Simplify Move and Maximise screen using Selenium (Ruby) - ruby

I am running my selenium tests using a ruby Framework having recently joined a new company. As I am working on 3 screens I have added in a browser step to move the browser window to my left most screen before maximising using
#driver.manage.window.move_to(-1800, 1500)
#driver.manage.window.maximize
My question very simply is, having never used Ruby before, is there a way to refactor these 2 lines into 1 I have tried various ways but always get an error.

It's not possible in this place because both are returning string object so you can't cascade the calling like
#driver.manage.window.move_to(-1800, 1500).maximize
But If it's very important for you, then I will tell you a way to do this, open the window.rb file where you can return the self from move_to function as shown below
def move_to(x, y)
#bridge.reposition_window Integer(x), Integer(y)
self
end
And then you can make a call like this
#driver.manage.window.move_to(-1800, 1500).maximize

Related

How to display debug info or console.log equivalent in Lua

I am creating many games using Lua and LOVE2D, but whenever I implement a new function and want to test it out, or simply want to know a value of a variable in Lua, I either display it on the game screen or just hope that it works.
Now my question is...
IS THERE A WAY TO DISPLAY SOME INFO, such as A VARIABLE VALUE or something else into the terminal or somewhere else? Just like console.log in javascript which displays some content in the javascript console in the browser. So, is there a way to do this is Lua?? using LOVE2D?
I am using a Mac, so I have a terminal and not a command prompt. Is there a way to display some content there? Anywhere else would also be fine, I just need to see if those values are as expected or not.
Use a conf.lua file to enable the console, then you should be able to use a standard print(). You can read the wiki entry here.
Note: You have to run Lua and Love2D via the terminal for this to work. Running Lua and Love2D like this is required for the print statements to show:
/Applications/love.app/Contents/MacOS/love "/Users/myuser/Desktop/love2d-test-proj"
You just need to add a conf.lua file to the same location where your main.lua. Your file may be as simple as this:
function love.conf(t)
t.console = true
end
But feel free to copy the whole configuration file from the above link and edit what you need.
I can't be completely sure about this, because I have no access to Mac, but the console is disabled by default and even on Windows, no prints are shown until you turn it on.
Alternatively You can also display debug info in the game itself like some games do.
What I like to do is add something like debugVariable = {} for logging events that happen in each loop and debugPermanent = {} for events that happen rarely. Possibly add convenience functions for writing to the variables:
function debugAddVariable(str)
table.insert(debugVariable, str)
end
--..and similarly for debugPermanent
Now a function to draw our debug info:
function debugDraw()
love.graphics.push() --remember graphics state
love.graphics.origin() --clear any previous transforms
love.graphics.setColor(--[[select color for debug info]])
love.graphics.setFont(--[[select font for debug info]])
for i, v in ipairs(debugPermanent) do
love.graphics.print(v)
love.graphics.translate(0, --[[fontHeight]])
end
for i, v in ipairs(debugVariable) do
love.graphics.print(v)
love.graphics.translate(0, --[[fontHeight]])
end
debugVariable = {} --clear debugVariable to prepare it for the next loop
love.graphics.pop() --recall graphics state
end
And we just call this draw function at the end of our love.draw() and the texts should appear.
Obviously, this method can be refined further and further almost infinitely, displaying specific variables, and adding graphs for some other variables to clarify the information you want to show, but that's kind of outside of the scope of the question.
Lastly Feel free to check here for debug libraries submitted by users.

