I read manuals, but I'm confused yet, when it's necessary to use wait method in Appium. So, what I have to implement (on Ruby):
When app starts, it shows Sign in activity. I enter log in data there and click Sign in button.
App goes to another activity. First, empty screen is shown with circular progressbar, then loaded data is shown.
I want to tap on this screen in specified place.
My code is:
textfield(1).send_key('login')
textfield(2).send_key('password')
button(1).click
Appium::TouchAction.new.tap(x: 0.5, y: 0.5).perform
In arc it works perfectly, but when it's running in tests I have a problem on step two: it seems tap is executed on empty screen, when data is not loaded yet. So, how can I tell to test that it's necessary to wait some time?
I am not familiar with ruby,
In python we use this after line of code to wait for specified time you can give 5,10,15,20 in seconds as required.
self.driver.implicitly_wait(10)
Related
I'm working on a custom cross platform UI library that needs a synchronous "ShowPopup" method that shows a popup, runs an event loop until it's finished and automatically cancels when clicking outside the popup or pressing escape. Keyboard, mouse and scroll wheel events need to be dispatched to the popup but other events (paint, draw, timers etc...) need to be dispatched to their regular targets while the loop runs.
Edit: for clarification, by popup, I mean this kind of menu style popup window, not an alert/dialog etc...
On Windows I've implemented this fairly simply by calling GetMessage/DispatchMessage and filtering and dispatching messages as appropriate. Works fine.
I've much less experience with Cocoa/OS X however and finding the whole event loop/dispatch paradigm a bit confusing. I've seen the following article which explains how to implement a mouse tracking loop which is very similar to what I need:
http://stpeterandpaul.ca/tiger/documentation/Cocoa/Conceptual/EventOverview/HandlingMouseEvents/chapter_5_section_4.html
but... there's some things about this that concern me.
The linked article states: "the application’s main thread is unable to process any other requests during an event-tracking loop and timers might not fire". Might not? Why not, when not, how to make sure they do?
The docs for nextEventMatchingMask:untilDate:inMode:dequeue: states "events that do not match one of the specified event types are left in the queue.". That seems a little odd. Does this mean that if an event loop only asks for mouse events then any pressed keys will be processed once the loop finishes? That'd be weird.
Is it possible to peek at a message in the event queue without removing it. eg: the Windows version of my library uses this to close the popup when it's clicked outside, but leaves the click event in the queue so that clicking outside the popup on a another button doesn't require a second click.
I've read and re-read about run loop modes but still don't really get it. A good explanation of what these are for would be great.
Are there any other good examples of implementing an event loop for a popup. Even better would be pseudo-code for what the built in NSApplication run loop does.
Another way of putting all this... what's the Cocoa equivalent of Windows' PeekMessage(..., PM_REMOVE), PeekMessage(..., PM_NOREMOVE) and DispatchMessage().
Any help greatly appreciated.
What exactly is a "popup" as you're using the term? That term means different things in different GUI APIs. Is it just a modal dialog window?
Update for edits to question:
It seems you just want to implement a custom menu. Apple provides a sample project, CustomMenus, which illustrates that technique. It's a companion to one of the WWDC 2010 session videos, Session 145, "Key Event Handling in Cocoa Applications".
Depending on exactly what you need to achieve, you might want to use an NSAlert. Alternatively, you can use a custom window and just run it modally using the -runModalForWindow: method of NSApplication.
To meet your requirement of ending the modal session when the user clicks outside of the window, you could use a local event monitor. There's even an example of just such functionality in the (modern, current) Cocoa Event Handling Guide: Monitoring Events.
All of that said, here are (hopefully no longer relevant) answers to your specific questions:
The linked article states: "the application’s main thread is unable to process any other requests during an event-tracking loop and
timers might not fire". Might not? Why not, when not, how to make
sure they do?
