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.
win_check_gui ( window, checklist, expected_results_file, time );
obj_check_gui ( object, checklist, expected
results file, time );
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
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
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
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
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",
However, if you click the Date
of Flight box in the same window, the statement might be:
obj_check_bitmap ("Date of Flight:",
obj_check_bitmap ( object, bitmap, time [, x, y, width, height] );