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  • How do you test your porn filter

    - by Zoredache
    For testing antivirus we have EICAR, for SPAM, we have GTUBE. Is there a standard site that is or should be included in blacklists that you can use for testing instead of going to your favorite porn site in front of your boss, the CEO, or someone else who feels that seeing such a site is an excuse for a sexual harassment suit? Update This is less about getting permission for me to test, though that answer is useful. I do have both permission and responsibility to actually make sure the filter is running. I am able test the filter is functioning with a netcat. Instead, I am hoping there is a standard domain name that is blocked by most/all filters for testing. I need to be able to share this with my boss and users. I need to be able to demonstrate what happens when someone go to a filtered page. I need to have a way to quickly prove to others that the filter is working without asking them to go to some site that will not cause grief if for some reason the filter is not working. If there isn't already a good domain for this purpose I may simply have to register a domain myself, and then add the domain to all the filters I am responsible for.

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  • Can't get screen pixel from a specific full screen game with any language?

    - by user1007059
    Okay, I know this might seem like I'm posting a duplicate question since I've asked something similar like a day ago HOWEVER, if anyone sees any problem with this, please read my question first before judging: Yesterday I tried getting a specific pixel from a fullscreen game in C#. I thought my C# code was faulty but when I tried with multiple full screen games today they all worked except for that specific game. I literally tried with 10 different full screen games, a couple being mmofps, mmorpg, mmotps, regular rpg games, regular shooters, regular action adventure games, etc. I tried with multiple programming languages, and with every game except that specific game I'm dealing with, it returns the pixel color to me like I wanted. So let me explain what I tried: first I tried returning an IntPtr with C# using GetDC(IntPtr.Zero) before invoking GetPixel(int x, int y) and then getting the color out of it. Then I tried using the Robot class in Java and using the getPixelColor(int x, int y) method. I also tried using GetDC(0) to return an HDC object in C++ and then invoking GetPixel(int x, int y) before again extracting the color. These three methods worked EXACTLY the same in every single game except that specific game I was talking about. They returned the pixel perfectly, and extracted the exact same color perfectly. I don't feel it's necessary to tell you the game name or anything, since you probably don't even know it, but what could possibly be causing this malfunction in 1 specific game? PS: The game ALWAYS returns an RGB color of: A = 255, R = 0, G = 0, B = 0. Also, I tried taking a snapshot of the game with the 3 programming languages, and then getting the pixel which actually works in all 3 languages, but since I need to get this pixel every 30 ms, it kind of makes my game lag a bit (+ I think it takes up a lot of memory)

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  • Has "Killer Game Programming in Java" by Andrew Davison been rendered useless? What new tutorial should I follow? [duplicate]

    - by BDillan
    This question already has an answer here: Killer Game Programming [Java 3D] outdated? 5 answers Its pathetic how it was created in 2005 not so long ago when the Java 3D 1.31 API was released. Now after downloading the source code off the books website and implementing it onto my work-space it cant run. (The 3D Shooter Ch. 23) I downloaded Java 3D 1.5 API, installed it- went back to my source code and javax.media ect.., and EVERY imported class within the game simply couldn't be resolved... they are all outdated.. Please do not say how its meant for a positive curvature in your game development skills. No ~ I got the book to understand how to code 3D textures/particle systems/games. Without seeing results how can I learn? If there is still hope for this book please tell me. Otherwise what other books match this one in Game Programming? This one was very well organized, documented and long. I am not looking for a 3D game prog. book on Java. Rather one that has the same reputation as this one but is a bit newer..

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  • Ingame menu is not working correctly

