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  • Selenium : Handling Loading screens obscuring the web elements. (Java)

    - by Sheldon Cooper
    I'm writing an automated test case for a web page. Here's my scenario. I have to click and type on various web elements in an html form. But, sometimes while typing on a text field, an ajax loading image appears , fogging all elements i want to interact with. So, I'm using web-driver wait before clicking on the actual elements like below, WebdriverWait innerwait=new WebDriverWait(driver,30); innerwait.until(ExpectedConditions.elementToBeClickable(By.xpath(fieldID))); driver.findelement(By.xpath(fieldID)).click(); But the wait function returns the element even if it is fogged by another image and is not clickable. But the click() throws an exception as Element is not clickable at point (586.5, 278). Other element would receive the click: <div>Loading image</div> Do I have to check every time if the loading image appeared before interacting with any elements?.(I can't predict when the loading image will appear and fog all elements.) Is there any efficient way to handle this? Currently I'm using the following function to wait till the loading image disappears, public void wait_for_ajax_loading() throws Exception { try{ Thread.sleep(2000); if(selenium.isElementPresent("id=loadingPanel")) while(selenium.isElementPresent("id=loadingPanel")&&selenium.isVisible("id=loadingPanel"))//wait till the loading screen disappears { Thread.sleep(2000); System.out.println("Loading...."); }} catch(Exception e){ Logger.logPrint("Exception in wait_for_ajax_loading() "+e); Logger.failedReport(report, e); driver.quit(); System.exit(0); } } But I don't know exactly when to call the above function, calling it at a wrong time will fail. Is there any efficient way to check if an element is actually clickable? or the loading image is present? Thanks..

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  • Simultaneously calling multiple methods on a WCF service from silverlight

    - by ola karlsson
    A while back I had to debug some performance issues in an existing Silverlight app, as the problem / solution was a bit obscure and finding info about it was quite tricky, I thought I’d share, maybe it can help the next person with this problem. The App On start, the app would do a number of calls to different methods on a WCF service, this to populate the UI with the necessary data. Recently one of those services had been changed and was now taking quite a bit longer than it used to. This was resulting in quite a long loading time for the whole UI, which was set up so it wouldn’t let the user interact with anything, until all the service calls had finished. First I broke out the longer running service call from the others, then removed the constraint that it had to be loaded for the UI in general to become responsive. I also added a loading indicator just on that area of the UI, thinking that the main UI would load while this particular section could keep loading independently. The Problem However this is where things started to get a bit strange. I found that even after these changes, the main UI wouldn’t activate until the long running call returned. So now, I did what I should have done to start with, I got Fiddler out and had a look at what was really happening. What I found was that, once the call to the long running service method was placed, all subsequent call were waiting for that one to return before executing. Not having really worked with WCF previously or knowing much about it in general, I was stumped… I knew of the issues where Silverlight is restricted by the browsers networking features in regards to number of simultaneous connections etc. However that just didn’t seem to be the issue here, you can clearly see in Fiddler that there’s numerous calls, but they’re just not returning. I thought of the problem maybe being in the WCF service, but the calls were really not that complicated and surely the service should be able to handle a lot more than what I was throwing at it! So I did what every developer does in this type of scenario, I hit the search engines. I did a whole bunch of searching on things like “multiple simultaneous WCF calls from Silverlight” and “Calling long running WCF services from Silverlight” etc. etc. This however, pretty much got me nowhere, I found a whole heap of resources on how to do WCF calls from Silverlight but most of them were very basic and of no use what so ever. The fog is clearing It wasn’t until I came across the term “ WCF blocking calls” and started incorporating that in my searches I started to get somewhere. Those searches quite quickly brought me to the following thread in the Silverlight forum “Long-running WCF call blocking subsequent calls” which discussed the exact problem I was facing and the best part, one of the guys there had the solution! The short answer is in the forum post and the guys answering, has also done a more extensive blog post about it called “Silverlight, WCF, and ASP.Net Configuration Gotchas” which covers it very well.  So come on what’s the solution?! I heard you ask, unless you’ve already gone to the links and looked it up ;) The Solution Well, it turns out that the issue is founded in a mix of Silverlight, Asp.Net and WCF, basically if you’re doing multiple calls to a single WCF web-service and you have Asp.Net session state enabled, the calls will be executed sequentially by the service, hence any long running calls will block subsequent ones. So why is Asp.Net session state effecting us, we’re working in Silverlight, right? We'll as mentioned earlier, by default Silverlight uses the browsers networking stack when doing service calls, hence to the WCF service, the call looks like it might as well be coming from a normal Asp.Net. To get around this, we look to a feature introduced in Silverlight 3, namely the Client HTTP Stack. The Client HTTP Stack to the rescue By using the following syntax (for example in our App.xaml.cs, Application_Startup method) WebRequest.RegisterPrefix("http://", WebRequestCreator.ClientHttp); we can set our Silverlight application to use the Client HTTP Stack, which incidentally solves our problem! By using Silverlights own networking stack, rather than that of the browser, we get around the Asp.Net - WCF session state issue. The above code specifies that all calls to addresses starting with “http://” should go through the client stack, this can actually be set more granular and you can specify it to be used only for certain domains etc. Summary The actual solution is well covered in the forum and blog posts I link to above. This post is more about sharing my experience, hopefully helping to spread the word about this and maybe make it a bit easier for the next poor guy with this issue to find the solution. Until next time, Ola

