Sequential Touch Actions throws exception - ios

The problem
I'm trying to scroll on an Ionic App. I would like to scroll until an element is visible.
To test the procedure, I've written two sequential actions.
While testing just the first one is evaluated, the second one throws an exception Support for this gesture is not yet implemented.
How do I scroll, like a user would do, untill an element is visible if I cannot repeat actions?
Environment
Appium version 1.6.4-beta
Desktop OS/version used to run Appium: OSX Sierra
Real device or emulator/simulator: iPad Mini
Code To Reproduce Issue
TouchAction action = new TouchAction(this.driver);
Thread.sleep(5000);
action.press(150, 150).moveTo(0, 350).release().perform();
Thread.sleep(10000);
action.press(150, 150).moveTo(0, 350).release().perform();

The only possible, and horrible, solution that I've found is:
while( !element.isDisplayed() ){
TouchAction action = new TouchAction(this.driver);
action.press(150, 150).moveTo(0, 350).release().perform();
Thread.sleep(5000);
}
Hopefully someone can suggest a cleaner solution.

Related

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.

How to test if Xamarin Android app closes

I am writing my first Android app, using Xamarin. I have an Exit button that, when clicked, closes the app. I want a test in Xamarin UITest that verifies clicking the button closes the app. I messed around with it for a while and finally found something that allows the test to pass.
In the app:
exitButton.Click += (o, e) =>
{
int pid = Android.OS.Process.MyPid();
Android.OS.Process.KillProcess(pid);
};
In UITest:
[Test]
public void ExitButtonClosesTheScreen()
{
try
{
app.Tap(c => c.Button("exitButton"));
Assert.Fail("App remains open.");
}
catch (System.Exception e)
{
Assert.AreEqual("The underlying connection was closed: The connection was closed unexpectedly.", e.InnerException.InnerException.InnerException.Message);
}
}
The test now passes so I guess I'm happy. My question is, is this really the best way to do this? Or is there a better way that I wasn't able to find?
Edit: Unfortunately, this is not the answer. This method allows the test to pass in VS but fails when I run it in App Center. Is there another way to run this test? Or is this something that is simply not testable with UITest? Thank you.
First of all the right code for closing the Application as per me is using finish affinity
In an Activity:
this.FinishAffinity();
In a Fragment:
this.Activity.FinishAffinity();
After doing this AppCenter should be able to figure that your app is closed.
I did a brief read up on this the other day for something similar and I am certain that the ActivityManager class would be the best way to go about this.
https://developer.xamarin.com/api/type/Android.App.ActivityManager/
There is a method within this class called RunningAppProcesses which returns a list of application processes that are running on the device - and from there I guess you can assert if your app process is on the list or not.
Hope this helps
After almost 4 years, i've encountered with the same issue.
I will do it this way in your case:
[Test]
public void ExitButtonClosesTheScreen()
{
app.Tap(c => c.Marked("exitButton"));
/** I asume exitButton click action will just exit,
no popups or alerts appear before exiting. **/
app.WaitForNoElement(q => q.Marked("exitButton"),
"Timeout waiting for element exitButton",
new TimeSpan(0, 0, 30));
AppResult[] result = app.Query();
Assert.IsTrue(result.Length == 0);
}
app.Query() returns all views visible by default, unless a query is especified by a lambda expression, as you should alredy know.
If the Application is gone, the Views visible will be 0, and as such, app.query() will return and array lenght of 0.
For WaitForNoElement's timeout I use a TimeSpan of 30 seconds, but you can use whatever timeout you prefer for this operation, i just considered 30 seconds will be ok.

Why does this Spectron code block my Electron app after the first click?

