Win Runner Q & A Part 7
61. What is the name of custom class in WinRunner and what methods it applies on the custom objects?
a) WinRunner learns custom class objects under the generic “object” class. WinRunner records operations on custom objects using obj_ statements.
62. In a situation when obligatory and optional both the properties cannot uniquely identify an object what method WinRunner applies?
a) In cases where the obligatory and optional properties do not uniquely identify an object, WinRunner uses a selector to differentiate between them. Two types of selectors are available:
i. A location selector uses the spatial position of objects.
ii. An index selector uses a unique number to identify the object in a window.
63 What is the purpose of different record methods 1) Record 2) Pass up 3) As Object 4) Ignore.
a) Record instructs WinRunner to record all operations performed on a GUI object. This is the default record method for all classes. (The only exception is the static class (static text), for which the default is Pass Up.)
b) Pass Up instructs WinRunner to record an operation performed on this class as an operation performed on the element containing the object. Usually this element is a window, and the operation is recorded as win_mouse_click.
c) As Object instructs WinRunner to record all operations performed on a GUI object as though its class were “object” class.
d) Ignore instructs WinRunner to disregard all operations performed on the class.
64. How do you find out which is the start up file in WinRunner?
a) The test script name in the Startup Test box in the Environment tab in the General Options dialog box is the start up file in WinRunner.
65. What are the virtual objects and how do you learn them?
a) 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.
66.H ow you created you test scripts 1) by recording or 2) programming?
a) Programming. I have done complete programming only, absolutely no recording.
67. What are the two modes of recording?
a) There are 2 modes of recording in WinRunner
i.Context Sensitive recording records the operations you perform on your application by identifying Graphical User Interface (GUI) objects.
ii.Analog recording records keyboard input, mouse clicks, and the precise x- and y-coordinates traveled by the mouse pointer across the screen.
68. What is a checkpoint and what are different types of checkpoints?
a) Checkpoints allow you to compare the current behavior of the application being tested to its behavior in an earlier version.
You can add four types of checkpoints to your test scripts:
i. GUI checkpoints verify information about GUI objects. For example, you can check that a button is enabled or see which item is selected in a list.
ii. Bitmap checkpoints take a “snapshot” of a window or area of your application and compare this to an image captured in an earlier version.
iii. Text checkpoints read text in GUI objects and in bitmaps and enable you to verify their contents.
iv. Database checkpoints check the contents and the number of rows and columns of a result set, which is based on a query you create on your database.
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