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
- 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.
- A location selector uses the spatial position of objects.
- An index selector uses a unique number to identify the object in a window.
- 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.
- 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.
- 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.