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  • PASS Summit 2011 &ndash; Part III

    - by Tara Kizer
    Well we’re about a month past PASS Summit 2011, and yet I haven’t finished blogging my notes! Between work and home life, I haven’t been able to come up for air in a bit.  Now on to my notes… On Thursday of the PASS Summit 2011, I attended Klaus Aschenbrenner’s (blog|twitter) “Advanced SQL Server 2008 Troubleshooting”, Joe Webb’s (blog|twitter) “SQL Server Locking & Blocking Made Simple”, Kalen Delaney’s (blog|twitter) “What Happened? Exploring the Plan Cache”, and Paul Randal’s (blog|twitter) “More DBA Mythbusters”.  I think my head grew two times in size from the Thursday sessions.  Just WOW! I took a ton of notes in Klaus' session.  He took a deep dive into how to troubleshoot performance problems.  Here is how he goes about solving a performance problem: Start by checking the wait stats DMV System health Memory issues I/O issues I normally start with blocking and then hit the wait stats.  Here’s the wait stat query (Paul Randal’s) that I use when working on a performance problem.  He highlighted a few waits to be aware of such as WRITELOG (indicates IO subsystem problem), SOS_SCHEDULER_YIELD (indicates CPU problem), and PAGEIOLATCH_XX (indicates an IO subsystem problem or a buffer pool problem).  Regarding memory issues, Klaus recommended that as a bare minimum, one should set the “max server memory (MB)” in sp_configure to 2GB or 10% reserved for the OS (whichever comes first).  This is just a starting point though! Regarding I/O issues, Klaus talked about disk partition alignment, which can improve SQL I/O performance by up to 100%.  You should use 64kb for NTFS cluster, and it’s automatic in Windows 2008 R2. Joe’s locking and blocking presentation was a good session to really clear up the fog in my mind about locking.  One takeaway that I had no idea could be done was that you can set a timeout in T-SQL code view LOCK_TIMEOUT.  If you do this via the application, you should trap error 1222. Kalen’s session went into execution plans.  The minimum size of a plan is 24k.  This adds up fast especially if you have a lot of plans that don’t get reused much.  You can use sys.dm_exec_cached_plans to check how often a plan is being reused by checking the usecounts column.  She said that we can use DBCC FLUSHPROCINDB to clear out the stored procedure cache for a specific database.  I didn’t know we had this available, so this was great to hear.  This will be less intrusive when an emergency comes up where I’ve needed to run DBCC FREEPROCCACHE. Kalen said one should enable “optimize for ad hoc workloads” if you have an adhoc loc.  This stores only a 300-byte stub of the first plan, and if it gets run again, it’ll store the whole thing.  This helps with plan cache bloat.  I have a lot of systems that use prepared statements, and Kalen says we simulate those calls by using sp_executesql.  Cool! Paul did a series of posts last year to debunk various myths and misconceptions around SQL Server.  He continues to debunk things via “DBA Mythbusters”.  You can get a PDF of a bunch of these here.  One of the myths he went over is the number of tempdb data files that you should have.  Back in 2000, the recommendation was to have as many tempdb data files as there are CPU cores on your server.  This no longer holds true due to the numerous cores we have on our servers.  Paul says you should start out with 1/4 to 1/2 the number of cores and work your way up from there.  BUT!  Paul likes what Bob Ward (twitter) says on this topic: 8 or less cores –> set number of files equal to the number of cores Greater than 8 cores –> start with 8 files and increase in blocks of 4 One common myth out there is to set your MAXDOP to 1 for an OLTP workload with high CXPACKET waits.  Instead of that, dig deeper first.  Look for missing indexes, out-of-date statistics, increase the “cost threshold for parallelism” setting, and perhaps set MAXDOP at the query level.  Paul stressed that you should not plan a backup strategy but instead plan a restore strategy.  What are your recoverability requirements?  Once you know that, now plan out your backups. As Paul always does, he talked about DBCC CHECKDB.  He said how fabulous it is.  I didn’t want to interrupt the presentation, so after his session had ended, I asked Paul about the need to run DBCC CHECKDB on your mirror systems.  You could have data corruption occur at the mirror and not at the principal server.  If you aren’t checking for data corruption on your mirror systems, you could be failing over to a corrupt database in the case of a disaster or even a planned failover.  You can’t run DBCC CHECKDB against the mirrored database, but you can run it against a snapshot off the mirrored database.

