Tuesday, March 5, 2013

Selenium IDE - How get Current - date, month, year & time through script

Selenium IDE - How get Current - date, month, year & time through script


There are many ways like as below:

1.

Current Time - javascript{(new Date().getHours()+" : " + new Date().getMinutes() + " : " + new Date().getSeconds())}

Current year - javascript{(new Date()).getFullYear()}

Current Month - javascript{(new Date().getMonth()) + 1}

Current date - javascript{(new Date().getDate().toString())}



2. 


<tr> 
        <td>storeEval</td> 
        <td>var d=new Date(); d.getDate()+'-'+((d.getMonth()+1)) 
+'-'+d.getFullYear();</td> 
        <td>date2</td> 
</tr> 
<tr> 
        <td>echo</td> 
        <td>${date2}</td> 
        <td></td> 
</tr> 




3. 

Saturday, March 2, 2013

Selenium Auto IT


Selenium Auto IT

http://bhimarajumavuri.blogspot.com/2010/02/selenium-autoit.html

More about Prototyping methodology ....

Prototyping Model

The prototyping model assumes that you do not have clear requirements at the beginning of the project. Often, customers have a vague idea of the requirements in the form of objectives that they want the system to address. With the prototyping model, you build a simplified version of the system and seek feedback from the parties who have a stake in the project. The next iteration incorporates the feedback and improves on the requirements specification. The prototypes that are built during the iterations can be any of the following:
  • A simple user interface without any actual data processing logic
  • A few subsystems with functionality that is partially or completely implemented
  • Existing components that demonstrate the functionality that will be incorporated into the system
The prototyping model consists of the following steps.
  1. Capture requirements. This step involves collecting the requirements over a period of time as they become available.
  2. Design the system. After capturing the requirements, a new design is made or an existing one is modified to address the new requirements.
  3. Create or modify the prototype. A prototype is created or an existing prototype is modified based on the design from the previous step.
  4. Assess based on feedback. The prototype is sent to the stakeholders for review. Based on their feedback, an impact analysis is conducted for the requirements, the design, and the prototype. The role of testing at this step is to ensure that customer feedback is incorporated in the next version of the prototype.
  5. Refine the prototype. The prototype is refined based on the impact analysis conducted in the previous step.
  6. Implement the system. After the requirements are understood, the system is rewritten either from scratch or by reusing the prototypes. The testing effort consists of the following:
    • Ensuring that the system meets the refined requirements
    • Code review
    • Unit testing
    • System testing
The main advantage of the prototyping model is that it allows you to start with requirements that are not clearly defined.
The main disadvantage of the prototyping model is that it can lead to poorly designed systems. The prototypes are usually built without regard to how they might be used later, so attempts to reuse them may result in inefficient systems. This model emphasizes refining the requirements based on customer feedback, rather than ensuring a better product through quick change based on test feedback.

More about Agile Methodology


Agile Methodology

Most software development life cycle methodologies are either iterative or follow a sequential model (as the waterfall model does). As software development becomes more complex, these models cannot efficiently adapt to the continuous and numerous changes that occur. Agile methodology was developed to respond to changes quickly and smoothly. Although the iterative methodologies tend to remove the disadvantage of sequential models, they still are based on the traditional waterfall approach. Agile methodology is a collection of values, principles, and practices that incorporates iterative development, test, and feedback into a new style of development. For an overview of agile methodology, see the Agile Modeling site at http://www.agilemodeling.com/.
The key differences between agile and traditional methodologies are as follows:
  • Development is incremental rather than sequential. Software is developed in incremental, rapid cycles. This results in small, incremental releases, with each release building on previous functionality. Each release is thoroughly tested, which ensures that all issues are addressed in the next iteration.
  • People and interactions are emphasized, rather than processes and tools. Customers, developers, and testers constantly interact with each other. This interaction ensures that the tester is aware of the requirements for the features being developed during a particular iteration and can easily identify any discrepancy between the system and the requirements.
  • Working software is the priority rather than detailed documentation. Agile methodologies rely on face-to-face communication and collaboration, with people working in pairs. Because of the extensive communication with customers and among team members, the project does not need a comprehensive requirements document.
  • Customer collaboration is used, rather than contract negotiation. All agile projects include customers as a part of the team. When developers have questions about a requirement, they immediately get clarification from customers.
  • Responding to change is emphasized, rather than extensive planning. Extreme Programming does not preclude planning your project. However, it suggests changing the plan to accommodate any changes in assumptions for the plan, rather than stubbornly trying to follow the original plan.
Agile methodology has various derivate approaches, such as Extreme Programming, Dynamic Systems Development Method (DSDM), and SCRUM. Extreme Programming is one of the most widely used approaches.

More about Extreme Testing or Test Driven Methodology

Extreme Programming

In Extreme Programming, rather than designing whole of the system at the start of the project, the preliminary design work is reduced to solving the simple tasks that have already been identified.
The developers communicate directly with customers and other developers to understand the initial requirements. They start with a very simple task and then get feedback by testing their software as soon as it is developed. The system is delivered to the customers as soon as possible, and the requirements are refined or added based on customer feedback. In this way, requirements evolve over a period of time, and developers are able to respond quickly to changes.
The real design effort occurs when the developers write the code to fulfill the specific engineering task. The engineering task is a part of a greater user story (which is similar to a use case). The user story concerns itself with how the overall system solves a particular problem. It represents a part of the functionality of the overall system. A group of user stories is capable of describing the system as a whole. The developers refactor the previous code iteration to establish the design needed to implement the functionality.
During the Extreme Programming development life cycle, developers usually work in pairs. One developer writes the code for a particular feature, and the second developer reviews the code to ensure that it uses simple solutions and adheres to best design principles and coding practices.
Discussion of the core practices of Extreme Programming is beyond the scope of this chapter. For more information, see the links referred to in "More Information" later in this section.
Test-driven development, which is one of the core practices in Extreme Programming, is discussed in greater detail later in this chapter.

When to Use Extreme Programming

Extreme Programming is useful in the following situations:
  • When the customer does not have a clear understanding of the details of the new system. The developers interact continuously with the customer, delivering small pieces of the application to the customer for feedback, and taking corrective action as necessary.
  • When the technology used to develop the system is new compared to other technologies. Frequent test cycles in Extreme Programming mitigate the risk of incompatibility with other existing systems.
  • When you can afford to create automated unit and functional tests. In some situations, you may need to change the system design so that each module can be tested in isolation using automated unit tests.
  • When the team size is not very large (usually 2 to 12 people). Extreme Programming is successful in part because it requires close team interaction and working in pairs. A large team would have difficulty in communicating efficiently at a fast pace. However, large teams have used Extreme Programming successfully.

More Information

For more information about the core practices in Extreme Programming, see the following resources:

Friday, March 1, 2013

Selenium IDE - Find & Replace text in url

Selenium IDE - Find & Replace text in url


Steps:

1. First store current url in to any variable.


<tr>
<td>storeLocation</td>
<td>url1</td>
<td></td>
</tr>


2. Next using replace function, replace the word - pdfreader with epub reader in the url & again store in different variable.


<tr>
<td>storeEval</td>
<td>&quot;${url1}&quot;.replace(&quot;pdfreader&quot;,&quot;epubreader&quot;)</td>
<td>url2</td>
</tr>