Using the UI Automation instrument, I know how to test if a particular button is enabled in my iOS application:
if( btn[0].isEnabled() ) {
UIALogger.logPass("button enabled");
} else {
UIALogger.logFail("button not enabled");
}
However, I'd like to be able to determine the number of buttons that have been enabled in the interface, not just whether a specific one is enabled. How could I determine the number of enabled buttons?
Also, how do I print details of these buttons to the console?
Here's a function which takes a UIAElementArray (ie app.mainWindow().buttons()) and logs the number of enabled buttons:
function printEnabledButtons(list) {
var enabledButtons = 0;
for (var i=0;i<list.length;i++) {
if (list[i].isEnabled()) {
//UIALogger.logDebug("button " + list[i].name() + " is enabled");
enabledButtons++;
} else {
//UIALogger.logDebug("button " + list[i].name() + " is not enabled");
}
}
UIALogger.logDebug("number of enabled buttons: " + enabledButtons);
}
Example calling code:
printEnabledButtons(app.mainWindow().buttons());
I've modified your code a bit. So here it is:
function checkIfEnabled(list, button_name) {
var btn_enabled = false;
var list_length = list.length;
var list_item;
for (var list_index=0; list_index < list_length; list_index++) {
list_item = list[list_index];
var item_name = list_item.name();
if (list_item.isVisible () && list_item.isEnabled () &&
item_name.match(button_name.toString())){
UIALogger.logMessage ("We're IN !!! ");
btn_enabled = true;
break;
} else {
btn_enabled = false;
UIALogger.logMessage ("Still looking for a button");
}
}
return btn_enabled;
}
Here is my usage of this function:
var btn_state = checkIfEnabled(app.navigationBar().buttons(),
YOUR_BTN_NAME);
Then you can simply check whether 'btn_state' is true or false depending on your needs.
Chears
Related
In my game, I am able to show the GlobalRank, however, I would also like to show the position of a player in Ranking according to the global results.
So in the bottom line, there should be the local (on this device) results.
Basically, on the left bottom corner, I want to get the RANK from the LootLocker, but I am struggling to get the rank...
IEnumerator ShowScores()
{
yield return new WaitForSeconds(2);
LootLockerSDKManager.GetScoreList(ID, maxScores, (response) =>
{
if (response.success)
{
LootLockerLeaderboardMember[] scores = response.items;
for (int i = 0; i < scores.Length; i++)
{
playerNames[i].text = (scores[i].member_id +"");
playerScores[i].text = (scores[i].score +"");
playerRank[i].text = (scores[i].rank + "");
//Rank of the localPlayer
Rank.text = (scores["here_Should_Be_This_Player_ID"].rank + "");
LootLockerSDKManager.GetPlayerName
// Entries[i].text = (scores[i].rank + ". " + scores[i].score + ". " + scores[i].member_id);
}
if (scores.Length < maxScores)
{
for (int i = scores.Length; i < maxScores; i++)
{
// Entries[i].text = (i + 1).ToString() + ". none";
}
}
}
else
{
}
});
}
Fixed it with the LootLocker support team
Step 1 - load LootLocker and get the resonse
Step 2 - load the rank and get the resonse2
Step 3 - use the "Response2.rank from the LootLocker
Rank.text = (response2.rank + "");
string playerIdentifier = "PlayerNameRecordOnThisDevice";
LootLockerSDKManager.StartSession(playerIdentifier, (response) =>
{
if (response.success)
{
Debug.Log("session with LootLocker started");
}
else
{
Debug.Log("failed to start sessions" + response.Error);
}
LootLockerSDKManager.GetMemberRank(ID, playerIdentifier, (response2) =>
{
if (response2.statusCode == 200)
{
Debug.Log("GetMemberRank Successful");
}
else
{
Debug.Log("GetMemberRank failed: " + response2.Error);
}
Rank.text = (response2.rank + "");
});
}); ```
I'm working on a Chrome extension that inserts a button on every item in the Facebook newsfeed. I started off by using Tampermonkey to install a script that installs a button next to the subscribe video of every Youtube page (chrome-extension://dhdgffkkebhmkfjojejmpbldmpobfkfo/ask.html?aid=994ff494-1242-452f-a334-1bd616e18bb6), which worked fine.