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  • Solaris 11 Live CD alapú telepítés

    - by AndrasF
    Az elozo részben megigért két telepítési eljárás helyett kénytelen vagyok ebben a bejegyzésben kizárólag a Live CD-s változattal foglalkozni. Korábban nem gondoltam, hogy ennek bemutatása is több, mint 50 képernyo kimenetet igényel, ezért változtatnom kellett a korábbi tervezeten. A Solaris 11 Live CD-s telepítés elsosorban az asztali (desktop) felhasználók igényeit veszi figyelembe és kizárólag x86-os architektúrájú gépeken támogatott (annak ellenére, hogy SPARC-os rendszerek is rendelkeznek grafikus kártyával - pl. T4-1).A folyamat két részre bontható: eloször a vendéggép kerül kialakítása VirtualBox környezetben, majd ezt követi a Solaris 11-es telepítése virtuális gépre. HCL és segédprogramok (DDT, DDU) Mielott telepíteni szeretnénk a Solaris operációs rendszert, célszeru tájékozódni fizikai rendszerünk támogatottságáról. Erre jól használható a már említett hardver kompatibilitási (HCL) lista, vagy az alábbi két segédprogram: Device Detection Tool Device Driver Utility Mindkét alkalmazás képes rendszerünk hardver komponenseit feltérképezni és ellenorizni azok meghajtóprogram (driver) ellátottságát. Eltérés köztük abban nyilvánul meg, hogy míg a DDT futtatásához Java szükséges, addig a DDU Solarist igényel. Ez utóbbiról a telepítés során röviden szó fog esni. Telepíto készletek letöltési helye Hálózati installációtól eltekintve (*) telepítokészletre van szükségünk, mely az alábbi oldalról töltheto le. Célszeru letöltenünk mindhárom állományt és a csomagokat tartalmazó ún. repository médiát (a következo felsorolás utolsó eleme) is: sol-11-1111-live-x86.iso sol-11-1111-text-x86.iso sol-11-1111-ai-x86.iso sol-11-1111-repo-full.iso Az elso három változat indítható USB formátumban is rendelkezésre áll - ekkor iso végzodés helyett usb található a fájlnevek végén. Rövid utalást az egyes készletek feladatáról az elozo blog bejegyzés tartalmaz (link). Amennyiben SPARC architektúrájú rendszerre szeretnénk a telepítést végezni, 'x86' helyett a 'sparc' szöveget tartalmazó állományokra lesz szükség. (*) - arra is lehetoség van, hogy AI készletrol történo indítás segítségével végezzük a hálózaton keresztül történo telepítést. Ez akkor fontos, ha célgépünkön nincs PXE (Preboot Execution Environment) boot támogatás. VirtualBox konfigurálás Külön fizikai eszköz felhasználása nélkül virtuális környezetben is használható a Solaris 11, mint vendéggép. A VirtualBox használatával erre kényelmes lehetoség kínálkozik. Gazdagépünknek (Windows, Unix, Linux) megfelelo telepíto program, vagy programcsomag (jelenleg a 4.1.16-os verzió a legfrissebb változat) és az installációt is taglaló felhasználói kézikönyv letöltheto a termék oldaláról. A sikeres telepítést követoen az alábbi lépések során jutunk el az új virtuális gép kialakulásáig: 1. A VBox indítása után a központi ablak megmutatja a már létezo virtuális gépeinket (Sol11demo, Sol11u1b07, Sol11.1B16, Sun_ZFS_Storage_7000) és az aktuálisan kiválasztott egyed (Sol11demo) fobb jellemzoit (megnevezés, memória mérete, virtuális tároló eszközök listája...stb.) 2. A New gombra kattintva elindul a virtuális gépet létrehozó segéd (wizard) 3. Ezt követoen nevet kell adnunk a vendéggépnek és ki kell választanunk az operációs rendszer típusát (beszédes név használata esetén a VirtualBox képes az operációs rendszer családját kiválasztani, nekünk pusztán csak verziót kell beállítanunk): adjuk meg Solaris11-et névként és válasszuk a 64bites változatot (feltéve, hogy gazdagépünk támogatja ezt) 4. Telepítéshez és a kezdeti lépések megtételéhez 1536MB memória tökéletesen megfelel (ez késobb módosítható az elvárások függvényében) 5. Fizikai társaihoz hasonlóan, egyetlen virtuális gép sem létezhet merevlemez (jelen esetben virtuális diszk) nélkül. Használhatunk egy már létezo területet (virtuális lemezt tartalmazó állomány), de létrehozhatunk egy nekünk tetszo új példányt is. Maradjunk ez utóbbinál (Create new hard disk)! 6. A lehetséges formátumok közül - az egyszeruség okán - éljünk a felkínált alaptípussal (VDI - VirtualBox Disk Image). 7. Létrehozás során a virtuális lemez készülhet egyidejuleg (Fixed size), vagy több lépésben dinamikusan (Dynamically allocated). Az elso változat sokkal kevésbé terheli a rendszert, a második elonye pedig a helytakarékosság. Válasszuk a fix méretu változatot. 8. Most már csak egyetlen adat ismeretlen a VirtualBox számára, mégpedig a létrehozásra kerülo virtuális lemez nagysága. 8GB-os terület jelen esetben alkalmas az ismerkedés elkezdéséhez. 9. Amennyiben minden beállítást helyesen adtunk meg, a Create gomb megnyomása után elindul a virtuális lemez létrehozása. 10. Ez a muvelet a megadott adatoktól függoen néhány perc alatt befejezodik. 11. Hasonló megerosítés (Create gomb aktiválása) után elkezdodik a kért virtuális gép létrehozása is. 12. Sikeres végrehajtás után az új vitruális gép közvetlenül megjelenik a központi ablak baloldali listáján a rendelkezésre álló virtuális gépek közt. A blog bejegyzés folyamatosan frissül...a rész fennmaradó tartalma hamarosan felkerül az oldalra.

