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Winrunner Question 51: What is parameterizing?
What is parameterizing?
In order for WinRunner to use data to drive the test, you must link the
data to the test script which it drives. This is called parameterizing
your test. The data is stored in a data table.
Winrunner Question 52: How do you maintain the document
information of the test scripts?
How do you maintain the document information of the test scripts?
Before creating a test, you can document information about the test in the
General and Description tabs of the Test Properties dialog box. You can
enter the name of the test author, the type of functionality tested, a
detailed description of the test, and a reference to the relevant functional
specifications document.
Winrunner Question 53: What do you verify with the GUI
checkpoint for single property and what command it generates, explain syntax?
You can check a single property of a GUI object. For example, you can check
whether a button is enabled or disabled or whether an item in a list is
selected. To create a GUI checkpoint for a property value, use the Check
Property dialog box to add one of the following functions to the test
script: - button_check_info
- scroll_check_info
- edit_check_info
- static_check_info
- list_check_info
- win_check_info
- obj_check_info
Syntax:
button_check_info (button, property, property_value );
edit_check_info ( edit, property, property_value );
Winrunner Question 54: What do you verify with the GUI
checkpoint for object/window and what command it generates, explain syntax?
- You can create a GUI checkpoint to check a single object in the
application being tested. You can either check the object with its
default properties or you can specify which properties to check.
- Creating a GUI Checkpoint using the Default Checks
- You can create a GUI checkpoint that performs a default check on the
property recommended by WinRunner. For example, if you create a GUI
checkpoint that checks a push button, the default check verifies that
the push button is enabled.
- To create a GUI checkpoint using default checks:
- Choose Create > GUI Checkpoint > For Object/Window, or click the GUI
Checkpoint for Object/Window button on the User toolbar. If you are
recording in Analog mode, press the CHECK GUI FOR OBJECT/WINDOW softkey
in order to avoid extraneous mouse movements. Note that you can press
the CHECK GUI FOR OBJECT/WINDOW softkey in Context Sensitive mode as
well. The WinRunner window is minimized, the mouse pointer becomes a
pointing hand, and a help window opens on the screen.
- Click an object.
- WinRunner captures the current value of the property of the GUI
object being checked and stores it in the test’s expected results
folder. The WinRunner window is restored and a GUI checkpoint is
inserted in the test script as an obj_check_gui statement
Syntax: win_check_gui ( window, checklist,
expected_results_file, time );- Creating a GUI Checkpoint by Specifying which Properties to
Check
- You can specify which properties to check for an object. For
example, if you create a checkpoint that checks a push button, you can
choose to verify that it is in focus, instead of enabled
- To create a GUI checkpoint by specifying which properties to
check
- Choose Create > GUI Checkpoint > For Object/Window, or click the GUI
Checkpoint for Object/Window button on the User toolbar. If you are
recording in Analog mode, press the CHECK GUI FOR OBJECT/WINDOW softkey
in order to avoid extraneous mouse movements. Note that you can press
the CHECK GUI FOR OBJECT/WINDOW softkey in Context Sensitive mode as
well. The WinRunner window is minimized, the mouse pointer becomes a
pointing hand, and a help window opens on the screen.
- Double-click the object or window. The Check GUI dialog box opens.
- Click an object name in the Objects pane. The Properties pane lists
all the properties for the selected object.
- Select the properties you want to check.
- To edit the expected value of a property, first select it. Next,
either click the Edit Expected Value button, or double-click the value
in the Expected Value column to edit it.
- To add a check in which you specify arguments, first select the
property for which you want to specify arguments. Next, either click the
Specify Arguments button, or double-click in the Arguments column. Note
that if an ellipsis (three dots) appears in the Arguments column, then
you must specify arguments for a check on this property. (You do not
need to specify arguments if a default argument is specified.) When
checking standard objects, you only specify arguments for certain
properties of edit and static text objects. You also specify arguments
for checks on certain properties of nonstandard objects.
- To change the viewing options for the properties of an object, use
the Show Properties buttons.
- Click OK to close the Check GUI dialog box. WinRunner captures the
GUI information and stores it in the test’s expected results folder. The
WinRunner window is restored and a GUI checkpoint is inserted in the
test script as an obj_check_gui or a win_check_gui statement.
