ios builds failing

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Dave Dyer

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Mar 26, 2017, 10:29:47 PM3/26/17
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IOS builds are failing (again, sigh) same build, 4x in a row for me.

/zh/kb_4hqhn4kg1h0r5dp_6htcm0000gn/T/build6096280022432961172xxx/dist/build/Build/Intermediates/ArchiveIntermediates/Launch/IntermediateBuildFilesPath/Launch.build/Release-iphoneos/Launch.build/Objects-normal/armv7/yspahan_YspahanPlayStratCore.o
** BUILD INTERRUPTED **
Failed xcodebuild step


Steve Hannah

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Mar 27, 2017, 1:44:42 AM3/27/17
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How long was the build taking?  We recently added a timeout to the iOS builds of 15 minutes as a temporary measure against some iOS builds hanging.

Steve

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Dave Dyer

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Mar 27, 2017, 1:58:24 AM3/27/17
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That would be the problem.  My ios prod builds take up to 75 minutes on bad days.

Dave Dyer

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Mar 27, 2017, 11:03:01 PM3/27/17
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Can you give me some idea how long this is going to persist?  I can't make any
deliveries while you're killing builds like this.

mcell...@gmail.com

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Mar 28, 2017, 5:00:57 AM3/28/17
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I'm getting this too I'm afraid. My builds normally take a lot more than 15 minutes.

Paul

Jérémy MARQUER

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Mar 28, 2017, 8:17:05 AM3/28/17
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My iOS build are also too long ! Most of the time, about 15 minutes. Sometimes, more than 25 minutes ...
For android build, it tooks between 1 or 2 minutes only!! 

Shai Almog

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Mar 28, 2017, 10:02:31 AM3/28/17
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I'm on the bootcamp right now but it was probably bad to set this up right before I started so I'm upping this to 25 minutes.
Notice this applies to everyone (even us and enterprise developers), this isn't an attempt to grab money but rather to force you to share the common resource nicely...

When you take too long to build you cause long queuing which makes the builds longer for everyone. The limit is only on physical server time during xcode compilation which should be short... If it's not we need to fix it and need test cases to fix it.

When you say 50 minutes there is a good chance you spend a lot of that in a queue behind one of the other guys in this thread that is hogging the servers.

mcell...@gmail.com

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Mar 28, 2017, 11:57:05 AM3/28/17
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mine has just built :)




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Dave Dyer

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Mar 28, 2017, 1:41:49 PM3/28/17
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When you say 50 minutes there is a good chance you spend a lot of that in a queue behind one of the other guys in this thread that is hogging the servers.

Nope, the builds usually switch over from "queued" to "in progress"  pretty quickly, and the best time is still on
the order of 55 minutes.  Which correlates well with the time it takes my mac to build from sources.  The reasons
for my excessive build times have been discussed at length on other threads.  Suffice it to say that the same
build for android takes a couple minutes; so there is nothing intrinsically awful about the app.

Steve Hannah

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Mar 28, 2017, 1:48:43 PM3/28/17
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for my excessive build times have been discussed at length on other threads.

I recall must talk of your long build times in other threads, and your description in general terms of changes that would speed your build times up, but I haven't seen any concrete examples or test cases.  If you can provide a concrete test case and point out the things that you believe should be "stripped" by the transpiler, I can investigate further.  I haven't seen anything actionable to date.

Steve

Dave Dyer

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Mar 29, 2017, 2:01:40 AM3/29/17
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I can construct a simple example, after I regain the ability to make builds at all.

Paul McEllin

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Mar 29, 2017, 9:36:52 AM3/29/17
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To concur on this, though I did manage to get a build done yesterday - my builds on ios do take a long time. Old Windows Phone 8 were longer yet Windows UWP are really quick (don't do Android  - we only use cn1 for non java based devices as we have a lot of shared java code historically between Android, BB, Midp and Swing).

But I think if you want to support the ability to make serious, fairly complex apps with cn1 then there needs to be a reasonable build time available if that's what they need.

On Wed, Mar 29, 2017 at 7:01 AM, Dave Dyer <ddyer-...@real-me.net> wrote:
I can construct a simple example, after I regain the ability to make builds at all.
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Steve Hannah

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Mar 29, 2017, 12:21:33 PM3/29/17
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On Tue, Mar 28, 2017 at 11:01 PM, Dave Dyer <ddyer-...@real-me.net> wrote:
I can construct a simple example, after I regain the ability to make builds at all.

If your test case requires more than 25 minutes to build, I doubt the test case would be constructive.  I have seen you mention in general terms (i.e. without code examples) specific things that you believe can be stripped out of the C-code that will make it compile faster.  If you can expand on that theme with a concrete example, I will investigate.   You shouldn't need a full app to demonstrate such cases.

