# 点击删除按钮 def click_goods_delete_button(self): goods_delete_button = '.el-button.el-button--danger.el-button--mini' # self.driver.find_element(By.XPATH,goods_delete_button).click() def wait(driver): # 编写显示等待的逻辑 # 点击一个控件有时会失效 一直重试 self.driver.find_element(By.CSS_SELECTOR,goods_delete_button).click() # 显式等待 使用自定义函数 WebDriverWait(self.driver, 5).until(wait)
时间: 2024-03-31 19:38:14 浏览: 13
根据你提供的代码,删除商品的操作是通过找到页面上的删除按钮,并点击该按钮实现的。如果该删除按钮的 CSS Selector 是正确的,并且页面上只有一个删除按钮,那么这个删除操作应该是可行的。但是,你的测试代码中抛出了一个断言错误,这可能意味着商品没有被正确地删除。在这种情况下,你需要检查测试代码中的断言语句,并且检查商品是否真正地被删除了。你可以通过页面上的元素或者接口的返回值来判断商品是否被删除。
相关问题
帮我把下面代码添加注释class Button: def __init__(self, text='按钮', left=0, top=0, width=90, height=30, color=(200, 200, 200)): self.text = text self.color = color self.rect = pygame.Rect(left, top, width, height) self.font = pygame.font.Font(r"C:\Windows\Fonts\simsun.ttc", 16) self.text_surface = self.font.render(self.text, True, (0, 0, 0)) self.text_rect = self.text_surface.get_rect() # self.text_rect.center = self.rect.center self.active = False self.function = None button_group.append(self) def set_text(self, new_text): self.text = new_text self.text_surface = self.font.render(self.text, True, (0, 0, 0)) self.text_rect = self.text_surface.get_rect() def draw(self, screen): if self.active: pygame.draw.rect(screen, (180, 180, 200), self.rect, 0) else: pygame.draw.rect(screen, self.color, self.rect, 0) self.text_rect.center = self.rect.center screen.blit(self.text_surface, self.text_rect) def get_click(self, event): if event.type == pygame.MOUSEBUTTONDOWN: if event.button == 1: mx, my = event.pos if self.rect.left <= mx <= self.rect.right and self.rect.top <= my <= self.rect.bottom: self.active = True elif event.type == pygame.MOUSEBUTTONUP and self.active: if event.button == 1: mx, my = event.pos if self.rect.left <= mx <= self.rect.right and self.rect.top <= my <= self.rect.bottom: # print(f'{self.text}按钮被点击') if callable(self.function): self.function() self.active = False def click_connect(self, function): self.function = function
以下是代码的注释:
```
class Button:
def __init__(self, text='按钮', left=0, top=0, width=90, height=30, color=(200, 200, 200)):
# 初始化函数,设置按钮的文本、位置、大小和颜色
self.text = text
self.color = color
self.rect = pygame.Rect(left, top, width, height) # 按钮的矩形区域
self.font = pygame.font.Font(r"C:\Windows\Fonts\simsun.ttc", 16) # 按钮文本的字体
self.text_surface = self.font.render(self.text, True, (0, 0, 0)) # 渲染按钮文本
self.text_rect = self.text_surface.get_rect() # 获取按钮文本的矩形区域
# self.text_rect.center = self.rect.center
self.active = False # 按钮是否被点击
self.function = None # 按钮被点击时调用的函数
button_group.append(self) # 将按钮对象添加到按钮组中
def set_text(self, new_text):
# 设置按钮的文本
self.text = new_text
self.text_surface = self.font.render(self.text, True, (0, 0, 0))
self.text_rect = self.text_surface.get_rect()
def draw(self, screen):
# 绘制按钮
if self.active:
pygame.draw.rect(screen, (180, 180, 200), self.rect, 0)
else:
pygame.draw.rect(screen, self.color, self.rect, 0)
self.text_rect.center = self.rect.center
screen.blit(self.text_surface, self.text_rect)