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  • Rails learn's confusion

    - by Steve
    This is a beginner's rails learning confusion. When I learn rails, from time to time, I feel frustrated on rails' principle "Convention over Configuration". Rails uses heavily on conventions. A lot of them are just naming conventions. If I forget a convention, I will either use the wrong naming and get unexpected result or get things magically done but don't understand how. Sometimes, I think of configuration. At least configuration lists everything clearly and nothing is in fog. In rails, there seems a hidden, dark contract between you and the machine. If you follow the contract, you communicate well. But a beginner usually forgets items listed on the contract and this usually leads to confusion. That's why when I first pick up rails, I feel like it is somehow difficult to learn. Besides, there are many other things that could be new to a learner, such as using git, using plugins from community, using RESTful routing style, using RSpec. All these are new and come together in learning ruby and rails. This definitely adds up difficulties for a beginner. In contrast, if you learn php, it wouldn't be that bad. You can forget many things and focus on learning php itself. You don't need to learn database handling if you know SQL already(in rails, you need to learn a whole new concept migration), you don't have to learn a new decent unit test(in rails, usually they teach RSpec along the way because rails is agile and you should learn test-driven development in the early learning stage), you don't have to learn a new version control(in rails, you will be taught about git anyway), you don't have to use complicated plugins(in rails, they usually use third-party plugins in textbook examples! what the hell? why not teach how to do a simplified similar thing in rails?), you don't have to worry RESTful style. All in all, when I learn php, I learn it quick and soon I start to write things myself. Learning php is similar to learning C/java. It tastes like those traditional languages. When I learn rails, it is more difficult. And I need to learn ruby as well (I believe many of you learn ruby just because of rails). Does anyone have the similar feeling as I have? How do you overcome it and start to master rails? Hints will be welcomed. Thank you.

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  • how to define a field of view for the entire map for shadow?