    - by Johnny
    The ingame menu opens when the player presses Escape during the main game. If the player presses Y in the ingame menu, the game switches to the main menu. Up to here, everything works. But: On the other hand, if the player presses N in the ingame menu, the game should switch back to the main game(should resume the main game). But that doesn't work. The game just rests in the ingame menu if the player presses N. I set a breakpoint in this line of the Ingamemenu class: KeyboardState kbState = Keyboard.GetState(); CurrentSate/currentGameState and LastState/lastGameState have the same state: IngamemenuState. But LastState/lastGameState should not have the same state than CurrentSate/currentGameState. What is wrong? Why is the ingame menu not working correctly? public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; IState lastState, currentState; public enum GameStates { IntroState = 0, MenuState = 1, MaingameState = 2, IngamemenuState = 3 } public void ChangeGameState(GameStates newState) { lastGameState = currentGameState; lastState = currentState; switch (newState) { case GameStates.IntroState: currentState = new Intro(this); currentGameState = GameStates.IntroState; break; case GameStates.MenuState: currentState = new Menu(this); currentGameState = GameStates.MenuState; break; case GameStates.MaingameState: currentState = new Maingame(this); currentGameState = GameStates.MaingameState; break; case GameStates.IngamemenuState: currentState = new Ingamemenu(this); currentGameState = GameStates.IngamemenuState; break; } currentState.Load(Content); } public void ChangeCurrentToLastGameState() { currentGameState = lastGameState; currentState = lastState; } public GameStates CurrentState { get { return currentGameState; } set { currentGameState = value; } } public GameStates LastState { get { return lastGameState; } set { lastGameState = value; } } private GameStates currentGameState = GameStates.IntroState; private GameStates lastGameState; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } protected override void Initialize() { ChangeGameState(GameStates.IntroState); base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); currentState.Load(Content); } protected override void Update(GameTime gameTime) { currentState.Update(gameTime); if ((lastGameState == GameStates.MaingameState) && (currentGameState == GameStates.IngamemenuState)) { lastState.Update(gameTime); } base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); if ((lastGameState == GameStates.MaingameState) && (currentGameState == GameStates.IngamemenuState)) { lastState.Render(spriteBatch); } currentState.Render(spriteBatch); spriteBatch.End(); base.Draw(gameTime); } } public interface IState { void Load(ContentManager content); void Update(GameTime gametime); void Render(SpriteBatch batch); } public class Intro : IState { Texture2D Titelbildschirm; private Game1 game1; public Intro(Game1 game) { game1 = game; } public void Load(ContentManager content) { Titelbildschirm = content.Load<Texture2D>("gruft"); } public void Update(GameTime gametime) { KeyboardState kbState = Keyboard.GetState(); if (kbState.IsKeyDown(Keys.Space)) game1.ChangeGameState(Game1.GameStates.MenuState); } public void Render(SpriteBatch batch) { batch.Draw(Titelbildschirm, new Rectangle(0, 0, 1280, 720), Color.White); } } public class Menu:IState { Texture2D Choosescreen; private Game1 game1; public Menu(Game1 game) { game1 = game; } public void Load(ContentManager content) { Choosescreen = content.Load<Texture2D>("menubild"); } public void Update(GameTime gametime) { KeyboardState kbState = Keyboard.GetState(); if (kbState.IsKeyDown(Keys.Enter)) game1.ChangeGameState(Game1.GameStates.MaingameState); if (kbState.IsKeyDown(Keys.Escape)) game1.Exit(); } public void Render(SpriteBatch batch) { batch.Draw(Choosescreen, new Rectangle(0, 0, 1280, 720), Color.White); } } public class Maingame : IState { Texture2D Spielbildschirm, axe; Vector2 position = new Vector2(100,100); private Game1 game1; public Maingame(Game1 game) { game1 = game; } public void Load(ContentManager content) { Spielbildschirm = content.Load<Texture2D>("hauszombie"); axe = content.Load<Texture2D>("axxx"); } public void Update(GameTime gametime) { KeyboardState keyboardState = Keyboard.GetState(); float delta = (float)gametime.ElapsedGameTime.TotalSeconds; position.X += 5 * delta; position.Y += 3 * delta; if (keyboardState.IsKeyDown(Keys.Escape)) game1.ChangeGameState(Game1.GameStates.IngamemenuState); } public void Render(SpriteBatch batch) { batch.Draw(Spielbildschirm, new Rectangle(0, 0, 1280, 720), Color.White); batch.Draw(axe, position, Color.White); } } public class Ingamemenu : IState { Texture2D Quitscreen; private Game1 game1; public Ingamemenu(Game1 game) { game1 = game; } public void Load(ContentManager content) { Quitscreen = content.Load<Texture2D>("quit"); } public void Update(GameTime gametime) { KeyboardState kbState = Keyboard.GetState(); if (kbState.IsKeyDown(Keys.Y)) game1.ChangeGameState(Game1.GameStates.MenuState); if (kbState.IsKeyDown(Keys.N)) game1.ChangeCurrentToLastGameState(); } public void Render(SpriteBatch batch) { batch.Draw(Quitscreen, new Rectangle(200, 200, 200, 200), Color.White); } }

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  • Can I publish my game code under GPL? How? What about an engine?