Syntax: win_check_gui ( window, checklist,
expected_results_file, time );
obj_check_gui ( object, checklist, expected results file, time );
Winrunner Question 55: What information is contained in
the checklist file and in which file expected results are stored?
Winrunner Question 55: What information is contained in the
checklist file and in which file expected results are stored?
- The checklist file contains information about the objects and the
properties of the object we are verifying.
- The gui*.chk file contains the expected results
which is stored in the exp folder
Winrunner Question 56: What do you verify with the
GUI checkpoint for multiple objects and what command it generates, explain
syntax?
To create a GUI checkpoint for two or more objects:- Choose Create > GUI Checkpoint > For Multiple Objects or click
the GUI Checkpoint for Multiple Objects button on the User toolbar.
If you are recording in Analog mode, press the CHECK GUI FOR
MULTIPLE OBJECTS softkey in order to avoid extraneous mouse
movements. The Create GUI Checkpoint dialog box opens.
- Click the Add button. The mouse pointer becomes a pointing hand
and a help window opens.
- To add an object, click it once. If you click a window title bar
or menu bar, a help window prompts you to check all the objects in
the window.
- The pointing hand remains active. You can continue to choose
objects by repeating step 3 above for each object you want to check.
- Click the right mouse button to stop the selection process and
to restore the mouse pointer to its original shape. The Create GUI
Checkpoint dialog box reopens.
- The Objects pane contains the name of the window and objects
included in the GUI checkpoint. To specify which objects to check,
click an object name in the Objects pane. The Properties pane lists
all the properties of the object. The default properties are
selected.
- To edit the expected value of a property, first select it. Next,
either click the Edit Expected Value button, or double-click the
value in the Expected Value column to edit it.
- To add a check in which you specify arguments, first select the
property for which you want to specify arguments. Next, either click
the Specify Arguments button, or double-click in the Arguments
column. Note that if an ellipsis appears in the Arguments column,
then you must specify arguments for a check on this property. (You
do not need to specify arguments if a default argument is
specified.) When checking standard objects, you only specify
arguments for certain properties of edit and static text objects.
You also specify arguments for checks on certain properties of
nonstandard objects.
- To change the viewing options for the properties of an object,
use the Show Properties buttons.
- To save the checklist and close the Create GUI Checkpoint dialog
box, click OK. WinRunner captures the current property values of the
selected GUI objects and stores it in the expected results folder. A
win_check_gui statement is inserted in the test script.
Syntax: win_check_gui ( window, checklist,
expected_results_file, time );
obj_check_gui ( object, checklist, expected results file, time
);
Winrunner Question 57: What do you verify with the
bitmap check point for object/window and what command it generates, explain
syntax?
What do you verify with the bitmap check point for object/window
and what command it generates, explain syntax- You can check an object, a window, or an area of a screen in
your application as a bitmap. While creating a test, you indicate
what you want to check. WinRunner captures the specified bitmap,
stores it in the expected results folder (exp) of the test, and
inserts a checkpoint in the test script. When you run the test,
WinRunner compares the bitmap currently displayed in the application
being tested with the expected bitmap stored earlier. In the event
of a mismatch, WinRunner captures the current actual bitmap and
generates a difference bitmap. By comparing the three bitmaps
(expected, actual, and difference), you can identify the nature of
the discrepancy.
- When working in Context Sensitive mode, you can capture a bitmap
of a window, object, or of a specified area of a screen. WinRunner
inserts a checkpoint in the test script in the form of either a
win_check_bitmap or obj_check_bitmap statement.
- Note that when you record a test in Analog mode, you should
press the CHECK BITMAP OF WINDOW softkey or the CHECK BITMAP OF
SCREEN AREA softkey to create a bitmap checkpoint. This prevents
WinRunner from recording extraneous mouse movements. If you are
programming a test, you can also use the Analog function
check_window to check a bitmap.
- To capture a window or object as a bitmap:
- Choose Create > Bitmap Checkpoint > For Object/Window or click
the Bitmap Checkpoint for Object/Window button on the User toolbar.
Alternatively, if you are recording in Analog mode, press the CHECK
BITMAP OF OBJECT/WINDOW softkey. The WinRunner window is minimized,
the mouse pointer becomes a pointing hand, and a help window opens.
