I am using ImageViewBuilder to create an ImageView and I need to test the properties preserveRatio , fitWidth and fitheight
I was looking at the docs and still cannot figure out how to.
Help will be appreciated. Here is my code (not SSCCE)
ImageView img = ImageViewBuilder
.create()
.image(new Image("http://projavafx.com/images/earthrise.jpg")) // path to image
.build();
If someone could please update the code to show me how to use the fitHeight() and fitWidth() methods then that would be highly appreciated.
IT is not entirely clear what you are trying to do. To use the fitWidth/fitHeight/preserveRatio properties, you can either use the get/set.. methods or,
ImageView img = ImageViewBuilder
.create()
.image(new Image("http://projavafx.com/images/earthrise.jpg")) // path to image
.build();
img.setFitHeight(value); // or getFitHeight() if that is what you need.
img.setFitWidth(value); // or getFitWidth() if that is what you need.
img.preserveRatioProperty(true); // or isPreserveRation() if that is what you need.
or alternatively, access the properties and then call the get/set methods on those:
img.fitHeightProperty().set(value);
img.fitWidthProperty().set(value);
img.preserveRatioProperty().set(true);
This is pretty basic. If you put more information about what exactly the problem is, then you might get a more specific and less basic answer.
chooks
Related
Elementor Pro (the WordPress page builder) integrates beautifully with Swiper, tying their GUI to the JS parameters and database content.
However, for my project, I need to make some changes to the Swiper "CoverFlow" skin Init parameters (show more slides, change the 3D effect facing direction...).
My hope is to to use the Destroy method of the Swiper API which looks like:
mySwiper.destroy(deleteInstance, cleanStyles);
Then I can initialize the Swiper again, with my own custom parameters. The challenge is that the way Elementor calls Swiper in frontend.js is a complex anonymous function that doesn't really allow me to know what "mySwiper" would be... On line 567:
this.swipers.main = new Swiper(this.elements.$mainSwiper, this.getSwiperOptions());
I would be so grateful if someone could please help me understand what "this.swipers.main" would translate to after Init so that I can destroy the swiper and initialize it again with my own parameters.
Obviously I cannot edit frontend.js itself as it is a plugin file that needs to be updated.
Extra points for whomever teaches me how to fish and what the methodology is to solve these types of puzzles for other similar situations.
You can give an ID to the Elementor widget ex: slider1 and then with JS you can use:
var sliderInstance = document.querySelector('#slider1 .swiper-container').swiper;
After this you can call sliderInstance.destroy() wherever you want.
And if you want to initialize it again you can call:
var sliderInstance = new Swiper('#slider1 .swiper-container', {
//options
});
I started working with CodedUI few months before to automate a desktop Application(WPF).
Just checking out for the best ways to create a framework for my Application.
As, I have seen in other automation tools, I feel the heart of an automation framework using any tool(UI Based) is the way it's object Repository is created i.e. how well the UI objects are defined. A Cleaner and well defined Object Repository always proves to be very helpful when it comes to updating your tests.
I am trying to discover the best way to store my UIObjects so that in case of any UI changes in my Application, I have to put minimum effort to update my automation test.
Also, If an Object changes in application, updating it only at one place should solve the problem.
This can be any kind of change like :
->change in just a property(This I feel would be very easy to update in automation Test. The best and Easiet way I feel is to simply update the .uitest file(the xml file) if possible.)
->change in hierarchy and position
->entirely new object added
For the 2nd and 3rd changes, updating scripts become a difficult job, esp if the UIObject is being referred at may places, in many TestMethods, or Modules.
Also, I have generally seen that in Test Methods, Variable Declarations are done to create a reference to the UIMap objects and those variables are further used in the TestMethod Code.
So, in this case If the UI of my application changes, I will have to update the variable decalaration in each of the Test Methods. I want to reduce this effort to changing the variable decalaration only at one place. OfCourse, I cannot have all the code inside only one Test Method. One way that came to my mind is as:
Can't I have simply one common place for all these Variable decalarations. We can give a unique and understandable name to each UIObject e.g.: The decalratoions will look like:
UITabPage UITabPage = this.UIMap.UISimWindow.UISelectEquipmentTabList.UITabPage;
WpfRow UIRow = this.UIMap.UISimWindow.UISelectEquipmentTabList.UITabPage.UIEquipmentDetailsTable.UIRow;
WpfText UIEquipmentTagText = this.UIMap.UISimWindow.UISelectEquipmentTabList.UITabPage.UIEquipmentDetailsTable.UIRow.UITagCell.UIEquipmentTagText;
WpfCheckBox UIEquipmentCheckBox = this.UIMap.UISimWindow.UISelectEquipmentTabList.UITabPage.UIEquipmentDetailsTable.UIRow.UICheckBoxCell.UICheckBox;
....
