Currently I am struggling with this problem while running tests runner
`xcrun devicectl device process launch --console --device '000000000000000000000' 'com.gl.RunnerPOC-Watch-AppUITests.xctrunner
What may be causing the issue?
Thanks in advance
I need to run my tests bundle independently from Xcode. Previously, I used to deploy it and run as regular iOS application, it would execute test cases and display 'Automation running' label. I needed to execute tests some time after deploy and in different time of the day, so it is a problem for my team right now. So, UI Tests Runner app file does not launch and 'Automation Running' label is not displayed, is there any possible ways to run tests as it was or other ways to run tests not from Xcode.
Currently Swift Testing has much less features than XCTest, so the adoption will be very slow from our side. Notable features we miss are UI tests, performance tests and attachments.
I did not want to create many issues in Swift Testing GitHub project as lots of these shortcoming are most probably tracked internally (I can see lots of references to radars in GitHub issues.)
So, my question is: Is it a good idea to wait with wider adoption or should we experiment with other tools like swift Benchmarks?
This issue started to appear in the last couple of weeks. And it's annoying because Xcode Cloud actually is based on build duration. Here is a sample:
The whole build took like 10 minutes.
We can easily consume the 25 hours free tier because of these. The crash logs are completely useless. And the failing tests change from one run to the other and on different simulators. I really hope Xcode Cloud team look into this as it's frustrating and kills the whole point of Xcode Cloud (BTW, these issues won't happen on Bitrise).
I have a bug I am writing a UI Test for and I am struggling to find a way to test the fixed UI vs the buggy UI. In the buggy version, the UI element is visible on the screen but has a 0,0 width and height. It's visible because it's not set to 'clip to bounds', so it's overlaying the rest of my UI.
The app sets the element to be hidden in certain situations and I wanted to make sure in my test, that it's not on the screen in that situation. The problem is that .exists returns true in both situations (.hidden == true, .hidden == false), and .isHittable always returns false because its either no on the screen at all or has a 0,0 width, height.
So I can't use .exists; I can't use .isHittable; and I can't use the .frame either. Is there simply a way to check if it's actually visible?
I'm working on this Mac Safari extension https://apps.apple.com/app/id6464076425
The installation of the app via Testflight stops without any success (only for me)
As well as the installation via AppStore.
This happens only to me. I tried it on another computer, and it installed successfully.
Here are some videos:
This makes the development and release process impossible until I solve this problem.
I tried all the methods I could find online, such as:
Deleting the currently installed app
Restarting Safari
Restarting my Mac
Is there anything else I can do to fix this problem?
I am working on a home automation app that runs fine through the XCode simulator, that I would love to get up and running on my personal device. When I load it from my computer on my device I am prompted to "trust" myself as a developer, which I have done. I am also prompted with a new message to 'verify' the app. I can't successfully do this. I am given a message that tells me to check my connection (I am connected to both cellular and Wifi - same as my Mac). What are some possible solutions, without paying for a full developer license?
Hello, I have encountered this error in all the applications I have listened to so far on my individual developer account and I cannot test it. I heard that different developer friends of mine are experiencing this problem, especially on individual accounts. All test users I added to my account also have this problem. They all have different phones and operating system versions.
I tried a lot of solutions on different computers, Xcode versions, etc. But I couldn't find a solution. Could you please help with this?
I'm looking for a way (hopefully with a compiler directive) - in debug mode as well as in my UITests - to determine if a GPX file is being used. You use a GPX file for simulating location - it is set within the scheme settings under "Core Location - Allow Location Simulation".
Is this possible?
Hello everyone, I have been receiving this same crash report for the past month whenever I try and export a Final Cut Pro project. The FCP video will get to about 88% completion of export, then the application crashes and I get the attached report. Any leads on how to fix this would be greatly appreciated! Thank you.
-Lauren
Hello team ,
We have created a sandbox tester and added all the setting as per the guidelines but the sandbox tester account is blocked from adding the test card . All the test cards show as invalid card .
We are not able to able to add wallet from iCloud .
We are not able to sign into iTunes with the sandbox tester account .
Please help on how to resolve this .
Thanks in Advance