crawl-app
Skill2 starsChanged 18 days agoMITView on GitHub
Run an AppScreenMap crawl of an Android app on an emulator and review the result. Use when asked to map/crawl/explore an app, demo the tool, capture an app's empty or first-run state, re-map after a new build, or compare two builds visually.
- Installs packages
In this repository22 other files it gives its agents.
- CLAUDE.mdCLAUDE.md
- a11y-auditSkill
- adaptiveSkill
- add-a11y-ruleSkill
- add-exporterSkill
- android-intent-securitySkill
- android-permissions-securitySkill
- design-systemSkill
- edge-to-edgeSkill
- extend-crawlerSkill
- ios-a11y-rulesSkill
- ios-simulatorSkill
- maintain-crawlerSkill
- play-policy-insightsSkill
- security-auditSkill
- security-rulesSkill
- stack-iosSkill
- stack-rulesSkill
- store-requirementsSkill
- tune-crawlerSkill
- wcag-mobile-rulesSkill
- web-uiSkill
The file
We split this skill into the rules it gives an agent
6 rules. About 0 are common, 2 are distinctive, and 4 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈2
Distinctive · estimate
This author's own choices. Worth a look.
4
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Very specific: line 10
Every mapping of an app belongs in one canvas (a merged run, one scenario per flow).
- Very specific: line 33
Target app: use the Playground sample (dev.appscreenmap.playground) unless the user names another app.
- Very specific: line 34
Don't crawl stock emulator apps for testing.
- Distinctive: line 43
Run in the background so the user can follow along and stop it:
- Very specific: line 91
Read the findings. Then check navigation performance:
- Distinctive: line 129
Delete runs you started that ended up broken or unwanted, and say that you did.
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Crawl an app and review the map
0. One canvas per app (the default)
Every mapping of an app belongs in one canvas (a merged run, one scenario per flow). Before a crawl, find the
app's canvas (runs/<project>/, the run whose run.scenarios lists the flows; with no canvas yet, the app's first run
becomes it). After every crawl or re-run, add it to that canvas in place and drop its own folder, without asking:
uv run appscreenmap-engine merge --into runs/<project>/<canvas> runs/<project>/<new-run> --labels "Post-login" --moveThe canvas keeps its id and folder, and its notes.json (stars, notes, a11y decisions, map comments, tree edits) and
titles.json follow the screens to their new ids. Run report / perf on the new run before merging if you need
its own numbers. Only when the developer asks: keep a run separate, or start a new canvas. Always ask before
--clear-data (logs the emulator out) and before deleting a canvas. Don't re-run flows that are already on the
canvas; script only the part that is missing.
1. Preflight
uv run appscreenmap-engine doctorEverything except the web viewer build must show ok. If several devices are connected, pass
--serial.
Target app: use the Playground sample (dev.appscreenmap.playground) unless the user names another app.
Don't crawl stock emulator apps for testing. Its APKs are committed (samples/playground-app/apk/playground-v1.apk,
-v2.apk) and its config is samples/playground-app/appscreenmap.toml, which reads the sign-in password from
$APP_PASSWORD (any dummy value; samples/demo.sh uses playground-demo).
Clean slate: --clear-data wipes app data, so the map starts from the first-run state
(onboarding, empty lists). Use it unless the user wants their current data mapped.
2. Run
Run in the background so the user can follow along and stop it:
APP_PASSWORD=playground-demo uv run appscreenmap-engine crawl --apk samples/playground-app/apk/playground-v1.apk \
--config samples/playground-app/appscreenmap.toml --clear-data --max-steps 200 \
> <scratchpad>/crawl.log 2>&1 # run_in_background: trueWatch for discoveries and every way the run can end, not just success:
tail -n 0 -f <scratchpad>/crawl.log | grep -E --line-buffered "new screen|end:|^done:|app crashed|could not|stopped|error|Traceback"The crawl stops itself when one of these happens:
complete: nothing left to exploresaturated: no new screen in the last N steps(stop_after_no_new, default 30)- the step or time budget runs out
To stop early, stop the background task. SIGTERM is handled: the run is saved as stopped,
the app is unpinned, and animations are restored.
Output goes to runs/<project>/<run-id>/ (project = last part of the package, or --project).
runs/ is git-ignored, so nothing here is committed; delete broken or throwaway runs to keep the viewer tidy.
iOS Simulator. Build the app for the simulator (xcodebuild -sdk iphonesimulator; an .ipa can't run there),
boot a simulator (Xcode 27 replaced Simulator.app with Device Hub), then:
uv run appscreenmap-engine doctor # lists booted simulators, idb and idb_companion
uv run appscreenmap-engine crawl --platform ios --app path/to/YourApp.app --clear-data --max-steps 150It reads the accessibility tree (what VoiceOver sees) and taps through idb; a control with no accessibility label or
identifier is invisible to the crawler, which is itself the finding. A tree with no content (in-app browser, system
sheet) counts as leaving the app: the crawl restarts the app instead of pressing Back. Runs go to runs/<app>-ios/.
Needs brew install facebook/fb/idb-companion and uv tool install fb-idb. There's no iOS sample in the repo yet (a SwiftUI
Playground with the same scenarios is planned), so use the user's own simulator build.
Useful flags: --apk <file> (installs first), --max-minutes, --settle 1.2 (slow apps),
--config examples/appscreenmap.toml (test credentials in [inputs], extra blocked_text).
3. Review
uv run appscreenmap-engine report runs/<project>/<run-id>Read the findings. Then check navigation performance:
uv run appscreenmap-engine perf runs/<project>/<run-id> # slowest screens, transitions, jank, cold startCompare load times only between runs on the same device with the same animation setting
(perf.json → animations). Use --keep-animations when the user wants times as users perceive them.
Then sanity-check the map itself:
python3 -c "
import json,sys; d=json.load(open('runs/<project>/<run-id>/map.json'))
for s in d['screens']: print(s['id'], s['kind'], repr(s['title']), s['patterns'], s.get('variant_of'), 'depth', s.get('depth'))
"Spot-check 2–3 screenshots in runs/<project>/<run-id>/screens/ with the Read tool. Do the titles match what's
on screen? Does the first screen show the empty state?
Things to call out to the user:
- Screens that should exist but are missing (compare against what the app's source shows).
- Two ids that are really one screen, or one id covering two screens → use the
tune-crawlerskill. - Any
left_appeffect orx:screen. Withstay_in_appon, this should not happen. - Crashes (
crashes/crash-N.txt).
4. Use the output
- Viewer:
uv run appscreenmap-engine serve(needsapps/viewer/dist; the web session owns that build). - Maestro flow to reach a screen:
runs/<project>/<run-id>/flows/s004.yaml→maestro test …. - Visual diff between two builds: crawl each, then
uv run appscreenmap-engine diff runs/<project>/<old> runs/<project>/<new>. The report lands in<new>/diff/<old-id>/.
5. Report back
Give the user: stop reason, screens/transitions/steps/time, the screen list with titles, and
the top findings with a recommended next step (usually tune-crawler for one specific finding).
Delete runs you started that ended up broken or unwanted, and say that you did.
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