pywinauto - testing file icon overlays - file

I am looking for a good method for testing icon overlays of a file.
For example, Dropbox has different icon overlays for synced/syncing files etc.
I am currently using pyautogui's locateOnScreen() function, with a dictionary containing screenshots of all icon overlays types.
But using this approach, I need to have screenshots for every OS(different resolution, UI) and also tests are a little unstable.
NOTE: The tests will be cross platform(Mac and Windows)
Is there any other method besides image recognition that can be used for testing file icon overlays?

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tinymce wysiwyg editor - text cursor issue, text fields/areas become inactive

I'm working on a couple of features for a project that I created a few months back when I was first learning React. I wanted to add a wysiwyg editor to one of my forms so that a user could have more control with the "about" section of an event page (i.e. embed media and images, html source code editing, font formatting, etc.)
The editor that I'm using is TinyMCE 5.0.
This project is a Rails backend and React frontend. (I'm not using Redux - this project was a way to practice React when I first learning it.)
You can find my last commit here if you would like to see my code
The Problem
I'm able to get the wysiwyg editor rendered. I can also type and format text inside the editor's body. When I click on the code icon or image embed icon (like in the gif below), a new modal appears but when I click into it to type, the text cursor appears and then disappears. So I can't type and it seems that the text area and fields become inactive (for lack of a better term - I'm still somewhat in the beginning of my coding journey.)
I just signed up and TinyMCE gives access to premium plugins as well, so I don't think it's an issue with my account permissions/subscription.
I'm also not receiving anything in the console but if there's any help you can provide, it would be appreciated!
Thanks!
TinyMCE 5 editor - text cursor issue - text areas become inactice
It is highly likely that the library you are using for your modal (that contains TinyMCE) is not allowing focus to go elsewhere. As you have not stated the library you use for your modal I can't tell you anything about how to address this but we know this is an issue with common libraries like Bootstrap:
https://www.tiny.cloud/docs/integrations/bootstrap/#usingtinymceinabootstrapdialog
Whatever you are using should have a similar ability.

Image not scaling correctly for each device screen

I am having problems with multi image in the new GUI builder. It doesn't scale as should with individual skin or device screen. Is there another way to add multi image to scale according to screen size in the code?
I got this done very well in the old GUI builder. This is preventing me from having my app update.
Open the designer and verify that the image is indeed a multi-image and that resolutions exist for all the right DPI's.
Look at the code and verify that the image is fetched using getImage(String) and isn't manipulated in any way.
Verify that you are using Label and not ScaleImageLabel or some similar class.
The Phoenix demo was created using the new GUI builder and uses a lot of multi-images.

CodeName One Animation Questions . . .!

Is codenameone support add flash file.
Is codenameone support add Gif Image programmatically.
how to use create Graphics object.
Codename One or any modern mobile doesn't support adding flash files as those aren't designed for the mobile world.
You can add a gif image by using the "Add Animation" option in the designer tool and then using the getImage(String) method of the Resources object. That means you can't download an arbitrary gif off the internet but you can convert it to a res file and download that dynamically.
You can get a graphics object either by overriding paint(Graphics), implementing a painter etc. or by getGraphics on a mutable image see more here.

How to reduce the jar size of a codename one app to stay under 50meg

My app is too large for the 50 meg limit so I am looking at some ways to significantly reduce the file size.
If I discard a dpi what happens when it runs on that dpi? I have some HUGE backgrounds making my app very bloated, I was wondering if I can remove them all but say the HD one and it would scale or would it be simply empty? Or would I need to change the background image scaling to make it do this?
Also CN1 seems to use png, can I use jpg for selected items to save space? Backgrounds that are 2.3 meg pngs could be 35k jpgs.. Even if I wrote a script that jpeged them after I press save in the gui designer, this could work I assume?
Any any further final tips for reducing the size of cn1 apps?
A 50mb app is not only big, but prone to be slow on devices (performance wise).
To reduce your App size tremendously, do the following:
All my answers are based on old GUI Builder
For background image, use a single image (not multi-image) and style the form UIID to use the image and type IMAGE_TO_FILL.
Avoid using png image whenever possible, CN1 supports jpg perfectly.
Don't use images for basic icons, use fonticon. Thousand of icons could be made 100kb and of high quality svg image that doesn't pixelate. I will explain at the end of this list how to create your custom fonticons.
Avoid using 9-piece border image where it's not really needed, try to use solid background color if it won't ruin your design.
Delete unused images, they also take a lot of space. On your GUI Builder.
Re-use UIIDs, instead of creating multiple similar UIIDs.
Migrate your GUI Builder forms to code, I posted a sample form Class to answer another question here and also talk about similar thing here.
Delete UIIDs you're not using and in most cases, copy and paste UUID of unselected style to selected, instead of creating similar.
Be Careful with this. Keep your GUI Builder open, make sure Xml team mode is checked under File, save the GUI Builder after deleting Unused Images, without closing the GUI Builder, go to your project folder -> res -> delete theme.xml and the theme folder inside res folder (The name might be different if you've renamed your theme.res file). Now go back to your app and save again. A fresh copy of your res files would be saved in the same folder.
Minimise the amount of background images you use, Modern good looking apps are simple plain background apps. E.g, Facebook, Twitter, Uber, AirBnB, BBC News App and many others. Unless your app is actually a game or necessarily require rich images that have to be static.
Watch this video about performance tuning, It's a bit old but still contains useful information
If your app is bigger than 20 mb on iOS and 5mb on android, you should be worried about it's performance.
Creating fonticons:
Go to fontello.com and check the icons present, if there are icons you need that are not there...
Go to flaticon.com and search for it there, download it as svg and drag'n'drop the svg on fontello webpage. If the icon doesn't look as expected...
Go back to flaticon.com and download the image as black 512px png image and go to online-convert.com, convert the png to Monochrome svg file, this helps you to create a compound image that works well with fontello.
download the fonticon as zip on fontello and follow Shai's chat app example to use it. the zip contains demo html file to preview your icons and also a config.json that can be drag'n'drop on fontello.com to continue where you stopped.

Icons in WPF when to use image and when to use Xaml?

I am Working on a WPF based project where the design team have created the design in blend with some images like Edit, delete, checkbox etc. where i am prefring to use xaml insteed of images
Although i am sure that if the images are prety complex they should be used as images. but the simple im icon images can be used as xaml path designs. So i am looking for the recomandations. When to use Images in WPF design and When to use xaml for design.
If your application is going to be used in different screen resolutions then using Vector Graphics is recommended as they will scale nicely and all your images will look sharp regardless of the resolution of the screen. (There is a downside as well because your application needs to do the extra rendering of the xaml images to display them)
If you are using the images just to display the toolbar images (which are pretty much small and fixed size then you can get away by using png files as they will take less resources and easy to manage)

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