APPIUM Android: Implicit wait and explicit wait are not working - appium

Implicit and explicit waits are not working when automating the native app. driver does not wait for the element to visible. Have already set the implicit wait of 25 seconds and also explicit wait(visibilityOf(element)) is defined before performing any action with the element.
The exception is coming as:
Returned value cannot be converted to WebElement: {stacktrace=NoSuchElementError: An element could not be located on the page using the given search parameters.
driver does not wait for the element to be visible when the navigating to the next screen and straight away throws the above exception.
NOTE: Code works fine when Thread.sleep() wait is used. But fails when Thread.sleep() is not used.
Have tried the following ways:
Defined the implicit wait and pageLoadTimeout after Android driver is
initialized with required desired capabilities and URL.
Defined implicit wait and pageLoadTimeout in the #BeforeTest method in the
TestNG test class.

You have NOT to set both waits. If you want to let your driver waits for the element to be visible, use this code during driver initialization:
driver.manage().timeouts().implicitlyWait(25, TimeUnit.SECONDS);

Related

which include file has contain "wxEVT_WEBVIEW_LOADED" macro?

erlang 24.3.3 is used.
From the 24.3.3 document, the wx version is 2.1.3.
I have find 2.1.3's wx.hrl and it doesn't contain the wxEVT_WEBVIEW_LOADED and wxEVT_WEBVIEW_ERROR.
But in the doc, it says
Many of the methods in wxWebView are asynchronous, i.e. they return
immediately and perform their work in the background. This includes
functions such as loadURL/2 and reload/2. To receive notification of
the progress and completion of these functions you need to handle the
events that are provided. Specifically wxEVT_WEBVIEW_LOADED notifies
when the page or a sub-frame has finished loading and
wxEVT_WEBVIEW_ERROR notifies that an error has occurred.
My code is as follows:
Ad = wxWebView:new(Frame,?wxID_ANY,[{size,{1000,1000}}]),
lager:debug("_ad_1082:\t~p",[Ad]),
ok = wxWebView:loadURL(Ad,"http://www.baidu.com"),
wxFrame:connect(Ad, ?wxEVT_WEBVIEW_LOADED,[{callback,fun chair_launch_frame:update_webview/2},
{userData,{?CONST_FRAME_MAIN_AD_PRODUCER,Frame}}]),
wxFrame:connect(Ad, ?wxEVT_WEBVIEW_ERROR,[{callback,fun chair_launch_frame:update_webview/2},
{userData,{?CONST_FRAME_MAIN_AD_PRODUCER,Frame}}]),
The compiler give error messsage undefined macro 'wxEVT_WEBVIEW_LOADED'

How to pass native void pointers to a Dart Isolate - without copying?