    - by Bane
    I made a game, and I am currently making a game engine. I want them both to be completely free and open source. What license should I choose? I was reading a bit on GPL, but that seems to be more suited for system code and libraries, AFAIK, as it doesn't permit the use of code for proprietorial software - which, in turn, implies that the code can be used in the first place. I can see that, obviously, game engines can be considered libraries, and therefor be used, but what about game code? Is there an alternative to GPL?

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  • Selenium Grid with parallel testing using C#/NUnit

    - by seth
    I've got several unit tests written with NUnit that are calling selenium commands. I've got 2 win2k3 server boxes setup, one is running selenium grid hub along with 2 selenium rc's. The other box is running 5 selenium rc's. All of them are registered with the hub as running Firefox on Windows (to keep it simple). In my unit test setup method I've got it connected to the hub's hostname at port 4444. When running the tests, they only run sequentially (as expected). I've done a lot of reading on NUnit's roadmap and how they are shooting for parallel testing abilities. I've seen lots of pointers to using PNUnit in the meantime. However this seems to completely defeat the purpose of the Selenium Grid. Have any of you successfully implemented parallel testing using C#/NUnit connected to a Selenium Grid setup? If so, please elaborate. I'm at a complete loss at how this will/can work using NUnit as it exists now (I'm using version 2.9.3)

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  • What is the best Battleship AI?

    - by John Gietzen
    Battleship! Back in 2003, (when I was 17,) I competed in a Battleship AI coding competition. Even though I lost that tournament, I had a lot of fun and learned a lot from it. Now, I would like to resurrect this competition, in the search of the best battleship AI. Here is the framework: Battleship.zip The winner will be awarded +450 reputation! The competition will be held starting on the 17th of November, 2009. No entries or edits later than zero-hour on the 17th will be accepted. (Central Standard Time) Submit your entries early, so you don't miss your opportunity! To keep this OBJECTIVE, please follow the spirit of the competition. Rules of the game: The game is be played on a 10x10 grid. Each competitor will place each of 5 ships (of lengths 2, 3, 3, 4, 5) on their grid. No ships may overlap, but they may be adjacent. The competitors then take turns firing single shots at their opponent. A variation on the game allows firing multiple shots per volley, one for each surviving ship. The opponent will notify the competitor if the shot sinks, hits, or misses. Game play ends when all of the ships of any one player are sunk. Rules of the competition: The spirit of the competition is to find the best Battleship algorithm. Anything that is deemed against the spirit of the competition will be grounds for disqualification. Interfering with an opponent is against the spirit of the competition. Multithreading may be used under the following restrictions: No more than one thread may be running while it is not your turn. (Though, any number of threads may be in a "Suspended" state). No thread may run at a priority other than "Normal". Given the above two restrictions, you will be guaranteed at least 3 dedicated CPU cores during your turn. A limit of 1 second of CPU time per game is allotted to each competitor on the primary thread. Running out of time results in losing the current game. Any unhandled exception will result in losing the current game. Network access and disk access is allowed, but you may find the time restrictions fairly prohibitive. However, a few set-up and tear-down methods have been added to alleviate the time strain. Code should be posted on stack overflow as an answer, or, if too large, linked. Max total size (un-compressed) of an entry is 1 MB. Officially, .Net 2.0 / 3.5 is the only framework requirement. Your entry must implement the IBattleshipOpponent interface. Scoring: Best 51 games out of 101 games is the winner of a match. All competitors will play matched against each other, round-robin style. The best half of the competitors will then play a double-elimination tournament to determine the winner. (Smallest power of two that is greater than or equal to half, actually.) I will be using the TournamentApi framework for the tournament. The results will be posted here. If you submit more than one entry, only your best-scoring entry is eligible for the double-elim. Good luck! Have fun! EDIT 1: Thanks to Freed, who has found an error in the Ship.IsValid function. It has been fixed. Please download the updated version of the framework. EDIT 2: Since there has been significant interest in persisting stats to disk and such, I have added a few non-timed set-up and tear-down events that should provide the required functionality. This is a semi-breaking change. That is to say: the interface has been modified to add functions, but no body is required for them. Please download the updated version of the framework. EDIT 3: Bug Fix 1: GameWon and GameLost were only getting called in the case of a time out. Bug Fix 2: If an engine was timing out every game, the competition would never end. Please download the updated version of the framework. EDIT 4: Results!