- Point to the object or window and click it. WinRunner captures
the bitmap and generates a win_check_bitmap or obj_check_bitmap
statement in the script. The TSL statement generated for a window
bitmap has the following syntax:
win_check_bitmap ( object, bitmap, time ); - For an object bitmap, the syntax is:
obj_check_bitmap ( object, bitmap, time ); - For example, when you click the title bar of the main window of
the Flight Reservation application, the resulting statement might
be:
win_check_bitmap ("Flight Reservation", "Img2", 1); - However, if you click the Date of Flight box in the same window,
the statement might be:
obj_check_bitmap ("Date of Flight:", "Img1", 1);
Syntax: obj_check_bitmap ( object, bitmap, time [,
x, y, width, height] );
Winrunner Question 58: What do you verify with the
bitmap checkpoint for screen area and what command it generates, explain
syntax?
What do you verify with the bitmap checkpoint for screen area
and what command it generates, explain syntax?- You can define any rectangular area of the screen and capture it
as a bitmap for comparison. The area can be any size: it can be part
of a single window, or it can intersect several windows. The
rectangle is identified by the coordinates of its upper left and
lower right corners, relative to the upper left corner of the window
in which the area is located. If the area intersects several windows
or is part of a window with no title (for example, a popup window),
its coordinates are relative to the entire screen (the root window).
- To capture an area of the screen as a bitmap:
- Choose Create > Bitmap Checkpoint > For Screen Area or click the
Bitmap Checkpoint for Screen Area button. Alternatively, if you are
recording in Analog mode, press the CHECK BITMAP OF SCREEN AREA
softkey. The WinRunner window is minimized, the mouse pointer
becomes a crosshairs pointer, and a help window opens.
- Mark the area to be captured: press the left mouse button and
drag the mouse pointer until a rectangle encloses the area; then
release the mouse button.
- Press the right mouse button to complete the operation.
WinRunner captures the area and generates a win_check_bitmap
statement in your script.
- The win_check_bitmap statement for an area of the screen has the
following syntax:
win_check_bitmap ( window, bitmap, time, x, y, width, height );
Winrunner Question 59: What do you verify with the
database checkpoint default and what command it generates, explain syntax?
What do you verify with the database checkpoint default and what
command it generates, explain syntax?- By adding runtime database record checkpoints you can compare
the information in your application during a test run with the
corresponding record in your database. By adding standard database
checkpoints to your test scripts, you can check the contents of
databases in different versions of your application.
- When you create database checkpoints, you define a query on your
database, and your database checkpoint checks the values contained
in the result set. The result set is set of values retrieved from
the results of the query.
- You can create runtime database record checkpoints in order to
compare the values displayed in your application during the test run
with the corresponding values in the database. If the comparison
does not meet the success criteria you
- Specify for the checkpoint, the checkpoint fails. You can define
a successful runtime database record checkpoint as one where one or
more matching records were found, exactly one matching record was
found, or where no matching records are found.
- You can create standard database checkpoints to compare the
current values of the properties of the result set during the test
run to the expected values captured during recording or otherwise
set before the test run. If the expected results and the current
results do not match, the database checkpoint fails. Standard
database checkpoints are useful when the expected results can be
established before the test run.
Syntax: db_check(<checklist_file>, <expected_restult>)
- You can add a runtime database record checkpoint to your test in
order to compare information that appears in your application during
a test run with the current value(s) in the corresponding record(s)
in your database. You add runtime database record checkpoints by
running the Runtime Record Checkpoint wizard. When you are finished,
the wizard inserts the appropriate db_record_check
statement into your script
Syntax:
db_record_check(ChecklistFileName,SuccessConditions,RecordNumber );
ChecklistFileName A file created by WinRunner and
saved in the test's checklist folder. The file contains information
about the data to be captured during the test run and its corresponding
field in the database. The file is created based on the information
entered in the Runtime Record Verification wizard.
SuccessConditions Contains one of the following
values:
- DVR_ONE_OR_MORE_MATCH - The checkpoint passes if one or more
matching database records are found.
- DVR_ONE_MATCH - The checkpoint passes if exactly one matching
database record is found.
- DVR_NO_MATCH - The checkpoint passes if no matching database
records are found.
RecordNumber An out parameter returning the number of
records in the database.
Winrunner Question 60: How do you handle dynamically
changing area of the window in the bitmap checkpoints?
How do you handle dynamically changing area of the window in the
bitmap checkpoints?
The difference between bitmaps option in the Run Tab of the general
options defines the minimum number of pixels that constitute a bitmap
mismatch
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