I am using VS CODE to develope a Robot with Robot Framework and Sikuli. When I run my script I get an error
"could not find P(sage.png)"
This happen because the current screen is the VS CODE's screen and not the desktop where the "sage.png" is.
What I can use in my script in order to focus on desktop screen first of all?
I just looked at the documentation of sikuli.
You can make use of the below method, where they have specifically talked about your issue.
classmethod focusedWindow()
On Windows, this method always returns a region. When there is no
window opened on the desktop, the region may refer to a special window
such as the task bar or an icon in the system tray.
# highlight the currently fontmost window for 2 seconds
App.focusedWindow().highlight(2)
# save the windows region before
firstWindow = App.focusedWindow()
firstWindow.highlight(2)
Related
I want to know if you can put authserver and worldserver to the background. I know mangos do this and since in the end, Azerothcore is based on mangos so I'm wondering if Azerothcore can still do this.
Or another way I do it for windows is use RBtray
RBTray is a small Windows program that runs in the background and allows almost any window to be minimized to the system tray by:
Right-Clicking its minimize button
Shift-Right-Clicking on its title bar
Using the Windows-Alt-Down hotkey
Note that not all all of these methods will work for every window, so please use whichever one works for your needs.
Just a guess that your trying to move console windows to system tray?.
On a project I work on, using Python3 + PySide, I try to print a popup-message as some sort of notification.
This popup needs to be on top of everything, this includes fullscreen applications like games or browsers. And that's the point that does not work. It works fine for all windows on my Desktop, normal windows, maximized, but as soon as there is a fullscreen application or a borderless window ("pseudo fullscreen") the popup is created, but "behind" the fullscreen app.
I already use self.setWindowFlags(QtCore.Qt.FramelessWindowHint | QtCore.Qt.WindowStaysOnTopHint) but this flag does get ignored by other fullscreen apps.
How do I fix this? Also without giving focus to the popup.
It is just there to present information, and it is not good when your window looses focus while playing a game.
My code can be found here: https://github.com/GosuSan/PyECM
additional Info:
- my project aims to be cross-platform, so I need a platform-independend solution
- I am running linux, without having a windows machine atm,
so I can't test stuff there.
If you need any more info, let me know!
Edit:
It seems that PySide.QtGui.QSystemTrayIcon.showMessage does what I want, it works on fullscreen as well as on borderless-windows. So I will try to either find out how those messages are displayed on top, or just use them, not sure for now.
My son is trying to create his first game using Game Maker Studio 1.4. We followed all steps in the book we are using (Game maker for kids). We now want to try to run the game, but it does not work.
Game Maker shows a Windows dialog that says "Open.." in the title and where you can select "Exe files (*.exe, *.ios, *.psp, *.win, *.droid)". I have no clue what file I should select here? If I cancel, I get a dialog that says "Compile failed, please check the compile window". But there is no error in the compile window, just a message "Compilation finished"
I am assuming you are trying to make the game run on Windows OS, so these steps should work for you.
(Clicking the blue numbers will dispaly and image relevant to the step)
1. Firstly make sure the platform target is for Windows and not a different platform as shown here:1 You click on the drop-down arrow to change the platform you wish to run/export your game too.
2. Now that we have that out of the way near the top left of the screen there should be a green play button. I have circled the button on this image to help you.2 You need to click this Green Play button.
3. After that Game Maker Studio will compile the code (this may take some time depending on how fast your PC is and how big the game is). You can tell if it is compiling if there is a loading box in the centre of the screen. Also remember to be patient as it could take a while.
4. If you have no errors in your code the game will successfully launch and you will be able to play it. If it didn't launch then Game Maker Studio will point out where errors in the code are to make fixing them easier.
I hope this guide helps and if you need any more help then just ask on the forms and I'm sure someone will be able to help you. Have a nice day and happy game developing!
On the GM:S settings (File -> Preferences) on the window view, press "check Windows sdk".
If it turns red => reinstall Windows sdk and Windows visual studio 11 then specify path.
Let me know if it solved your PB
In the Files -> Preferences there's a Temp directory box and mine was set to a dummy drive.
I set it to the actual Temp directory of my computer and now it works well.
What is happening to my app in Xcode 7 / iOS 9?
The whole screen looks condensed, as if an iPhone 4S app is displaying on an iPhone 6. It looks normal in the iPhone 4S simulator.
I thought it was a problem with the auto layout constraints in the main storyboard, so I eventually deleted everything apart from the root view in the root view controller (blue screen), and there's still a problem with it.
I tried enabling size classes, thinking that this was the problem due to previously being disabled, but the result was the same.
Is anyone else getting this problem in their existing apps running in iOS 9?
Target>General>Launch Image Source>use asset
it will create new asset named BrandAsset, place your launch images over here. Create LaunchScreen.storyboard if already not existing and select it to Target>General>Launch Screen File.
Thanks for the answers. They pointed me in the right direction, as I wasn't aware it was anything to do with the launch screen.
I found out I had no LaunchScreen.storyboard file. Digging around in the docs led me onto this:
New projects are created with a launch screen storyboard file called
LaunchScreen.storyboard. Alternately, you can create a new launch
screen file using File > New, selecting the User Interface category,
and choosing a file type of Launch Screen.
It was weird that I had to do this, as I only started developing this app in iOS 8, and apparently this was a change in iOS 8. But with iOS 9 Apple are obviously getting more aggressive with deprecating incorrectly set up projects, and the consequences were that it was bug to my app.
The positive I guess, is that all of this forced me to at least create a launch image instead of having nothing.
I build a web site in flex that some time take input. Will this website works on Touch Screen environment(KIOSK).My question is we have to make any change to handle input such as prompt on screen keyboard when input fields are get focused or it will manage my device and OS of system(KIOSK, Touch screen system) itself.
I'm unclear exactly what your question is. But, yes, Flex should work on touch screens and traditional screens with a mouse and keyboard.
It is likely that you'll need project modifications for each environment. The size of a button to accept a mouse click is going to be much smaller than what you need to accept a finger click, for example.
You can use a library project to share code between these two projects / interfaces.
I remember using Flex applications on touch screen monitors running Windows/Linux. These operating systems treat/converts touches as/into mouse actions and hence Flex apps doesn't know the difference.
Whether you'll be able to run it on a kiosk depends on the underlying OS. If the OS converts touches to mouse movements, then yeah, your app will run seamlessly.