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  • asp.net mvc controller actions testing

    - by Imran
    I was just wondering how others are going about testing controller actions in asp.net mvc? Most of my dependencies are injected in to my controllers so there is a not a huge amount of logic in the action methods but there may be some conditional logic for example which I think is unavoidable. In the past I have written tests for these action methods, mocked the dependencies and tested the results. I have found this is very brittle and a real PITA to maintain. Having 'Expect' and 'Stub' methods everywhere breaks very easily but I don't see any other way of testing controller actions. I actually think it might be easier to test some of these manually! Anyone have any suggestions? Perhaps I am missing something here? Thanks Imran

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  • CUDA: How to reuse kernels in multiple files (for unit testing)

    - by zenna
    How can I go about reusing the same kernel without getting fatal linking errors due to defining the symbol multiple times In Visual Studio I get "fatal error LNK1169: one or more multiply defined symbols found" My current structure is as follows: Interface.h has an extern interface to a C function: myCfunction() (ala the C++ integration SDK example) Kernel.cu contains the actual __global__ kernels and is NOT included in the build: __global__ my_kernel() Wrapper.cu inlcudes Kernel.cu and Interface.h and calls my_kernel<<<...>>> This all works fine. But if I add another C function in another file which also includes Kernel.cu and uses those kernels, I get the errors. So how can I reuse the kernels in Kernel.cu among many C functions in different files. The purpose of this by the way is unit testing, and integrating my kernels with CPP unit, if there is no way to reuse kernels (there must be!) then other suggestions for unit testing kernels within my existing CPP unit framework would be appreciate. Thanks Zenna

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  • Java3D getting time problem

    - by Meko
    HI ..I made little Shooter game that on screen two ships firing each other.I ahve method on paintComponent like drawing or moving object.But in some reason it works different speed on each komputer.I searchand made some modification to my game like drawing and moving objects in thread..Now it works on every ?omputer same speed.Also if I change size.But problem is I used J3DTimer.getValue() .For this library I donwnloaded Java3d. Problem is If on machine there is no this library or installation my game doesnot working .How can I solw this problem? I should say every one to setup Java#d? :)) ALso I used standart System.currentTimeMillis(); but now my game works very slow...Any idea?

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  • iphone - testing if an object exists

    - by Mike
    I have several apps in my app that can become nil at some point and I have methods that in theory are used to put these objects to nil. But, if I try to put to nil an object that does not exist, the app will crash. for example... [object1 release]; object1 = nil; //... and after that [object removeFromSuperview]; // this will crash Then I thought, why not testing to see if the object exists before removing... if (object1 != nil) [object removeFromSuperview]; // this will crash too, because object1 cannot be tested for nil because it does not exist How can I check if the object exists before testing if it is nil? something as if (object exists( { if(object != nil)) [object removeFromSuperview) } is this possible?

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  • Should I unit test the model returned by DefaultModelBinder?

    - by Byron Sommardahl
    I'm having some trouble unit testing the model returned by DefaultModelBinder. I want to feed in a fake form collection and check the model that it returns to make sure model properties are being bound properly. In my research, I'm not turning up -any- resources on testing the DefaultModelBinder. Maybe I'm missing something. Maybe I shouldn't be testing this part of MVC? Your thoughts?

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  • creating 2d sprites for games ?

    - by dfafa
    i am pretty new to developing games...i thought i would begin by making a simple 2d game.... curious what tools are commonly used to transform images to pixel sprites ? or is this done by hand, if so what tools are used ? even better, is there a marketplace where i can purchase game sprites and other game assets ?

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  • Testing Django web app with Hudson and Selenium

    - by ycseattle
    This might be a newbie question for Hudson. I am trying to setup Selenium testing for my Django website in my Hudson CI server. The question is, the Hudson will use subversion to checkout my Django code into its own path, how do I "deploy" the code into the same server for testing? This is not a question about deploying django, but instead how to access the source file in hudson workspace. Most tutorials/blogs is about building and running tests, but I couldn't find useful information about how to setup the web application on the server to run the test against. 1) Should I write some shell script to copy the source files from the hudson workspace? Is there an environment variable to use to access the workspace? 2) Is there a tutorial on how to grab web app files in hudson workspace and deploy them? I am sure this apply for other technologies like PHP as well. Thanks!