....
and use these variables wherever required. Hence, In case of any chnages also, there will be only one place where you will need to update thse objects.
But for this, These varaibles must be made STATIC. What can be problem with making these Object Variables static?
Please provide your suggestion on this topic. May be what I am thinking is not possible or practical. I just want to choose the best way to start with before I go too far with the automation scripts and realize later that my approach wasn't a good one.
Thanks in Advance,
Shruti
Look into using descriptive programming instead of using the UIMaps.
Make a static class with generic functions to assist. Going to give you some examples of how to set it up.
For example:
public WinWindow parentwin(string ParentControlName)
{
var parentwin = new WinWindow();
parentwin.SearchProperties.Add("Control Name", ParentControlName);
return parentwin;
}
public WinWindow childwin(string ChildWinControlName, string ParentControlName)
{
var childwin = new WinWindow(parentwin(ParentControlName));
childwin.SearchProperties.Add("Control Name", ChildWinControlName);
return childwin;
}
public WinButton button(string ButtonName,string ChildWinControlName, string ParentControlName)
{
var childwin = childwin(ChildWinControlName,ParentControlName);
var button = new WinButton(childwin);
button.SearchProperties.Add("Name", ButtonName);
}
public void ClickButton(string ButtonName,string ChildWinControlName, string ParentControlName)
{
var button = button(ButtonName,ChildWinControlName,ParentControlName);
Mouse.Click(button);
}
public void ChangeFocus(WinWindow NewFocus)
{
var NewFocus = new NewFocus();
NewFocus.SetFocus();
}
public void ChangeFocus(WinWindow NewFocusChild, string c)
{
var a = new NewFocus();
a.SetFocus();
}
ChangeFocus(childwin("WelcomeForm", "MainForm");
ClickButton("&OK", "WelcomeForm", "MainForm");
I am new to Vuforia SDK. I have an image which acts as a target. I want to place this image on to the Imagemarker. In real time the size of the Imagemarker varies. Is there any method where I can get the width and height of the Imagemarker so that the target image fits exactly on the Imagemarker?
Since you did not specify if you are using the Unity or native APIs I will assume you are using Unity.
This is how you would go about it using the Vuforia API, placing this in a script attached to your ImageTarget GameObject.
IEnumerator Start()
{
Vuforia.ImageTarget img = GetComponent<Vuforia.ImageTargetBehaviour>().ImageTarget;
// This is rounded of in the console display,
// so individual components are printed afterwards
Debug.Log(img.GetSize());
Debug.Log(img.GetSize().x);
Debug.Log(img.GetSize().y);
Debug.Log(img.GetSize().z);
}
Alternatively you can directly use the Bounds of the renderer.
void Start()
{
Renderer r = GetComponent<Renderer>();
Debug.Log(r.bounds.size.x);
Debug.Log(r.bounds.size.y);
Debug.Log(r.bounds.size.z);
}
Needless to say this is just a quick solution, depending on the situation you might want to use this at runtime dynamically create content.
Yes, you can.
While placing the Image on the Image Marker to the relative size you want it to be, and when you run it you'll see that the size of the image will be relative to the Marker you've placed it on.
I am implementing my own Map in Java, using a custom class I made.
I already implemented the hashCode and equals without any problem.
I just have a question more related into performance and stuff like that.
So I will check many times in my application if a specific value is inside the map, for that, for that I have to create a object and then use the methods containsKey of Map.
My question is...
Is there any other way? without being always creating the object???
I cant have all the objects in my context universe, so that isn't a way...
I know I can just point the object to 'null' after using it, but still, it's not so elegant, creating objects just to check if there is the same object inside =S
Are there any other conventions?
Thank you very much in advance!
EDIT:
Stuff typed = new Stuff(stuff1, stuff2, (char) stuff3);
if(StuffWarehouse.containsKey(typed))
{
//do stuff
}
//after this I won't want to use that object again so...
typed = null;
I want to create and apply different shapes for source and target decorations of a connection. I know that I have to extend the polyline class but I can't really undersatnd how it works. Could someone help. Are there any examples? I know that only a few people work with gmf and till now nobody has answered my questions related with gmf but please help!!!
You do not have to extend the Polyline class, just call the setTargetDecoration method (or setSourceDecoration) and pass the decoration figure as an argument. You could also pass different decorators based on some condition. For example, an 'arrowhead' decorator figure can be created like this:
PointList pl = new PointList();
pl.addPoint(0, 0);
pl.addPoint(-2, -1);
pl.addPoint(-2, 1);
PolygonDecoration df = new PolygonDecoration();
df.setFill(true);
df.setBackgroundColor(ColorConstants.white);
df.setTemplate(pl);
Be sure to remove the #generated tag from the modified methods.