Because timers are scheduled in a particular run loop mode or set of modes. See the answer to question 4, below. You would typically use the event-tracking mode when running an event-tracking loop, so timers which are not scheduled in that mode will not run.
You could use the default mode for your event-tracking loop, but it really isn't a good idea. It might cause unexpected re-entrancy.
Assuming your pop-up is similar to a modal window, you should probably use NSModalPanelRunLoopMode.
The docs for nextEventMatchingMask:untilDate:inMode:dequeue:
states "events that do not match one of the specified event types are
left in the queue.". That seems a little odd. Does this mean that if
an event loop only asks for mouse events then any pressed keys will be
processed once the loop finishes? That'd be weird.
Yes, that's what it means. It's up to you to prevent that weird outcome. If you were to read a version of the Cocoa Event Handling Guide from this decade, you'd find there's a section on how to deal with this. ;-P
Is it possible to peek at a message in the event queue without removing it. eg: the Windows version of my library uses this to close
the popup when it's clicked outside, but leaves the click event in the
queue so that clicking outside the popup on a another button doesn't
require a second click.
Yes. Did you notice the "dequeue:" parameter of nextEventMatchingMask:untilDate:inMode:dequeue:? If you pass NO for that, then the event is left in the queue.
I've read and re-read about run loop modes but still don't really get it. A good explanation of what these are for would be great.
It's hard to know what to tell you without knowing what you're confused about and how the Apple guide failed you.
Are you familiar with handling multiple asynchronous communication channels using a loop around select(), poll(), epoll(), or kevent()? It's kind of like that, but a bit more automated. Not only do you build a data structure which lists the input sources you want to monitor and what specific events on those input sources you're interested in, but each input source also has a callback associated with it. Running the run loop is like calling one of the above functions to wait for input but also, when input arrives, calling the callback associated with the source to handle that input. You can run a single turn of that loop, run it until a specific time, or even run it indefinitely.
With run loops, the input sources can be organized into sets. The sets are called "modes" and identified by name (i.e. a string). When you run a run loop, you specify which set of input sources it should monitor by specifying which mode it should run in. The other input sources are still known to the run loop, but just ignored temporarily.
The -nextEventMatchingMask:untilDate:inMode:dequeue: method is, more or less, running the thread's run loop internally. In addition to whatever input sources were already present in the run loop, it temporarily adds an input source to monitor events from the windowing system, including mouse and key events.
Are there any other good examples of implementing an event loop for a popup. Even better would be pseudo-code for what the built in
NSApplication run loop does.
There's old Apple sample code, which is actually their implementation of GLUT. It provides a subclass of NSApplication and overrides the -run method. When you strip away some stuff that's only relevant for application start-up or GLUT, it's pretty simple. It's just a loop around -nextEventMatchingMask:... and -sendEvent:.
I`ve got a Cocoa UI app that needs to update its main window as fast as the rest of its UI event loop permits, so I implemented the main updater function via a CFRunLoopObserver. I also have an application-modal alert box and a context menu.
So, my problem is that when I have both an alert and a context menu on the screen, the updater gets stuck, presumably due to excess number of nested run loops above the one it has been attached to back at the start. Surprisingly, I can alleviate the issue by duplicating the observer, and it keeps running — one instance only, randomly chosen from the two existing when the «blocking» nested loop starts. When it ends (a menu item gets chosen, an alert exceeds its timeout or is dismissed manually — whatever), things get back to normal, and the blocked observer regains the ability to run.
Now the question: is there a way to have a single observer that gets executed no matter how deep the run loop stack is?
Sidestepping the runloop issue, have you looked at CVDisplayLink?
You set one up using CVDisplayLinkCreateWithActiveCGDisplays(), and then attach a callback using CVDisplayLinkSetOutputCallback(). It'll ask for data at the refresh rate of the display, so you'll be getting the callback as fast as you need.
I'd like to start an operation as soon as the complete GUI of my OS X application has been presented on the screen.
