Software QA FYI - SQAFYI

Mercury WinRunner FAQ

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Q: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.
    1. 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.
    2. 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.
    3. 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.

Syntax: win_check_gui ( window, checklist, expected_results_file, time );
obj_check_gui ( object, checklist, expected results file, time );


Q: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


Q: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 discrepancy.
  • 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 bitmap:
    1. 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.
    2. 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 );
    3. For an object bitmap, the syntax is: obj_check_bitmap ( object, bitmap, time );
    4. 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", "Img2", 1);
    5. However, if you click the Date of Flight box in the same window, the statement might be: obj_check_bitmap ("Date of Flight:", "Img1", 1);
Syntax: obj_check_bitmap ( object, bitmap, time [, x, y, width, height] );

Q:What do you verify with the bitmap checkpoint for screen area and what command it generates, explain syntax?

  • You can define any rectangular area of the screen and capture it as a bitmap for comparison. The area can be any size: it can be part of a single window, or it can intersect several windows. The rectangle is identified by the coordinates of its upper left and lower right corners, relative to the upper left corner of the window in which the area is located. If the area intersects several windows or is part of a window with no title (for example, a popup window), its coordinates are relative to the entire screen (the root window).
  • To capture an area of the screen as a bitmap:
    1. Choose Create - Bitmap Checkpoint - For Screen Area or click the Bitmap Checkpoint for Screen Area button. Alternatively, if you are recording in Analog mode, press the CHECK BITMAP OF SCREEN AREA softkey. The WinRunner window is minimized, the mouse pointer becomes a crosshairs pointer, and a help window opens.
    2. Mark the area to be captured: press the left mouse button and drag the mouse pointer until a rectangle encloses the area; then release the mouse button.
    3. Press the right mouse button to complete the operation. WinRunner captures the area and generates a win_check_bitmap statement in your script.
    4. The win_check_bitmap statement for an area of the screen has the following syntax: win_check_bitmap ( window, bitmap, time, x, y, width, height );

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Mercury WinRunner FAQ