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<html>
    <head>
        <style>
            img { display: block; border-style: groove}
        </style>
        <script>
            function startTest()
            {
                var obj = myWidget.image;
                var pxm = myWidget.pixmap;

                var img = new Image;
                obj.assignToHTMLImageElement(img);
                var img1 = document.getElementById("img1");
                var img2 = document.getElementById("img2");
                var img3 = document.getElementById("img3");
                var img4 = document.getElementById("img4");
                document.body.appendChild(img);
                obj.assignToHTMLImageElement(img3);
                pxm.assignToHTMLImageElement(img4);
                myWidget.compare(pxm.width, img4.width);
                myWidget.compare(obj.width, img3.width);
                var signalsFired = 0;
                myWidget.compare(obj.toString(),"[Qt Native Pixmap "+obj.width+","+obj.height+"]");
                myWidget.compare(String(pxm),"[Qt Native Pixmap "+pxm.width+","+pxm.height+"]");

                // this shouldn't work but shouldn't crash
                myWidget.randomSlot("foobar");

                myWidget.pixmapSignal.connect(function(imgFromSignal) {
                    myWidget.compare(imgFromSignal.height, img2.height);
                    if (++signalsFired == 2)
                        myWidget.completeTest();
                });

                myWidget.imageSignal.connect(function(imgFromSignal) {
                    myWidget.compare(pxm.height, img2.height);
                    if (++signalsFired == 2)
                        myWidget.completeTest();
                });

                function continueTestAfterImagesAreLoaded()
                {
                    if (img1.complete && img2.complete) {
                        myWidget.compare(pxm.height, img2.height);
                        myWidget.pixmapSlot(img);
                        myWidget.imageSlot(pxm);
                    }
                }
                img1.onload = continueTestAfterImagesAreLoaded;
                img2.onload = continueTestAfterImagesAreLoaded;
                img1.src = obj.toDataUrl();
                img2.src = myWidget.pixmap.toDataUrl();
                myWidget.image = pxm;
                myWidget.pixmap = img;
            }
        </script>
    </head>
    <body onload="startTest()">
        <img id="img1" />
        <img id="img2" />
        <img id="img3" />
        <img id="img4" />
    </body>
</html>