    - by Mehdi Bugnard
    I recently added "Shadow Mapping" in my XNA games to include shadows. I followed the nice and famous tutorial from "Riemers" : http://www.riemers.net/eng/Tutorials/XNA/Csharp/Series3/Shadow_map.php . This code work nice and I can see my source of light and shadow. But the problem is that my light source does not match the field of view that I created. I want the light covers the entire map of my game. I don't know why , but the light only affect 2-3 cubes of my map. ScreenShot: (the emission of light illuminates only 2-3 blocks and not the full map) Here is my code i create the fieldOfView for LightviewProjection Matrix: Vector3 lightDir = new Vector3(10, 52, 10); lightPos = new Vector3(10, 52, 10); Matrix lightsView = Matrix.CreateLookAt(lightPos, new Vector3(105, 50, 105), new Vector3(0, 1, 0)); Matrix lightsProjection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver2, 1f, 20f, 1000f); lightsViewProjectionMatrix = lightsView * lightsProjection; As you can see , my nearPlane and FarPlane are set to 20f and 100f . So i don't know why the light stop after 2 cubes. it's should be bigger Here is set the value to my custom effect HLSL in the shader file /* SHADOW VALUE */ effectWorld.Parameters["LightDirection"].SetValue(lightDir); effectWorld.Parameters["xLightsWorldViewProjection"].SetValue(Matrix.Identity * .lightsViewProjectionMatrix); effectWorld.Parameters["xWorldViewProjection"].SetValue(Matrix.Identity * arcadia.camera.View * arcadia.camera.Projection); effectWorld.Parameters["xLightPower"].SetValue(1f); effectWorld.Parameters["xAmbient"].SetValue(0.3f); Here is my custom HLSL shader effect file "*.fx" // This sample uses a simple Lambert lighting model. float3 LightDirection = normalize(float3(-1, -1, -1)); float3 DiffuseLight = 1.25; float3 AmbientLight = 0.25; uniform const float3 DiffuseColor = 1; uniform const float Alpha = 1; uniform const float3 EmissiveColor = 0; uniform const float3 SpecularColor = 1; uniform const float SpecularPower = 16; uniform const float3 EyePosition; // FOG attribut uniform const float FogEnabled ; uniform const float FogStart ; uniform const float FogEnd ; uniform const float3 FogColor ; float3 cameraPos : CAMERAPOS; texture Texture; sampler Sampler = sampler_state { Texture = (Texture); magfilter = LINEAR; minfilter = LINEAR; mipfilter = LINEAR; AddressU = mirror; AddressV = mirror; }; texture xShadowMap; sampler ShadowMapSampler = sampler_state { Texture = <xShadowMap>; magfilter = LINEAR; minfilter = LINEAR; mipfilter = LINEAR; AddressU = clamp; AddressV = clamp; }; /* *************** */ /* SHADOW MAP CODE */ /* *************** */ struct SMapVertexToPixel { float4 Position : POSITION; float4 Position2D : TEXCOORD0; }; struct SMapPixelToFrame { float4 Color : COLOR0; }; struct SSceneVertexToPixel { float4 Position : POSITION; float4 Pos2DAsSeenByLight : TEXCOORD0; float2 TexCoords : TEXCOORD1; float3 