Background: Am just learning Coded UI. This is from a simple test app in WPF using VS 12.
I have created a Coded UI Test Project and a Coded UI Test.
I have recorded opening the app, clicking a button, and then closing the app and it will run through this in a Test Run.
Now I want to add an assertion to a Treeview. The scenario is a user opens a file, and it loads a treeview, and I want to make sure the Treeview has at least one item in it.
So I run the exe, open the Coded UI Test Builder and drag the crosshairs to the Treeview. It successfully hightlights the TreeView. It then shows the Add Assertions Dialog.
The Treeview is shown in the Dialog, but there is no "Control Specific" properties of ItemsSource. It shows only 5 control specific properties, such as HelpText, AccessKey etc.
I can add an assertion for HelpText, but that isn't what is needed.
So the question, why isn't ItemsSource being shown in the Assertion Dialog?
How do I get it to show?
After dragging the crosshairs tool onto a UI control the assertions dialogue is shown. To the right of the Add Assertion button there are four arrows arranged as Up, Down, Left and Right. Clicking these allow the selected control to be changed between siblings (Left and Right), ancestors (Up) and children (Down). Use these buttons to explore the tree control. I do not know what an "ItemsSource" is in the particular tree that you are viewing, it might not be an exposed property of the tree even if it is part of the implementation or the API. There may be other properties of some part of the tree that have the values you need.
I do not believe that Coded UI can generate an assertion to test that the tree contains at least one item. I believe you will need to hand code that part. My first thoughts there would be to get the UIControl object for the tree and then use its GetChildren method to find the items in the tree. That may need to be recursive to get all the elements in the tree.
Related
So I have a part of my game where the character is selecting an area of the map. And it opening up a panel. I have made it so that happens but an=m now stuck on the other part of it. I want only certain area of the map to be intractable, so that I can bar the player from selecting areas of the map that they aren't ready for. I have no idea how to make game objects in the game uninteractable. I have looked on Stack overflow, Youtube an d the Unity API to no success. Can someone help me with that.
How to make things un-interactable will vary depending on your situation. I'll be presuming that you're map is broken up into a grid of sorts.
The basic setup would involve a bool, probably called 'CanAccessZone'.
Then you'll need a class, to store any access info and popup logic, by popup logic I mean make the element either non-interactable or show a popup, with the shown popup being dependant on 'CanAccessZone'. This class can then be set up by your Map class when the level is loaded, or you could let the popup class grab the necessary values from the Map class.
If you're using Unity's UI buttons for the map pieces, then you could set interactable to false, until you want to let the player access the zone. If you want to display a popup informing the player that they can't access the zone, then your button will be interactable, but the click will delegate to your popup logic method.
It's a similiar principle if you're using gameobjects as buttons. You'd be using any of the OnMouse events to handle click events. https://docs.unity3d.com/ScriptReference/MonoBehaviour.html
Hopefully this'll lead you in the right direction.
Working on Coded UI testing and for scripts developed using Record Capture and playback feature (ctrl +I).
The problem is when the page has sub-menus (e.g. I need to hover over menu link then click sub-menu). When I record and capture element using Ctrl+I and executed a script it recognizes, but when I ran the script for the second time the element gets changed and it's not recognized.
I have tried simple x path utility posted here but coudn't able to use this feature. What would be the problem for always element id's getting changed. How to resolve it ?
Are you sure it isn't a nested object?
See http://executeautomation.com/blog/how-to-identify-all-the-child-elements-within-a-page-in-coded-ui-test-cuit/
You could also try EnsureClickable()
There could few reasons behind not recognizing an element:
List item Element is not visible when you are trying to click on it.
If Type of Parent Element is e.g. winclient then it’s difficult in coded UI to identify its child elements.
There could various solutions, you can try:
First Click on Menu Item and then click on Sub Menu Item, if you are directly clicking on sub menu item in your recorded script, this will make sub menu element visible.
