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Question: What do you verify with the bitmap check point for object/window and what command it generates, explain syntax?

Answer: 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.
b. 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.
c. 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.
d. To capture a window or object as a bitmap:
i. 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.
ii. 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 );
iii. For an object bitmap, the syntax is:
obj_check_bitmap ( object, bitmap, time );
iv. 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);
v. 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] );



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Question: What do you verify with the bitmap check point for object/window and what command it generates, explain syntax?
Answer:

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.
b. 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.
c. 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.
d. To capture a window or object as a bitmap:
i. 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.
ii. 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 );
iii. For an object bitmap, the syntax is:
obj_check_bitmap ( object, bitmap, time );
iv. 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);
v. 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] ); Source: CoolInterview.com



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