Tools and concepts

Getting organized

  • Working with baselines

    This article explains how Eyes baselines are used to allow you to validate a given tests that runs on different environments, where each environment can potentially have different expected results.

  • Using viewports in Eyes

    The viewport defines the "window" into your application. This article discusses where this comes into play.

  • How to organize your tests with batches

    This article explains the notion of the batch and provides an index to other topics that show to use batches in the SDK and the Test manager.

Getting best results

  • Best practices for optimal visual tests results

    This is your first stop when you have a problematic check point scenario and want to find the right way to configure Eyes so that it only reports mismatches that are important for your application.

  • How to use Match Levels

    The match level provides a way for a user to control how similar the checkpoint baseline images need to be, in order to be considered "matched". This article desscribes the various match levels and how to apply them to all checkpoints or to a specific checkpoint or region in a checkpoint.

Advanced features

  • Running cross-environment tests

    This article describes how to do cross environment testing, which allows you to test your application on multiple platforms using a single, common baseline.

  • Accessibility testing - the Contrast advisor

    This article describes how to use Eyes check if your content meets the Web Content Accessibility Guidelines (WCAG) contrast ratio guidelines.

  • Baseline variations

    This article describes how Eyes supports A/B testing by allowing you to have multiple variations of a baseline image.

  • Visual locators

    In some applications, using DOM locators to generate keyboard or mouse events is inconvenient or even impossible. Eyes provides visual locators that allow you to use Eyes technology to analyze an application page and discover the coordinates of predefined graphic entities. You can then use these coordinates to simulate mouse and keyboard events using the standard browser device handler methods.