Best regards

Steve
 

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Dave Dyer

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Mar 29, 2017, 1:46:45 PM3/29/17
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I believe I can revert a 1-line change in one of my files, and increase my build time by 10 minutes.
Comparing the corresponding .h files ought to prove my case.

Dave Dyer

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Mar 31, 2017, 12:30:12 AM3/31/17
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I am still unable to build with a 25 minute limit.

Dave Dyer

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Apr 3, 2017, 6:57:59 PM4/3/17
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My IOS builds are finishing again.  Have you changed something?  My build time was 33 minutes,
which is the fastest I've seen in a year.

Dave Dyer

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Apr 3, 2017, 8:57:58 PM4/3/17
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Here's the promised "one line change".  Adding this to my "G" class causes the build time
to increase from the expected 23 minutes (for a dev build) to at least 45 minutes; I can't tell
exactly because my build was killed by the timer.

    static public Hashtable<String, Class<?>> namedClasses =
            NamedClasses.classes;
            // this hides the class list, which is restored in com.boardspace.Launch
            //new Hashtable<String,Class<?>>();

NamedClasses.classes is a list of all 70 top level game classes in my app, which is needed
for MakeInstance.  But note that the identities of these classes is not visible to those who
#include G, which is essentially everyone.

The effect of this change on the IOS build is in effect to force every class in the app to include
every header in the entire app, even those those class headers are not visible to clients of G.
I can supply the actual .h files once I get a build that succeeds.

Dave Dyer

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Apr 3, 2017, 10:04:48 PM4/3/17
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A second attempt at the same build took only 36 minutes, up from 24, which is
more in line with what I expected.
Here are the two header files.

As you can see, the modified .h includes the header for NamedClasses, which triggers
the recursive inclusion of everything in the world.

original-bridge_Platform.h
modified-bridge_Platform.h

Paul McEllin

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Apr 4, 2017, 5:49:43 AM4/4/17
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I just got a build interrupted error again :( And I need to get a build submitted to the app store pretty quickly for a daylight saving time fix! Trying again... fingers crossed!

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Steve Hannah

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Apr 4, 2017, 5:06:23 PM4/4/17
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Thanks.  I have made some changes to ParparVM to move unnecessary includes from .h files to .m files.  Initial tests on my local machine show improved build times.  (4 to 5 times faster for the Xcode portion).

This will be included in the next build server update.

Steve

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Dave Dyer

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Apr 4, 2017, 6:44:54 PM4/4/17
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On Tuesday, April 4, 2017 at 2:06:23 PM UTC-7, Steve Hannah wrote:
Thanks.  I have made some changes to ParparVM to move unnecessary includes from .h files to .m files.  Initial tests on my local machine show improved build times.  (4 to 5 times faster for the Xcode portion).

Outstanding!

Paul McEllin

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Apr 5, 2017, 4:40:14 AM4/5/17
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Sounds good... very good! :) Excellent work sir!

Will that be on friday? (build server update?)



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xha...@googlemail.com

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Apr 5, 2017, 8:44:25 AM4/5/17
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unfortunately i have the same issue. My ios builds took about 45 min the last time

Gareth Murfin

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Apr 5, 2017, 8:38:21 PM4/5/17
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Im guessing a real build should take 10 mins or less.... well a real build is a few mins, whats going on!

mcell...@gmail.com

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Apr 7, 2017, 11:03:13 AM4/7/17
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Getting some fast builds this afternoon - so the change made is looking good for me :)

Paul

xha...@googlemail.com

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Apr 10, 2017, 3:43:21 AM4/10/17
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Builds are now working for me too and they are WAY faster.

But there is still a issue with the ios build system. My build was sucessfull and i downloaded the .ipa  but maybe 5 or 10 minutes later, the build got marked as failed.

Steve Hannah

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Apr 10, 2017, 12:06:56 PM4/10/17
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Is this consistently happening for you?  That is very strange indeed.  Please post the error log you get on the failed task.

Steve

On Mon, Apr 10, 2017 at 12:43 AM, xhatti via CodenameOne Discussions <codenameone...@googlegroups.com> wrote:
Builds are now working for me too and they are WAY faster.

But there is still a issue with the ios build system. My build was sucessfull and i downloaded the .ipa  but maybe 5 or 10 minutes later, the build got marked as failed.

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xha...@googlemail.com

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Apr 10, 2017, 12:31:10 PM4/10/17
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In 3 of 3 builds this happened. All builds succeded first but turned to failed few minutes later. I could download the app


1st build is in the attached file.
2nd build:Exception on appending to log: java.io.IOException: Stream ClosedFailed xcodebuild step
3rd build: Failed xcodebuild step Exception on appending to log: java.io.IOException: Stream closed
build.log

Steve Hannah

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Apr 10, 2017, 5:09:46 PM4/10/17
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So far I haven't been able to reproduce this issue on my own projects.  Do your builds remain "Failed" when you refresh the dashboard page in your browser?  I don't know what might be causing something like this.