My ViewController's "viewDidLoad()" is not being called in my case and "awakeFromNib()" seems to be called too early (my operations will be executed but no GUI is visible).
Reason for me to do that: I want to start some searching operations on application launch (without bothering the user to press a button)."awakeFromNib()" prevents the GUI from being shown which is very bad because the user does not know what's going on (searches may take a while).
Does anybody have a clue where I have to put my code in order to start it immediately AND let the GUI reflect the current operations?
I'm using Swift with Xcode Beta 4.
The usual way to do this is to start your long running operation on a background queue using either GCD or NSOperationQueues, This won't block your main UI thread. You then either have a delegate call-back or a block that runs when your operation is completed which lets you update your UI appropriately.
I'm writing a MEL script which involves opening the grease pencil UI toolbar. I want to remove the close button on that toolbar. I tried doing
GreasePencilTool;
window -edit -tbm 0 greasePencilFloatingWindow;
but get Error: line 2: window: Object 'greasePencilFloatingWindow' not found.
Further tests reveal that running
GreasePencilTool;
window -q -exists greasePencilFloatingWindow;
will return a result of 0.
Running GreasePencilTool; and then window -edit -tbm 0 greasePencilFloatingWindow; at separate times works as expected, as does running window -edit -tbm 0 greasePencilFloatingWindow; when the toolbar is already open.
However, I need to be able to remove the close button immediately when the toolbar opens.
The closest thing I can think of that illustrates what I want to do are Javascript callback functions, where another function can be executed once the current function is finished... but is there a way to do something like that in MEL?
I've also tried using the evalDeferred command without success.
The grease pencil tool is launched asynchronously so the window will not be present for some unknown length of time. This means the best you could do is trigger a function which would check periodically and do it the next time you find the correctly named window; you could attach this to an idle time script job.
It's ugly. But it is probably the only way since there's no event that will notify when thje window arrives. If you do that, make the script job suicide after it fires so it's not sitting there on every idle check till the end of time.
Base question: TStatusBar flickers when calling Update procedure. Ways to painlessly fix this
The executed code is in the questions first posts first part ( you can see light grey separating line ) ...
But - problem is that while this code is executed, form does not automatically activate and focus on the top of all other applications.
I have read these articles:
http://www.installationexcellence.com/articles/VistaWithDelphi/Original/Index.html
http://delphi.about.com/od/formsdialogs/l/aa073101b.htm
but according to them it should be working no matter what. I tried all the TApplicationEvents and TForm events with Show; Visible: Repaint; Refresh; BringToFront; ... nothing works.
So - I think I have two options - multithreading or trapping WM_SYSCOMMAND message and in the SC_ACTIVE event simply repaint form. Could this scenario become successful?
None of your linked articles deal with the problem you are having. What you see is the behaviour of a program that does not process Windows messages, so consequently it will not redraw parts that become invalid, and it will not react to keyboard or mouse input (for example moving or resizing with the mouse, or app activation using the taskbar button).
In your code you call StatusBar1.Update, so at least the status bar text is redrawn, but apart from coming to the foreground your application is probably also ignoring move or resize requests.
You need to process Windows messages in a timely manner, so any execution path that takes more than say 200 or 300 milliseconds needs to make sure that messages are handled, otherwise the application will appear unresponsive or hung.
You have basically three options:
Keep the long running code, and insert calls to Application.ProcessMessages - this will allow Windows messages to be processed. Make sure that you keep the code from being entered again, for instance by disabling all the controls that are used to start the operation.
Rework your code in a way that it appears as a sequence of steps, each taking no more than a few 10 milliseconds. Put calls to the code in a timer event handler, or call it from the Application.OnIdle handler.
Call your code in a worker thread, and post messages to the main GUI thread to update your UI.
All these options have their own pros and cons, and for multithreading especially there is a lot of questions and answers already here on SO. It is the most difficult but best option overall when you are working on anything more than a toy program.