This is the first time I'm trying to create automated tests for an Electron app using Spectron. It might be my rusty knowledge of async programming but I don't know why the code below is misbehaving:
it ('should allow me to create an account', function() {
return app.client
.waitUntilWindowLoaded()
.waitForExist('//a[text()="Create Free Account"]')
.click('//a[text()="Create Free Account"]')
.waitForExist('//button[text()="Create Account"]')
.setValue('#Email', "test#test.com")
.setValue('#Password', "Password1!")
.click('//button[text()="Create Account"]')
.waitForExist('//p[contains(text(),"Almost done.")]')
});
The test seems to get as far as the first click(), then it should wait for the App to request a new page, eventually displaying a "Create Account" button. However, for some reason, the app itself seems to block at this point. I know the click is occurring. When I try it manually, the app behaves properly.
Mark
I think you need to wait till the next page loads
Also chain
.pause(3*1000)
after clicking the button
(Or)
.waitUntilWindowLoaded(3*1000)

Cocos2d-x v3 iOS app not registering first x touch events

I have a really weird issue with cocos2d-x v3, the first 15 touches or so are not registered on my iOS device (tried iPad 2 and iPad air). As soon as a touch is finally registered, everything works fine (aka all touches after that trigger the onTouch functions).
The touch events work perfectly fine in the simulator.
Also, the same code works perfectly fin in my Windows and Android builds.
Has anyone had this happen, or maybe know what could be causing it?
I'm using the listener, and I debugged up to the spot where touchesBegan forwards the input events to the listener, but even there the events don't come in until after the 15th tap or so.
It's really weird... And I figured I'd give it a shot here, as someone might have encountered this as well, before I start stripping code to as clean as possible, and then try to work my way back from there...
Kind regards,
Michaël
EDIT: As requested, here is some code. The desired behaviour is that it works in iOS devices like it should: First touch triggers the onTouchBegan.
I didn't add it as it didn't think it would matter, since the code works fine for Android.
But I appreciate that you'd like to see it, just in case I might have missed something
GameLayer is a Cocos2d::Layer.
void GameLayer::onEnter()
{
cocos2d::CCLayer::onEnter();
// Register Touch Event
auto pEventDispatcher = cocos2d::Director::getInstance()->getEventDispatcher();
if (pEventDispatcher)
{
// Touch listener
auto pTouchListener = cocos2d::EventListenerTouchOneByOne::create();
if (pTouchListener)
{
pTouchListener->setSwallowTouches( true );
pTouchListener->onTouchBegan = CC_CALLBACK_2( GameLayer::onTouchBegan, this );
pTouchListener->onTouchMoved = CC_CALLBACK_2( GameLayer::onTouchMoved, this );
pTouchListener->onTouchEnded = CC_CALLBACK_2( GameLayer::onTouchEnded, this );
pTouchListener->onTouchCancelled = CC_CALLBACK_2( GameLayer::onTouchCancelled, this );
pEventDispatcher->addEventListenerWithSceneGraphPriority( pTouchListener, this );
}
}
}
bool GameLayer::onTouchBegan( cocos2d::Touch* pTouch, cocos2d::Event* /*pEvent*/ )
{
// Breakpoint here triggers fine on first touch for Android/Windows/iOS Simulator,
// but not on iOS device (iPad/iPhone)
bool breakHere = true;
<<snip actual code>>
}
EDIT:
The problem was an std::ofstream trying to open() on the iOS device (most likely in a folder it didn't have access to).
I have lots of layers in my game and I don't do it like you do. In your code the need to get the EventDispatcher locally and create the touch listener like how you are seems odd to me. I've never seen it down that way in so many steps.
I do:
auto listener = cocos2d::EventListenerTouchOneByOne::create();
listener->setSwallowTouches(true);
listener->onTouchBegan = [&](cocos2d::Touch* touch, cocos2d::Event* event)
{
return true;
};
listener->onTouchEnded = [=](cocos2d::Touch* touch, cocos2d::Event* event)
{
// ... do something
};
cocos2d::Director::getInstance()->getEventDispatcher()->addEventListenerWithFixedPriority(listener, 31);
I got it fixed.
The problem was seemingly totally unrelated, I was trying to open an std::ofstream file (my log file), most likely in a folder it didn't have (any and/or write) access to.
Which is not required, nor wanted on the iOS device.
Once I added IOS to the exclusion list (just like Android and some more targets) everything started to work perfect.
I do not know what goes wrong exactly, and why it does start working after a few touch inputs, but I'm guess it was waiting or retrying something in the background.
I found the issue while debugging another one :)
Hopefully this helps anyone else who might stumble onto the same or a related issue.
Kind regards,
Michaël

Strange crash when using the new PageCurl effect reading a PDF with MonoTouch and iOS 5.0