Then I tried to modify it so it acts on the Facebook newsfeed, rather than the Youtube subscribe button. I changed the // match to go to facebook.com and targeting it to go after class='_3vuz', the Facebook div that houses the "like" button. But nothing happens when I go on Facebook; no button appears.
Here's my Tampermonkey code. Many thanks!
// ==UserScript==
// #name Facebook Fake News Button
// #namespace https://www.youtubeinmp3.com
// #version 1.2.2
// #description Adds a button to show you whether a Facebook article is true
// #author Ilana
// #match https://www.facebook.com/*
// #run-at document-end
// ==/UserScript==
function polymerInject(){
/* Create button */
var buttonDiv = document.createElement("div");
buttonDiv.style.width = "100%";
buttonDiv.id = "parentButton";
var addButton = document.createElement("button");
addButton.appendChild(document.createTextNode("Fake News"));
if(typeof(document.getElementById("iframeDownloadButton")) != 'undefined' && document.getElementById("iframeDownloadButton") !== null){
document.getElementById("iframeDownloadButton").remove();
}
addButton.style.width = "100%";
addButton.style.backgroundColor = "#181717";
addButton.style.color = "white";
addButton.style.textAlign = "center";
addButton.style.padding = "10px 0";
addButton.style.marginTop = "5px";
addButton.style.fontSize = "14px";
addButton.style.border = "0";
addButton.style.cursor = "pointer";
addButton.style.borderRadius = "2px";
addButton.style.fontFamily = "Roboto, Arial, sans-serif";
addButton.onclick = function () {
this.remove();
/* Add large button on click */
var addIframe = document.createElement("iframe");
addIframe.src = '//www.convertmp3.io/widget/button/?color=ba1717&video=' + window.location.href;
addIframe.style.width = "100%";
addIframe.style.border = "none";
addIframe.style.height = "60px";
addIframe.style.marginTop = "10px";
addIframe.style.overflow = "hidden";
addIframe.scrolling = "no";
addIframe.id = "iframeDownloadButton";
var targetElement = document.querySelectorAll("[id='meta']");
for(var i = 0; i < targetElement.length; i++){
if(targetElement[i].className.indexOf("ytd-watch") > -1){
targetElement[i].insertBefore(addIframe, targetElement[i].childNodes[0]);
}
}
};
buttonDiv.appendChild(addButton);
/* Find and add to target */
var targetElement = document.querySelectorAll("[class='_3vuz']");
for(var i = 0; i < targetElement.length; i++){
if(targetElement[i].className.indexOf("ytd-video-secondary-info-renderer") > -1){
targetElement[i].appendChild(buttonDiv);
}
}
/* Fix hidden description bug */
var descriptionBox = document.querySelectorAll("ytd-video-secondary-info-renderer");
if(descriptionBox[0].className.indexOf("loading") > -1){
descriptionBox[0].classList.remove("loading");
}
}
function standardInject() {
var pagecontainer=document.getElementById('page-container');
if (!pagecontainer) return;
if (/^https?:\/\/www\.facebook.com\/watch\?/.test(window.location.href)) run();
var isAjax=/class[\w\s"'-=]+spf\-link/.test(pagecontainer.innerHTML);
var logocontainer=document.getElementById('logo-container');
if (logocontainer && !isAjax) { // fix for blocked videos
isAjax=(' '+logocontainer.className+' ').indexOf(' spf-link ')>=0;
}
var content=document.getElementById('content');
if (isAjax && content) { // Ajax UI
var mo=window.MutationObserver||window.WebKitMutationObserver;
if(typeof mo!=='undefined') {
var observer=new mo(function(mutations) {
mutations.forEach(function(mutation) {
if(mutation.addedNodes!==null) {
for (var i=0; i<mutation.addedNodes.length; i++) {
if (mutation.addedNodes[i].id=='watch7-container' ||
mutation.addedNodes[i].id=='watch7-main-container') { // old value: movie_player
run();
break;
}
}
}
});
});
observer.observe(content, {childList: true, subtree: true}); // old value: pagecontainer
} else { // MutationObserver fallback for old browsers
pagecontainer.addEventListener('DOMNodeInserted', onNodeInserted, false);
}
}
}
function onNodeInserted(e) {
if (e && e.target && (e.target.id=='watch7-container' ||
e.target.id=='watch7-main-container')) { // old value: movie_player
