What is the purpose of GUI map configuration?
GUI Map configuration is used to map a custom object to a standard object.
How do you make the configuration and mappings permanent?
The mapping and the configuration you set are valid only for the current WinRunner session. To make the mapping and the configuration permanent, you must add configuration statements to your startup test script
What is the purpose of GUI spy?
GUI Spy can be used to view the properties of any GUI object on your desktop. You use the Spy pointer to point to an object, and the GUI Spy displays the properties and their values in the GUI Spy dialog box. You can choose to view all the properties of an object, or only the selected set of properties that WinRunner learns.
What is the purpose of obligatory and optional properties of the objects?
For each class, WinRunner learns a set of default properties. Each default property is classified “obligatory” or “optional”.
- An obligatory property is always learned (if it exists).
- An optional property is used only if the obligatory properties do not provide unique identification of an object. These optional properties are stored in a list. WinRunner selects the minimum number of properties from this list that are necessary to identify the object. It begins with the first property in the list, and continues, if necessary, to add properties to the description until it obtains unique identification for the object.
What is the purpose of location indicator and index indicator in GUI map configuration?
In cases where the obligatory and optional properties do not uniquely identify an object, WinRunner uses a selector to differentiate between them. Two types of selectors are available:
- A location selector uses the spatial position of objects.
The location selector uses the spatial order of objects within the window, from the top left to the bottom right corners, to differentiate among objects with the same description.
- An index selector uses a unique number to identify the object in a window.
The index selector uses numbers assigned at the time of creation of objects to identify the object in a window. Use this selector if the location of objects with the same description may change within a window.
How do you handle custom objects?
A custom object is any GUI object not belonging to one of the standard classes used by WinRunner. WinRunner learns such objects under the generic “object” class. WinRunner records operations on custom objects using obj_mouse_ statements. If a custom object is similar to a standard object, you can map it to one of the standard classes. You can also configure the properties WinRunner uses to identify a custom object during Context Sensitive testing.
What is the purpose of different record methods 1) Record 2) Pass up 3) As Object 4) Ignore.
- Record instructs WinRunner to record all operations performed on a GUI object. This is the default record method for all classes. (The only exception is the static class (static text), for which the default is Pass Up.)
- Pass Up instructs WinRunner to record an operation performed on this class as an operation performed on the element containing the object. Usually this element is a window, and the operation is recorded as win_mouse_click.
- As Object instructs WinRunner to record all operations performed on a GUI object as though its class were “object” class.
- Ignore instructs WinRunner to disregard all operations performed on the class.
What are the virtual objects and how do you learn them?
- Applications may contain bitmaps that look and behave like GUI objects. WinRunner records operations on these bitmaps using win_mouse_click statements. By defining a bitmap as a virtual object, you can instruct WinRunner to treat it like a GUI object such as a push button, when you record and run tests.
- Using the Virtual Object wizard, you can assign a bitmap to a standard object class, define the coordinates of that object, and assign it a logical name.
To define a virtual object using the Virtual Object wizard:
- Choose Tools > Virtual Object Wizard. The Virtual Object wizard opens. Click Next.
- In the Class list, select a class for the new virtual object. If rows that are displayed in the window. For a table class, select the number of visible rows and columns. Click Next.
- Click Mark Object. Use the crosshairs pointer to select the area of the virtual object. You can use the arrow keys to make precise adjustments to the area you define with the crosshairs. Press Enter or click the right mouse button to display the virtual object’s coordinates in the wizard. If the object marked is visible on the screen, you can click the Highlight button to view it. Click Next.
- Assign a logical name to the virtual object. This is the name that appears in the test script when you record on the virtual object. If the object contains text that WinRunner can read, the wizard suggests using this text for the logical name. Otherwise, WinRunner suggests virtual_object, virtual_push_button, virtual_list, etc.
You can accept the wizard’s suggestion or type in a different name. WinRunner checks that there are no other objects in the GUI map with the same name before confirming your choice.