How to handle security alert in Firefox with Selenium

I'm using selenium-webdriver with ruby to write automated tests.
Chrome and the chromedriver binary work really well, but I have an issue with Firefox that is related to the configuration of the browser and that's making my tests fail, whereas they pass with Chrome.
When executing the tests in Firefox, sometimes I get an alert with this message:
Although this page is encrypted, the information you have entered is
to be sent over an unencrypted connection and could easily be read by
a third party
And it breaks the execution. Is there a way of disabling this warning in recent Firefox versions (10+) or handling this behavior with Selenium?
In the process of finding a solution for this, I think I might have found a bug in Capybara (v1.1.2).
I managed to get around this problem using the following approach, instead of using the click from capybara (which would not allow me to capture an exception), I started using the click method from selenium-webdriver.
It seems that when Firefox triggers this alertbox, a string with the message
Although this page is encrypted, the information you have entered is
to be sent over an unencrypted connection and could easily be read by
a third party
is returned as a result of object.native.click, otherwise the string
ok
is returned.
# Define the click method in ruby and call it when you're executing a 'click'
# Public: Click the object.
#
# object - Capybara::Node::Element object to click.
def click object
return_string = object.native.click
check_firefox_alertbox if return_string == "ok"
end
def check_firefox_alertbox
if #current_browser == :firefox
#session.driver.browser.switch_to.alert.accept
end
rescue Exception => e
puts e
end
Here is what you can do. Type about:config in the firefox. You would be presented a number of options (once you pass through a warning message).
You have to look for security.warn_leaving_secure; and security.warn_leaving_insecure. Make both of them false. And you would be good to go.
Please note: This would work only on the FF instance you have made modification to, so you will need to use firefox profile to launch this instance.
Hope this helps.
Actually this meant to be a comment but I need to go above 50 in order to be able to comment..I suppose by 'breaking' the execution you mean that of the Ruby Script right? What happens to Firefox? Needs a click to proceed? If that is the case you can improvise by capturing the Ruby error after inserting the sensitive code (where it breaks) between a BEGIN and a RESCUE clause..Something like this..
BEGIN
.
.
Code that is giving you a headache
.
.
RESCUE
.
Capture the exception and give Ruby a chance to continue the script normally.
.
.
END
Alternatively if you don't fancy the above solution you can go to Firefox and then type in the address box about:config. Filter by 'security.warn' and set to false all the boolean variables you see there. Good riddance, fingers crossed ;)

How to loop throgh all links in div and collect values from opened fields

Is it possible to open every link in certain div and collect values of opened fields alltogether in one file or at least terminal output?
I am trying to get list of coordinates from all markers visible on google map.
all_links = b.div(:id, "kmlfolders").links
all_links.each do |link|
b.link.click
b.link(:text, "Norādījumi").click
puts b.text_field(:title, "Galapunkta_adrese").value
end
Are there easier or more effective ways how to automatically collect coordinates from all markers?
Unless there is other data (alt tags? elements invoked via onhover?) in the HTML already that you could pick through, that does seem like the most practical way to iterate through the links, however from what I can see you are not actually making use of the 'link' object inside your loop. You'd need something more like this I think
all_links = b.div(:id, "kmlfolders").links
all_links.each do |thelink|
b.link(:href => thelink.href).click
b.link(:text, "Norādījumi").click
puts b.text_field(:title, "Galapunkta_adrese").value
end
Probably using their API is a lot more effective means to get what you want however, it's why folks make API's after all, and if one is available, then using it is almost always best. Using a test tool as a screen-scraper to gather the info is liable to be a lot harder in the long run than learning how to make some api calls and get the data that way.
for web based api's and Ruby I find the REST-CLIENT gem works great, other folks like HTTP-Party
As I'm not already familiar with Google API, I find it hard for me to dig into API for one particular need. Therefor I made short watir-webdriver script for collecting coordinates of markers on protected google map. Resulting file is used in python script that creates speedcam files for navigation devices.
In this case it's speedcam map maintained and updated by Latvian police, but this script can probably be used with any google map just by replacing url.
# encoding: utf-8
require "rubygems"
require "watir-webdriver"
#b = Watir::Browser.new :ff
#--------------------------------
#b.goto "http://maps.google.com/maps?source=s_q&f=q&hl=lv&geocode=&q=htt%2F%2Fmaps.google.com%2Fmaps%2Fms%3Fmsid%3D207561992958290099079.0004b731f1c645294488e%26msa%3D0%26output%3Dkml&aq=&sll=56.799934,24.5753&sspn=3.85093,8.64624&ie=UTF8&ll=56.799934,24.5753&spn=3.610137,9.887695&z=7&vpsrc=0&oi=map_misc&ct=api_logo"
#b.div(:id, "kmlfolders").wait_until_present
all_markers = #b.div(:id, "kmlfolders").divs(:class, "fdrlt")
#prev_coordinates = 1
puts "#{all_markers.length} speedcam markers detected"
File.open("list_of_coordinates.txt","w") do |outfile|
all_markers.each do |marker|
sleep 1
marker.click
sleep 1
description = #b.div(:id => "iw_kml").text
#b.span(:class, "actbar-text").click
sleep 2
coordinates = #b.text_field(:name, "daddr").value
redo if coordinates == #prev_coordinates
puts coordinates
outfile.puts coordinates
#prev_coordinates = coordinates
end
end
puts "Coordinates saved in file!"
#b.close
Works both on Mac OSX 10.7 and Windows7.