run();
}
}
function finalButton(){
var buttonIframeDownload = document.createElement("iframe");
buttonIframeDownload.src = '//www.convertmp3.io/widget/button/?color=ba1717&video=' + window.location.href;
buttonIframeDownload.id = "buttonIframe";
buttonIframeDownload.style.width = "100%";
buttonIframeDownload.style.height = "60px";
buttonIframeDownload.style.paddingTop = "20px";
buttonIframeDownload.style.paddingBottom = "20px";
buttonIframeDownload.style.overflow = "hidden";
buttonIframeDownload.scrolling = "no";
document.getElementById("watch-header").appendChild(buttonIframeDownload);
}
function run(){
if(!document.getElementById("parentButton") && window.location.href.substring(0, 25).indexOf("facebook.com") > -1 && window.location.href.indexOf("watch?") > -1){
var parentButton = document.createElement("div");
parentButton.className = "yt-uix-button yt-uix-button-default";
parentButton.id = "parentButton";
parentButton.style.height = "23px";
parentButton.style.marginLeft = "28px";
parentButton.style.paddingBottom = "1px";
parentButton.onclick = function () {
this.remove();
finalButton();
};
document.getElementById("watch7-user-header").appendChild(parentButton);
var childButton = document.createElement("span");
childButton.appendChild(document.createTextNode("Download MP3"));
childButton.className = "yt-uix-button-content";
childButton.style.lineHeight = "25px";
childButton.style.fontSize = "12px";
parentButton.appendChild(childButton);
}
}
if(document.getElementById("polymer-app") || document.getElementById("masthead") || window.Polymer){
setInterval(function(){
if(window.location.href.indexOf("watch?v=") < 0){
return false;
}
if(document.getElementById("count") && document.getElementById("parentButton") === null){
polymerInject();
}
}, 100);
}
else{
standardInject();
}
I'm trying to get my Hangman game to check if the letter is found in the word, but as of now it's checking if that letter is found in every character of the word. It won't allow me to guess again after the first guess.
setScreen("WelcomeScreen");
//variables
var WordArray = ["apple", "word", "quiz"];
var currentWord = "";
var wrongCounter = 0;
var bodyPartCounter = 0;
var Guess = "";
//Welcome Screen Code
onEvent("letsGoBtn", "click", function () {
setScreen("playingHangmanScreen");
generateWord();
setUpScreenElements();
});
function generateWord() {
currentWord = WordArray[randomNumber(0,2)];
console.log(currentWord);
}
function setUpScreenElements(){
for (var i = 0; i < currentWord.length; i++) {
showElement("letterArea" + [i]);
}
var showCorrectHint = "hintWord" + currentWord;
showElement(showCorrectHint);
console.log(showCorrectHint);
}
//Guessing Code
onEvent("submitBtn", "click", function () {
Guess = getText("guessInputTxt");
console.log("The guess for " + currentWord + " is: " + Guess);
checkGuess();
});
function checkGuess() {
for (var i = 0; i < currentWord.length; i++) {
if (Guess == currentWord.charAt([i])) {
setText("letterArea" + [i], Guess);
console.log("Correctly guessed letter is: " + currentWord.charAt([i]));
}
else {
wrongCounter++;
console.log("wrongCounter for " + currentWord + " is: " + wrongCounter);
if (wrongCounter == currentWord.length) {
bodyPartCounter++;
showElement("wrongGuessImg" + bodyPartCounter);
setText("livesLeftNumber", (6-bodyPartCounter));
}
if (bodyPartCounter === 6) {
setScreen("gameOverScreen");
}
}
}
resetGuessInput();
}
function resetGuessInput () {
setText("guessInputTxt", " ");
Guess = " ";
wrongCounter = 0;
}
//Game Over Screen and Play Again Button
onEvent("playAgainBtn", "click", function () {
hideElement("hintWord" + currentWord);
generateWord();
setUpScreenElements();
setScreen("playingHangmanScreen");
for (var i = 0; i <currentWord.length; i++) {
setText("letterArea" + [i], " ");
}
for (var j = 1; j < 7; j++) {
hideElement("wrongGuessImg" + [j]);
}
bodyPartCounter = 0;
wrongCounter = 0;
setText("livesLeftNumber", "6");
});
//Victory Screen
onEvent("goHomeBtn", "click", function() {
setScreen("WelcomeScreen");
});
I've attached the code, as well as, included the link to see the app in action.