On Mon, Apr 10, 2017 at 9:31 AM, xhatti via CodenameOne Discussions <codenameone...@googlegroups.com> wrote:
In 3 of 3 builds this happened. All builds succeded first but turned to failed few minutes later. I could download the app


1st build is in the attached file.
2nd build:Exception on appending to log: java.io.IOException: Stream ClosedFailed xcodebuild step
3rd build: Failed xcodebuild step Exception on appending to log: java.io.IOException: Stream closed

On Monday, April 10, 2017 at 6:06:56 PM UTC+2, Steve Hannah wrote:
Is this consistently happening for you?  That is very strange indeed.  Please post the error log you get on the failed task.

Steve
On Mon, Apr 10, 2017 at 12:43 AM, xhatti via CodenameOne Discussions <codenameone...@googlegroups.com> wrote:
Builds are now working for me too and they are WAY faster.

But there is still a issue with the ios build system. My build was sucessfull and i downloaded the .ipa  but maybe 5 or 10 minutes later, the build got marked as failed.

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Steve Hannah
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Dave Dyer

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Apr 10, 2017, 6:15:32 PM4/10/17
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I'm having the opposite behavior, IOS builds marked as failed change to succeeded when a replacement build is started.

xha...@googlemail.com

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Apr 11, 2017, 5:23:54 AM4/11/17
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Today all my builds fail after about 30 minutes without being successfull first.
The errorlog of all builds: Exception on appending to log: java.io.IOException: Stream closedFailed xcodebuild step

And the builds from yesterday which turned to failed after being successfull first were still marked as failed after dashboard reload

On Monday, April 10, 2017 at 11:09:46 PM UTC+2, Steve Hannah wrote:
So far I haven't been able to reproduce this issue on my own projects.  Do your builds remain "Failed" when you refresh the dashboard page in your browser?  I don't know what might be causing something like this.
On Mon, Apr 10, 2017 at 9:31 AM, xhatti via CodenameOne Discussions <codenameone...@googlegroups.com> wrote:
In 3 of 3 builds this happened. All builds succeded first but turned to failed few minutes later. I could download the app


1st build is in the attached file.
2nd build:Exception on appending to log: java.io.IOException: Stream ClosedFailed xcodebuild step
3rd build: Failed xcodebuild step Exception on appending to log: java.io.IOException: Stream closed

On Monday, April 10, 2017 at 6:06:56 PM UTC+2, Steve Hannah wrote:
Is this consistently happening for you?  That is very strange indeed.  Please post the error log you get on the failed task.

Steve
On Mon, Apr 10, 2017 at 12:43 AM, xhatti via CodenameOne Discussions <codenameone...@googlegroups.com> wrote:
Builds are now working for me too and they are WAY faster.

But there is still a issue with the ios build system. My build was sucessfull and i downloaded the .ipa  but maybe 5 or 10 minutes later, the build got marked as failed.

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Steve Hannah
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Steve Hannah

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Apr 11, 2017, 12:52:21 PM4/11/17
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I have identified a possible problem on the build server that could be causing this.  I have fixed it, and this will be included in the next server update  (on Friday).

Steve

On Tue, Apr 11, 2017 at 2:23 AM, xhatti via CodenameOne Discussions <codenameone...@googlegroups.com> wrote:
Today all my builds fail after about 30 minutes without being successfull first.
The errorlog of all builds: Exception on appending to log: java.io.IOException: Stream closedFailed xcodebuild step

And the builds from yesterday which turned to failed after being successfull first were still marked as failed after dashboard reload

On Monday, April 10, 2017 at 11:09:46 PM UTC+2, Steve Hannah wrote:
So far I haven't been able to reproduce this issue on my own projects.  Do your builds remain "Failed" when you refresh the dashboard page in your browser?  I don't know what might be causing something like this.
On Mon, Apr 10, 2017 at 9:31 AM, xhatti via CodenameOne Discussions <codenameone...@googlegroups.com> wrote:
In 3 of 3 builds this happened. All builds succeded first but turned to failed few minutes later. I could download the app


1st build is in the attached file.
2nd build:Exception on appending to log: java.io.IOException: Stream ClosedFailed xcodebuild step
3rd build: Failed xcodebuild step Exception on appending to log: java.io.IOException: Stream closed

On Monday, April 10, 2017 at 6:06:56 PM UTC+2, Steve Hannah wrote:
Is this consistently happening for you?  That is very strange indeed.  Please post the error log you get on the failed task.

Steve
On Mon, Apr 10, 2017 at 12:43 AM, xhatti via CodenameOne Discussions <codenameone...@googlegroups.com> wrote:
Builds are now working for me too and they are WAY faster.

But there is still a issue with the ios build system. My build was sucessfull and i downloaded the .ipa  but maybe 5 or 10 minutes later, the build got marked as failed.

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Steve Hannah
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Steve Hannah
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