Also you can check the visibility from Coded UI Test Builder-> Add Assertion button then going to UI Control Map, then select the element in tree and click on Refresh. It will show if element is visible or not.
If Ids are changing, then you can various other properties like Name, ClassName, InnerText, ControlType, TagInstance, ControlName etc. whichever is supported by Element.
I have a question regarding coded ui UIMap.
Every time I record an action on the same application, coded ui generates a new object for the same window in the application.
It looks like:
UIAdminWindow
UIAdminWindow1
UIAdminWindow2
and so on...
every window class holds different buttons, even though it's the same window.
Thus it's very hard to keep code maintenance.
What i would like is that every time i perform actions and records on a window, even if not at the same time, the already generated class for this window, will be updated with the new controls.
any suggestions to why it happens?
Thanks a lot!
You can clean up your UIMaps by doing two things:
Use the UIMap Toolbox (from codeplex) to move controls within the UIMap so they are all under one control tree.
When you have duplicate UI controls, go to the properties for the action that references the duplicate control and change the UI Control property to point to the original control in the UIMap.
The duplicate trees should now be unreferenced and you can delete it from your map, keeping things clean.
And yes, it's a pain to do, but it's worth it for maintainability.
In UIMap.uitest you can change the action name and the control name for better maintenance.
For example: you can set UIAdminWindow as FirstAcessWindow or other name that will express comfortably the control or the action.
What I can guess is that there is some randomly generated content or element identification data such as class or title that may be causing it. This may be caused by different username for example. Also you can update the element from UI map element tree.
I have implemented a test framework trough coded UI to test msaccess application which has some buttons and dialog boxes popping up.
i have a strange problem which is, when i use coded UI it actually captures the coordinates for the control. this executes all the tests when i run from the same machine but fails to run the tests wherever the resolution changes or screen re sizes.
please let me know the way by which i can call the controls from a vba application based on their control names or id rather then coordinates.
I don't think that the coordinates is the reason that your tests are failing. These coordinates are referred to the controls themselves just to simulate the exact point you clicked on the control.
See this link: Why are we using coordinate based actions in Coded UI Test?
In my Android project I've already created a custom dialog: A class named SelectColorDialog, extending Dialog, that allows the user to view a large matrix of color cells in order to select a particular color. The dialog returns the selected color value (as Integer) to the dialog initiator – typically an Activity – via a callback function.
I've a similar custom dialog, SelectTypefaceDialog, to allow easy font selection. A list of available typefaces are shown, as ListView rows, each identified by name and with an associated short sample text rendered in that typeface. The available typefaces include usual droid fonts, such as NORMAL, MONOSPACE, etc. as well as any externally sourced TTF font files that the user cares to load into a particular subdirectory on the SDCard.
These custom dialogs were not initially designed to be used directly in conjunction with SharedPreferences, preferences definition XML files or with any PreferenceActivity. Instead of, each dialog can be popped up from any activity, via the user pressing a button or via a menu item. The activity classes that create these dialogs also have internal callback classes, selection event listeners, to detect when the user selects a color or font.
These two dialogs do not have OK and Cancel buttons. Instead, the user just clicks on an item - a view of some kind - in the dialog to select the corresponding color or typeface value (implicit OK) or else presses the device’s back button to dismiss the dialog with no action taken (implicit Cancel).
I would now like to go further and incorporate these two custom dialogs into the shared preferences framework via a preferences.XML and an associated PreferenceActivity.
I would prefer to base two DialogPreference subclasses directly on these existing dialogs if possible, but I cannot see how to do so. I suspect that I cannot, and that I'll need to start all over again, and copy or adapt all the java code that is presently in the custom dialog classes – for color or font display and selection – directly into the custom DialogPreference classes instead, perhaps by overriding onCreateDialogView() and/or other methods?
This question may be a bit old, but I hope to help those, looking at the same problem in future: just extend Preference instead of DialogPreference. DialogPreference is designed badly and expected "official" way to use custom Dialog - overriding protected showDialog method does not work, because this single method contains half of class logic.