Normal : TEXCOORD2; float4 Position3D : TEXCOORD3; }; struct SScenePixelToFrame { float4 Color : COLOR0; }; float DotProduct(float3 lightPos, float3 pos3D, float3 normal) { float3 lightDir = normalize(pos3D - lightPos); return dot(-lightDir, normal); } SSceneVertexToPixel ShadowedSceneVertexShader(float4 inPos : POSITION, float2 inTexCoords : TEXCOORD0, float3 inNormal : NORMAL) { SSceneVertexToPixel Output = (SSceneVertexToPixel)0; Output.Position = mul(inPos, xWorldViewProjection); Output.Pos2DAsSeenByLight = mul(inPos, xLightsWorldViewProjection); Output.Normal = normalize(mul(inNormal, (float3x3)World)); Output.Position3D = mul(inPos, World); Output.TexCoords = inTexCoords; return Output; } SScenePixelToFrame ShadowedScenePixelShader(SSceneVertexToPixel PSIn) { SScenePixelToFrame Output = (SScenePixelToFrame)0; float2 ProjectedTexCoords; ProjectedTexCoords[0] = PSIn.Pos2DAsSeenByLight.x / PSIn.Pos2DAsSeenByLight.w / 2.0f + 0.5f; ProjectedTexCoords[1] = -PSIn.Pos2DAsSeenByLight.y / PSIn.Pos2DAsSeenByLight.w / 2.0f + 0.5f; float diffuseLightingFactor = 0; if ((saturate(ProjectedTexCoords).x == ProjectedTexCoords.x) && (saturate(ProjectedTexCoords).y == ProjectedTexCoords.y)) { float depthStoredInShadowMap = tex2D(ShadowMapSampler, ProjectedTexCoords).r; float realDistance = PSIn.Pos2DAsSeenByLight.z / PSIn.Pos2DAsSeenByLight.w; if ((realDistance - 1.0f / 100.0f) <= depthStoredInShadowMap) { diffuseLightingFactor = DotProduct(xLightPos, PSIn.Position3D, PSIn.Normal); diffuseLightingFactor = saturate(diffuseLightingFactor); diffuseLightingFactor *= xLightPower; } } float4 baseColor = tex2D(Sampler, PSIn.TexCoords); Output.Color = baseColor*(diffuseLightingFactor + xAmbient); return Output; } SMapVertexToPixel ShadowMapVertexShader(float4 inPos : POSITION) { SMapVertexToPixel Output = (SMapVertexToPixel)0; Output.Position = mul(inPos, xLightsWorldViewProjection); Output.Position2D = Output.Position; return Output; } SMapPixelToFrame ShadowMapPixelShader(SMapVertexToPixel PSIn) { SMapPixelToFrame Output = (SMapPixelToFrame)0; Output.Color = PSIn.Position2D.z / PSIn.Position2D.w; return Output; } /* ******************* */ /* END SHADOW MAP CODE */ /* ******************* */ / For rendering without instancing. technique ShadowMap { pass Pass0 { VertexShader = compile vs_2_0 ShadowMapVertexShader(); PixelShader = compile ps_2_0 ShadowMapPixelShader(); } } technique ShadowedScene { /* pass Pass0 { VertexShader = compile vs_2_0 VSBasicTx(); PixelShader = compile ps_2_0 PSBasicTx(); } */ pass Pass1 { VertexShader = compile vs_2_0 ShadowedSceneVertexShader(); PixelShader = compile ps_2_0 ShadowedScenePixelShader(); } } technique SimpleFog { pass Pass0 { VertexShader = compile vs_2_0 VSBasicTx(); PixelShader = compile ps_2_0 PSBasicTx(); } } I edited my fx file , for show you only information and functions about the shadow ;-)

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