Need to get information from Qt4ruby Form's textedit(textbox) and pass back to string for console

I think this problem is best described in code. I'm sure the solution is close, I just haven't been able to find it. I've been looking over the Qt4 api as well as doing tutorials. Here is my code so far:
require 'Qt4'
class PictureCommentForm < Qt::Widget
def initialize(parent = nil)
super()
#setFixedSize(300, 100)
#comment_text = nil
picture = Qt::Label.new()
image = Qt::Image.new('image.jpeg')
picture.pixmap = image
comment = Qt::LineEdit.new()
layout = Qt::VBoxLayout.new()
layout.addWidget(picture)
layout.addWidget(comment)
setLayout(layout)
connect(comment, SIGNAL('returnPressed()'), self, setCommentText(comment.text) )
end
def setCommentText(text)
#comment_text = text
$qApp.quit()
end
end
app = Qt::Application.new(ARGV)
comment_form = PictureCommentForm.new()
comment_form.show()
app.exec
comment_text = comment_form.comment_text
puts "Comment was:\n #{comment_text}"
EDIT: Thanks for that answer integer. All I want done is a dialog box showing a picture and comment so I can get that data. I do plan on making a full GUI version with qt4, but that's for later.
I don't know Ruby, so bear with me, but I use Qt extensively in Python.
First point is that Qt really, really doesn't want to be used the way you're trying to use it. If you're making some sort of script, then Qt wants you to give it to Qt so it can run your code when it feels like:
We recommend that you connect clean-up
code to the aboutToQuit() signal,
instead of putting it in your
application's main() function because
on some platforms the
QCoreApplication::exec() call may not
return.
Working with Qt you pretty much have to do event-driven programming and give it control of your program flow / main loop.
If you really just want some "utility" that shows some GUI input box and prints whatever the user inputs to console, consider putting the puts directly in whatever function you connected to the text box. Then you can use that program's output in other console scripts.

Issues with Sinatra and Heroku

So I've created and published a Sinatra app to Heroku without any issues. I've even tested it locally with rackup to make sure it functions fine. There are a series of API calls to various places after a zip code is consumed from the URL, but Heroku just wants to tell me there is an server error.
I've added an error page that tries to give me more description, however, it tells me it can't perform a `count' for #, which I assume means hash. Here's the code that I think it's trying to execute...
if weather_doc.root.elements["weather"].children.count > 1
curr_temp = weather_doc.root.elements["weather/current_conditions/temp_f"].attributes["data"]
else
raise error(404, "Not A Valid Zip Code!")
end
If anyone wants to bang on it, it can be reached at, http://quiet-journey-14.heroku.com/ , but there's not much to be had.
Hash doesn't have a count method. It has a length method. If # really does refer to a hash object, then the problem is that you're calling a method that doesn't exist.
That # doesn't refer to Hash, it's the first character of #<Array:0x2b2080a3e028>. The part between the < and > is not shown in browsers (hiding the tags themselves), but visible with View Source.
Your real problem is not related to Ruby though, but to your navigation in the HTML or XML document (via DOM). Your statement
weather_doc.root.elements["weather"].children.count > 1
navigates the HTML/XML document, selecting the 'weather' elements, and (tries to) count the children. The result of the children call does not have a method count. Use length instead.
BTW, are you sure that the document contains a tag <weather>? Because that's what your're trying to select.
If you want to see what's behind #, try
raise probably_hash.class.to_s

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