I am working on exposing an audio library (C library) for Dart. To trigger the audio engine, it requires a few initializations steps (non blocking for UI), then audio processing is triggered with a perform function, which is blocking (audio processing is a heavy task). That is why I came to read about Dart isolates.
My first thought was that I only needed to call the performance method in the isolate, but it doesn't seem possible, since the perform function takes the engine state as first argument - this engine state is an opaque pointer ( Pointer in dart:ffi ). When trying to pass engine state to a new isolate with compute function, Dart VM returns an error - it cannot pass C pointers to an isolate.
I could not find a way to pass this data to the isolate, I assume this is due to the separate memory of main isolate and the one I'm creating.
So, I should probably manage the entire engine state in the isolate which means :
Create the engine state
Initialize it with some options (strings)
trigger the perform function
control audio at runtime
I couldn't find any example on how to perform this actions in the isolate, but triggered from main thread/isolate. Neither on how to manage isolate memory (keep the engine state, and use it). Of course I could do
Here is a non-isolated example of what I want to do :
Pointer<Void> engineState = createEngineState();
initEngine(engineState, parametersString);
startEngine(engineState);
perform(engineState);
And at runtime, triggered by UI actions (like slider value changed, or button clicked) :
setEngineControl(engineState, valueToSet);
double controleValue = getEngineControl(engineState);
The engine state could be encapsulated in a class, I don't think it really matters here.
Whether it is a class or an opaque datatype, I can't find how to manage and keep this state, and perform triggers from main thread (processed in isolate). Any idea ?
In advance, thanks.
PS: I notice, while writing, that my question/explaination may not be precise, I have to say I'm a bit lost here, since I never used Dart Isolates. Please tell me if some information is missing.
EDIT April 24th :
It seems to be working with creating and managing object state inside the Isolate. But the main problem isn't solved. Because the perform method is actually blocking while it is not completed, there is no way to still receive messages in the isolate.
An option I thought first was to use the performBlock method, which only performs a block of audio samples. Like this :
while(performBlock(engineState)) {
// listen messages, and do something
}
But this doesn't seem to work, process is still blocked until audio performance finishes. Even if this loop is called in an async method in the isolate, it blocks, and no message are read.
I now think about the possibility to pass the Pointer<Void> managed in main isolate to another, that would then be the worker (for perform method only), and then be able to trigger some control methods from main isolate.
The isolate Dart package provides a registry sub library to manage some shared memory. But it is still impossible to pass void pointer between isolates.
[ERROR:flutter/lib/ui/ui_dart_state.cc(157)] Unhandled Exception: Invalid argument(s): Native objects (from dart:ffi) such as Pointers and Structs cannot be passed between isolates.
Has anyone already met this kind of situation ?
It is possible to get an address which this Pointer points to as a number and construct a new Pointer from this address (see Pointer.address and Pointer.fromAddress()). Since numbers can freely be passed between isolates, this can be used to pass native pointers between them.
In your case that could be done, for example, like this (I used Flutter's compute to make the example a bit simpler but that would apparently work with explicitly using Send/ReceivePorts as well)
// Callback to be used in a backround isolate.
// Returns address of the new engine.
int initEngine(String parameters) {
Pointer<Void> engineState = createEngineState();
initEngine(engineState, parameters);
startEngine(engineState);
return engineState.address;
}
// Callback to be used in a backround isolate.
// Does whichever processing is needed using the given engine.
void processWithEngine(int engineStateAddress) {
final engineState = Pointer<Void>.fromAddress(engineStateAddress);
process(engineState);
}
void main() {
// Initialize the engine in a background isolate.
final address = compute(initEngine, "parameters");
final engineState = Pointer<Void>.fromAddress(address);
// Do some heavy computation in a background isolate using the engine.
compute(processWithEngine, engineState.address);
}
I ended up doing the processing of callbacks inside the audio loop itself.
while(performAudio())
{
tasks.forEach((String key, List<int> value) {
double val = getCallback(key);
value.forEach((int element) {
callbackPort.send([element, val]);
});
});
}
Where the 'val' is the thing you want to send to callback. The list of int 'value' is a list of callback index.
Let's say you audio loop performs with vector size of 512 samples, you will be able to pass your callbacks after every 512 audio samples are processed, which means 48000 / 512 times per second (assuming you sample rate is 48000). This method is not the best one but it works, I still have to see if it works in very intensive processing context though. Here, it has been thought for realtime audio, but it could work the same for audio rendering.
You can see the full code here : https://framagit.org/johannphilippe/csounddart/-/blob/master/lib/csoundnative.dart

Interactions are not available for this element in Appium

I am getting the following message while identifying element the highlighted element in “Appium”.
Appium: 1.7.1
Device: IPhone X (12.0 & Simulator)
Java client: 1.6.1
Xcode: V 10
Interactions are not available for this element.
Appium- IOS
Aim to read the content of the element using .gettext() method.
Logic used.
// Explicit wait with 30 seconds.
return driver.until(ExpectedConditions.visibilityOfElementLocated(By.xpath(WebElement))).getText();
WebElement used.
1, /XCUIElementTypeApplication[#name=“Event Manager”]/XCUIElementTypeWindow1/XCUIElementTypeOther/XCUIElementTypeOther/XCUIElementTypeOther/XCUIElementTypeOther/XCUIElementTypeOther/XCUIElementTypeOther/XCUIElementTypeOther/XCUIElementTypeOther/XCUIElementTypeOther/XCUIElementTypeOther/XCUIElementTypeOther[3]/XCUIElementTypeOther
2, //XCUIElementTypeOther[3]/XCUIElementTypeOther
None of the above return the text that are there in the image. Also no exception/error thrown as well.
Any help on what else can be done to read the web element?
I am facing the same problem where icons having some kind of call to action are not tappable when test case is executed. These are easily identified when I capture it, but if the same is tried within a script, katalon is unable to find it.