I get a strange crash when using the new PageCurl effect reading a PDF with MonoTouch and iOS 5.0.
I've made a simple test case project for MonoDevelop 2.8 and uploaded on GitHub here:
https://github.com/Emasoft/IpaziaPDFReader
It seems that something is getting GCd too early and killing the application, but I can't find what. I've tried to dispose everything in many ways, but in vain. I've already submitted the project tarball to the Xamarin team, but they weren't able to solve the problem.
Is there something broken in the iOS NavigationController memory management? Or am I missing something?
Any help is appreciated, thanks!
UPDATE: I've tried to remove all subviews and sublayers before disposing the objects in all classes, but it still crashing. The only way I found to avoid the crash is to NEVER dispose of the PDF pages, adding them to a List before releasing them, but this is not a viable solution, because in that way memory is consumed rapidly for PDF with many pages and the app crashes anyway when unable to allocate memory for the next page.
Another way to avoid the crashes is to dispose of the PDF pages BEFORE turning the pages, forcing the dispose method on the page controller before creating a new page controller, but in this way the current page will become blank and the transition curls an useless empty page. No solution seems to work.
I've updated project on GitHub with the 3 different solutions I've tried (look in the PageDataSource class), you can uncomment them one at time to see the problems.
//SOLUTION 1
void ForcingPageControllerDispose (BookPageController oldPageController)
{
// --- IF YOU UNCOMMENT THIS, THE CRASHES GO AWAY, BUT THE PAGE IN THE TRANSITION IS BLANK, SO IS NOT VIABLE
currentPageController.View.RemoveFromSuperview ();
currentPageController.Dispose ();
}
//SOLUTION 2
void DisposeThePageControllerWhenDidFinishAnimating (BookPageController oldPageController, UIPageViewController pageViewController)
{
// --- IF YOU UNCOMMENT THIS, THE CRASHES STILL HAPPEN
pageViewController.DidFinishAnimating += delegate(object sender, UIPageViewFinishedAnimationEventArgs e) {
if (currentPageController != null) {
currentPageController.View.RemoveFromSuperview ();
currentPageController.Dispose ();
Console.WriteLine ("currentPageController disposed for page: " + currentPageController.PageIndex);
}
};
}
//SOLUTION 3
void BackupUnusedPagesToAvoidBeingGCd (BookPageController oldPageController)
{
// --- IF YOU UNCOMMENT THIS, THE CRASHES GO AWAY, BUT THE PAGES ARE NOT GARBAGE COLLECTED AND AFTER MANY PAGES IPHONE IS OUT OF MEMORY AND IT CRASHES THE APP
if (parentController.book_page_controllers_reference_list.Contains (currentPageController) == false)
parentController.book_page_controllers_reference_list.Add (currentPageController);
}
I've already submitted the project tarball to the Xamarin team, but they weren't able to solve the problem.
I'm pretty sure the person assigned to your case will come up with the solution. The bigger the test case the more time it can take.
From a quick view the following, in your AppDelegate.cs, is wrong:
PageTurnViewController viewController = new PageTurnViewController ("PageTurnViewController", null);
window.AddSubview (viewController.View);
since the local viewController instance won't have any reference to it once FinishedLaunching returns and the GC will be able to collect it. However it's needed (on the native side) for keep the View fully valid. This can lead to crashes (there could be other cases too, that's the first and only file I checked this morning).
The solution is to promote the viewController to a field. That will make it alive even when the method returns, making it unavailable to collection.
UPDATE
I had a quick look at your code on github.
You are adding (sub)view but you never remove them (when the GC will Dispose them it won't remove them from the super view);
You are losing references to views, e.g. in PageDataSource.cs
newPageController = new BookPageController (nextPageIndex, parentController.currentPDFdocument, parentController);
return newPageController;
After the first page there will already be a reference stored in newPageController which will be overwritten and make the object collectable bug the GC. Since (sub)views are never removed there could still be native reference to them leading to crashes.
For debugging you can add your own finalizers, e.g.
~BookPageController ()
{
Console.WriteLine ("bu-bye");
}
and put breakpoints in them. If they get hit, while you think it's still in use, then you likely found a problem.
Since you are taking a dependency on iOS 5 new features, you should also adopt the new View Controller Containment APIs in iOS 5 that solve a few problems with view controllers.
I suggest you check the WWDC Video and slides for for Session 102 "Implement UIViewController Containment".

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