Here's a link to the app
Thanks in advance!
The checkGuess function needs to first determine where the letter appears in the word (or not), and then update the board one time, instead of updating it for each character:
function checkGuess() {
var foundAtIndex = -1;
for (var i = 0; i < currentWord.length; i++) {
if (Guess == currentWord.charAt([i])) {
foundAtIndex = i;
break;
}
}
if (foundAtIndex >= 0) {
setText("letterArea" + [foundAtIndex], Guess);
// etc...
Luckily, Javascript provides a nice IndexOf function for strings, so you can remove the loop entirely and condense that first part into:
var foundAtIndex = currentWord.indexOf(Guess);
I try with my programm to recognise a specific word when I speek a sentence, it's use Web speech API.
When I speek the word alone, my programm work fine, but when I speek it in a sentence, my programm doesn't run.
Thank's to tell me where is the problem with my programm.
<script>
(function($)
{
var $btn = $('#btn');
var $result = $('#result');
var words = null;
if ('webkitSpeechRecognition' in window)
{
var recognition = new webkitSpeechRecognition();
recognition.lang = "fr-FR";
recognition.continuous = false;
recognition.interimResults = true;
$btn.click(function(e)
{
e.preventDefault();
$btn.removeClass('btn-primary');
recognition.start();
});
recognition.onresult = function (event)
{
$result.text('');
for (var i = event.resultIndex; i < event.results.length; i++)
{
var transcript = event.results[i][0].transcript;
if (event.results[i].isFinal)
{
$result.text(transcript);
recognition.stop();
$btn.addClass('btn-primary');
words = transcript.split(' ');
if(words[0] == 'test')
{
// do something
}
return true;
}
else
{
$result.text($('#result').text() + event.results[i][0].transcript);
}
}
};
}
else{$btn.hide();}
})(jQuery);
</script>
When you do words = transcript.split(' ') you make words an array of all of the recognized words. Then when you do if(words[0] == 'test') you are only checking the first word, so it will only work if the word you are trying to recognize is the first (or only) word.
Instead of this:
if(words[0] == 'test')
{
// do something
}
Try this:
words.some(function (word) {
if (word === 'test') {
// do something
return true;
}
});
When implementing SuperBoxSelect (http://www.sencha.com/forum/showthread.php?69307-3.x-Ext.ux.form.SuperBoxSelect), I've realized that it currently does not support shift + click selection of multiple items. Has anyone been able to implement this functionality or found a similar plugin that offers this functionality?
beforeadditem:function(self, recordValue) {
var start = 0;
var end = 0;
var record = this.findRecord(this.valueField, recordValue);
var recordIndex = this.store.indexOf(record);
if(window.event.shiftKey) {
this.multiSelectMode = true;
if(this.firstChoiceIndex == undefined) {
this.firstChoiceIndex = recordIndex;
this.view.all.item(recordIndex).addClass('x-combo-selected-shift');
return false;
} else {
this.secondChoiceIndex = recordIndex;
if(this.firstChoiceIndex > this.secondChoiceIndex) {
start = this.secondChoiceIndex;
end = this.firstChoiceIndex;
} else if(this.secondChoiceIndex > this.firstChoiceIndex) {
start = this.firstChoiceIndex;
end = this.secondChoiceIndex;
}
var selectedRecords = this.store.getRange(start, end);
Ext.each(selectedRecords, function(item, index, allitems) {
self.addRecord(item)
});
this.firstChoiceIndex = undefined;
this.secondChoiceIndex = undefined;
return false;
}
} else {
this.firstChoiceIndex = undefined;
this.secondChoiceIndex = undefined;
return true;
}
}
Add that listener and it works. The x-combo-selected-shift class is identical to the x-combo-selected class. It's just named different so the highlighting sticks to the item you shift+clicked on after you mouse out.