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. b. 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: i. Choose Tools > Virtual Object Wizard. The Virtual Object wizard opens. Click Next.
ii. 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. iii. 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. iv. 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. v. 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. Click Next.
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