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  • How to retain the state of a activity that has a GLSurfaceView

    - by user348639
    My problem is our game can switch into menu and setting mode instantly but it will need 4-6 seconds to load texture, init GL render mode eventually I just used 6 simple textures to create 6 sprites in game. Please help me answer two questions: 1. How can I preload our assets in android os to start our game quicker? 2. In order to use a trick to create instance switch between activity, how can I retain my activity with GLSurfaceView state? I order to help you understanding my situation, please read the following code: The game using 3 activities as you can see in following configuration: <application android:label="@string/app_name" android:icon="@drawable/icon" android:allowBackup="true"> <activity android:name=".Menu" android:screenOrientation="portrait" android:theme="@android:style/Theme.NoTitleBar.Fullscreen" android:launchMode="singleTop"> <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> </intent-filter> </activity> <activity android:name=".ReTouch" android:screenOrientation="portrait" /> <activity android:name=".Preference" android:screenOrientation="portrait" android:theme="@android:style/Theme.NoTitleBar.Fullscreen" /> </application> My .ReTouch class is a class that extended from RokonActivity (I am using rokon engine for my game), this engine will create a GLSurefaceView to render my game in OpenGL ES You can get RokonAcitivity's source code here: http://code.google.com/p/rokon/source/browse/tags/release/1.1.1/src/com/stickycoding/Rokon/RokonActivity.java public class ReTouch extends RokonActivity { public static final int REPLAY_DELAY_INTERVAL = 1000; private ReTouchGameBoard reTouchGame; and .Menu, .Preference are two normal standard activity in an android application. I am using this method to start and switch between activities: playButton.setOnClickListener(new OnClickListener() { public void onClick(View v) { soundPool.play(soundId, 1, 1, 1, 0, 1); startActivity(new Intent(Menu.this, ReTouch.class)); } }); settingButton.setOnClickListener(new OnClickListener() { public void onClick(View v) { soundPool.play(soundId, 1, 1, 1, 0, 1); startActivity(new Intent(Menu.this, Preference.class)); } }); quitButton.setOnClickListener(new OnClickListener() { public void onClick(View v) { soundPool.play(soundId, 1, 1, 1, 0, 1); finish(); } });

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  • Is this a good or bad way to use constructor chaining? (... to allow for testing).

    - by panamack
    My motivation for chaining my class constructors here is so that I have a default constructor for mainstream use by my application and a second that allows me to inject a mock and a stub. It just seems a bit ugly 'new'-ing things in the ":this(...)" call and counter-intuitive calling a parametrized constructor from a default constructor , I wondered what other people would do here? (FYI - SystemWrapper) using SystemWrapper; public class MyDirectoryWorker{ // SystemWrapper interface allows for stub of sealed .Net class. private IDirectoryInfoWrap dirInf; private FileSystemWatcher watcher; public MyDirectoryWorker() : this( new DirectoryInfoWrap(new DirectoryInfo(MyDirPath)), new FileSystemWatcher()) { } public MyDirectoryWorker(IDirectoryInfoWrap dirInf, FileSystemWatcher watcher) { this.dirInf = dirInf; if(!dirInf.Exists){ dirInf.Create(); } this.watcher = watcher; watcher.Path = dirInf.FullName; watcher.NotifyFilter = NotifyFilters.FileName; watcher.Created += new FileSystemEventHandler(watcher_Created); watcher.Deleted += new FileSystemEventHandler(watcher_Deleted); watcher.Renamed += new RenamedEventHandler(watcher_Renamed); watcher.EnableRaisingEvents = true; } public static string MyDirPath{get{return Settings.Default.MyDefaultDirPath;}} // etc... }

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  • Testing perceived performance

    - by Josh Kelley
    I recently got a shiny new development workstation. The only disadvantage of this is that the desktop apps I'm developing now run very, very fast, and so I fear that parts of the code that would be annoyingly slow on end users' machines will go unnoticed during my testing. Is there a good way to slow down an application for testing? I've tried searching around, but all of the results I've been able to find seem pretty fiddly to set up (e.g., manually setting up a high-priority CPU-bound task on the same CPU core as the target app, or running a background process that rapidly interrupts and resumes the target app), and I don't know if the end result is actually a good representation of running on a slower computer (with its slower CPU, slower RAM, slower disk I/O...). I don't think that this is a job for a profiler; I'm interested in the user's perception of end-to-end performance rather than in where the time goes for particular operations.