Debugging with semaphores in Xcode - Grand Central Dispatch - iOS

Say have a few blocks of code in my project with this pattern:
dispatch_semaphore_wait(mySemaphore);
// Arbitrary code here that I could get stuck on and not signal
dispatch_semaphore_signal(mySemaphore);
And let's say I pause in my debugger to find that I'm stuck on:
dispatch_semaphore_wait(mySemaphore);
How can I easily see where the semaphore was last consumed? As in, where can I see dispatch_semaphore_wait(mySemaphore); was called and got through to the next line of code? The trivial way would be to use NSLog's, but is there a fancier/faster way to do this in the debugger with Xcode 4?
You can print debugDescription of the semaphore object in the debugger (e.g. via po), which will give you the current and original value (i.e. value at creation) of the semaphore.
As long as current value < 0, dispatch_semaphore_wait will wait for somebody else to dispatch_semaphore_signal to increment the value.
There is currently no automatic built-in way to trace calls to dispatch_semaphore_signal/dispatch_semaphore_wait over time, but that is a useful feature request to file at bugreport.apple.com
One way to trace this yourself would be by creating symbolic breakpoints on those functions in Xcode, adding a 'Debugger Command' breakpoint action that executes bt and setting the flag to "Automatically continue after evaluating" the breakpoint.
Another option would be to use DTrace pid probes to trace those functions with an action that calls ustack().

QTP Recovery scenario used to "skip" consecutive FAILED steps with 0 timeout -- how can I restore original timeout value?

Suppose I use QTPs recovery scenario manager to set the playback synchronization timeout to 0. The handler would return with "continue with next statement".
I'd do that to make sure that any following playback statements don't waste their time waiting for the next non-existing/non-matching step before failing:
I have a lot of GUI tests that kind of get stuck because let's say if 10 controls are missing, their (consecutive) playback steps produce 10 timeout waits before failing. If the playback timeout is 30 seconds, I loose 10x30 seconds=5 minutes execution time while it really would be sufficient to wait for 30 seconds ONCE (because the app does not change anymore -- we waited a full timeout period already).
Now if I have 100 test cases (=action iterations), this possibly happens 100 times, wasting 500 minutes of my test exec time window.
That's why I come up with the idea of a recovery scenario function setting the timeout to 0 after/upon the first failed playback step. This would accelerate the speed while skipping the rightly-FAILED step, yet would not compromise the precision/reliability of identifying the next matching GUI context (which creates a PASSED step).
Then of course upon the next passed playback step, I would want to restore the original timeout value. How could I do that? This is my question.
One cannot define a recovery scenario function that is called for PASSED steps.
I am currently thinking about setting a method function for Reporter.ReportEvent, and "sniffing" for PASSED log entries there. I'd install that method function in the scenario recovery function which sets timeout to 0. Then, when the "sniffer" function senses a ReportEvent call with PASSED status during one of the following playback steps, I'd reset everything (i.e. restore the original timeout, and uninstall the method function). (I am 99% sure, however, that .Click and .Set methods do not call ReportEvent to write their result status...so this option might probably not work.)
Better ideas? This really bugs me.
It sounds to me like you tests aren't designed correctly, if you fail to find an object why do you continue?
One possible (non recovery scenario) solution would be to use RegisterUserFunc to override the methods you are using in order to do an obj.Exist(0) before running the required method.
Function MyClick(obj)
If obj.Exist(1) Then
obj.Click
Else
Reporter.ReportEvent micFail, "Click failed, no object", "Object does not exist"
End If
End Function
RegisterUserFunc "Link", "Click", "MyClick"
RegisterUserFunc "WebButton", "Click", "MyClick"
''# etc
If you have many controls of which some may be missing and you know that after 10 seconds you mentioned (when the first timeout occurs), nothing more will show up, then you can use the exists method with a timeout parameter.
Something like this:
timeout = 10
For Each control in controls
If control.exists(timeout) Then
do something with the control
Else
timeout = 0
End If
Next
Now only the first timeout will be 10 seconds. Each and every subsequent timeout in your collection of controls will have the timeout set to 0 which will save your time.

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