def get_click(self, event):
# 获取鼠标点击事件
if event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1:
mx, my = event.pos
if self.rect.left <= mx <= self.rect.right and self.rect.top <= my <= self.rect.bottom:
self.active = True
elif event.type == pygame.MOUSEBUTTONUP and self.active:
if event.button == 1:
mx, my = event.pos
if self.rect.left <= mx <= self.rect.right and self.rect.top <= my <= self.rect.bottom:
# print(f'{self.text}按钮被点击')
if callable(self.function):
self.function()
self.active = False
def click_connect(self, function):
# 将按钮与函数连接,当按钮被点击时调用函数
self.function = function
```
检查代码错误并修改 def create_rul(self): # 村庄数目输入框 self.num_label = tk.Label(self, text="村庄数目") self.num_label.pack() self.num_entry = tk.Entry(self) self.num_entry.pack() # 可建公路数目输入框 self.edge_label = tk.Label(self, text="可建公路数目") self.edge_label.pack() self.edge_entry = tk.Entry(self) self.edge_entry.pack() # 确认按钮 self.confirm_button = tk.Button(self, text="确认", command=self.create_widgets) self.confirm_button.pack() def create_widgets(self): # 获取村庄数目和可建公路数目 num = int(self.num_entry.get()) edge = int(self.edge_entry.get()) # 村庄名称输入框 self.village_label = tk.Label(self, text="村庄名称") self.village_label.pack() for i in range(num): self.village_entry = tk.Entry(self) self.village_entry.pack() # 村村连同道路信息输入框 self.road_label = tk.Label(self, text="村村连同道路信息‘村,村,路’") self.road_label.pack() for j in range(edge): self.road_entry = tk.Entry(self) self.road_entry.pack() # 提交按钮 self.submit_button = tk.Button(self, text="确认", command=self.submit) self.submit_button.pack()
在 `create_widgets` 函数中,每次循环创建 `self.village_entry` 和 `self.road_entry` 时,应该使用列表将它们存储起来,否则后面的循环会覆盖前面的输入框,导致只有最后一个输入框被保留。同时,在 `submit` 回调函数中,应该获取所有输入框的值,而不是只获取最后一个输入框的值。具体修改如下:
```
def create_rul(self):
# 村庄数目输入框
self.num_label = tk.Label(self, text="村庄数目")
self.num_label.pack()
self.num_entry = tk.Entry(self)
self.num_entry.pack()
# 可建公路数目输入框
self.edge_label = tk.Label(self, text="可建公路数目")
self.edge_label.pack()
self.edge_entry = tk.Entry(self)
self.edge_entry.pack()
# 确认按钮
self.confirm_button = tk.Button(self, text="确认", command=self.create_widgets)
self.confirm_button.pack()
def create_widgets(self):
# 获取村庄数目和可建公路数目
num = int(self.num_entry.get())
edge = int(self.edge_entry.get())
# 村庄名称输入框
self.village_label = tk.Label(self, text="村庄名称")
self.village_label.pack()
self.village_entries = [] # 存储村庄名称输入框
for i in range(num):
village_entry = tk.Entry(self)
village_entry.pack()
self.village_entries.append(village_entry)
# 村村连同道路信息输入框
self.road_label = tk.Label(self, text="村村连同道路信息‘村,村,路’")
self.road_label.pack()
self.road_entries = [] # 存储村村连同道路信息输入框
for j in range(edge):
road_entry = tk.Entry(self)
road_entry.pack()
self.road_entries.append(road_entry)
# 提交按钮
self.submit_button = tk.Button(self, text="确认", command=self.submit)
self.submit_button.pack()
def submit(self):
# 获取所有输入框的值
villages = [village_entry.get() for village_entry in self.village_entries]
roads = [road_entry.get() for road_entry in self.road_entries]
# 处理输入数据
...
```
这样,每个输入框都会被存储在列表中,便于后续获取它们的值。