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  • Idea for a small project, should I use Python?

    - by Robb
    I have a project idea, but unsure if using Python would be a good idea. Firstly, I'm a C++ and C# developer with some SQL experience. My day job is C++. I have a project idea i'd like to create and was considering developing it in a language I don't know. Python seems to be popular and has piqued my interests. I definitely use OOP in programming and I understand Python would work fine with that style. I could be way off on this, I've only read small bits and pieces about the language. The project won't be public or anything, just purely something of my own creation do dabble in at home. So the project would essentially represent a simple game idea I have. The game would consist roughly these things: Data structures to hold specific information (would be strongly typed). A way to output the gamestate for the players. This is completely up in the air, it can be graphical or text based, I don't really care at this point. A way to save off game data for the players in something like a database or file system. A relatively easy way for me to input information and a 'GO' button which processes the changes and obviously creates a new gamestate. The game would function similar to a board game. Really nothing out of the ordinary when I look back at that list. Would this be a fun way to learn Python or should I select another language?

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  • Is a class that is hard to unit test badly designed?

    - by Extrakun
    I am now doing unit testing on an application which was written over the year, before I started to do unit-testing diligently. I realized that the classes I wrote are hard to unit test, for the following reasons: Relies on loading data from database. Which means I have to setup a row in the table just to run the unit test (and I am not testing database capabilities). Requires a lot of other external classes just to get the class I am testing to its initial state. On the whole, there don't seem to be anything wrong with the design except that it is too tightly coupled (which by itself is a bad thing). I figure that if I have written automated test cases with each of the class, hence ensuring that I don't heap extra dependencies or coupling for the class to work, the class might be better designed. Does this reason holds water? What are your experiences?

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  • Devising a test strategy

    - by Simon Callan
    As part of a new job, I have to devise and implement a complete test strategy for the companies new product. So far, all I really know about it is that it is written in C++, uses an SQL database and has a web API which is used by a browser client written using GWT. As far as I know, there isn't much of an existing strategy, except for using Python scripts to test the web API. I need to develop and implement a suitable strategy for unit, system, regression and release testing, preferably a fully automated one. I'm looking for good references for : Devising the complete test strategy. Testing the web API. Testing the GWT based application. Unit testing C++ code. In addition, any suitable tools would be appreciate

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  • Any homologue of InternalsVisibleToAttribute, but for internal classes?

    - by Will Marcouiller
    In my most recent question: Unit Testing Best Practice? / C# InternalsVisibleTo() attribute for VBNET 2.0 while testing?, I was asking about InternalsVisibleToAttribute. I have read the documentation on how to use it, and everything is fine and understood. However, I can't instantiate my class Groupe from my Testing project. I want to be able to instantiate my internal class in my wrapper assembly, from my testing assembly. Any help is appreciated! EDIT Here's the compile-time error I get when I do try to instantiate my type: Erreur 2 'Carra.Exemples.Blocs.ActiveDirectory.Groupe' n'est pas accessible dans ce contexte, car il est 'Private'. C:\Open\Projects\Exemples\Src\Carra.Exemples.Blocs.ActiveDirectory\Carra.Exemples.Blocs.ActiveDirectory.Tests\GroupeTests.vb 9 18 Carra.Exemples.Blocs.ActiveDirectory.Tests (This says that my type is not accessible in this context, because it is private.) But it's Friend (internal)!

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  • iPhone CSS and Display Testing

    - by Philip Arthur Moore
    Hi All. I recently coded and launched a website that displays consistently across Chrome, Firefox, Opera, IE8, IE7, and Safari. According to site visitors, though, the signup forms at the top and bottom of the site are mangled on the iPhone. I do not own an iPhone and I rarely test sites on the iPhone, and I would really hate to purchase it or an iPod Touch for the sake of occasional CSS/display testing. Question: is there a site online or a program I can use (I'm on Windows 7) for iPhone testing? An alternative question might be why the signup forms aren't displaying properly on the iPhone, when they look fine in all other browsers and a few other mobile devices that I've used? Many thanks.

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