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  • how to make game objects to contain other objects?

    - by user3161621
    Im pretty undecided about what path to take here. The simplest that comes to mind is just adding a field List to the GameObject class where i would store the things contained in it. But would it be elegant and well tought? And would it be good performance wise?(ofc 99.9% of my objects wouldnt have anything stored in them...) What about deriving a ContainerObject from GameObject? This way only they would have additional fields but then i would have to change many things, my collections of objects would have to become a generic and id have to cast very often into GameObject...

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  • Should I use OpenGL while working with C++?

    - by Paralytic
    I am completely new to programming and game development for that matter. I am using the C++ software to create my Game Engine with the help of a beginners guide. I noticed it has a OpenGL option when starting up a new project. I've heard of OpenGL pertaining to game development, not sure what it is though. Should I be using OpenGL when creating my Game Engine? Will it matter if I just start with a blank slate?

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  • Tips for XNA WP7 Developers

    - by Michael B. McLaughlin
    There are several things any XNA developer should know/consider when coming to the Windows Phone 7 platform. This post assumes you are familiar with the XNA Framework and with the changes between XNA 3.1 and XNA 4.0. It’s not exhaustive; it’s simply a list of things I’ve gathered over time. I may come back and add to it over time, and I’m happy to add anything anyone else has experienced or learned as well. Display · The screen is either 800x480 or 480x800. · But you aren’t required to use only those resolutions. · The hardware scaler on the phone will scale up from 240x240. · One dimension will be capped at 800 and the other at 480; which depends on your code, but you cannot have, e.g., an 800x600 back buffer – that will be created as 800x480. · The hardware scaler will not normally change aspect ratio, though, so no unintended stretching. · Any dimension (width, height, or both) below 240 will be adjusted to 240 (without any aspect ratio adjustment such that, e.g. 200x240 will be treated as 240x240). · Dimensions below 240 will be honored in terms of calculating whether to use portrait or landscape. · If dimensions are exactly equal or if height is greater than width then game will be in portrait. · If width is greater than height, the game will be in landscape. · Landscape games will automatically flip if the user turns the phone 180°; no code required. · Default landscape is top = left. In other words a user holding a phone who starts a landscape game will see the first image presented so that the “top” of the screen is along the right edge of his/her phone, such that the natural behavior would be to turn the phone 90° so that the top of the phone will be held in the user’s left hand and the bottom would be held in the user’s right hand. · The status bar (where the clock, battery power, etc., are found) is hidden when the Game-derived class sets GraphicsDeviceManager.IsFullScreen = true. It is shown when IsFullScreen = false. The default value is false (i.e. the status bar is shown). · You should have a good reason for hiding the status bar. Users find it helpful to know what time it is, how much charge their battery has left, and whether or not their phone is in service range. This is especially true for casual games that you expect someone to play for a few minutes at a time, e.g. while waiting for some event to start, for a phone call to come in, or for a train, bus, or subway to arrive. · In portrait mode, the status bar occupies 32 pixels of space. This means that a game with a back buffer of 480x800 will be scaled down to occupy approximately 461x768 screen pixels. Setting the back buffer to 480x768 (or some resolution with the same 0.625 aspect ratio) will avoid this scaling. · In landscape mode, the status bar occupies 72 pixels of space. This means that a game with a back buffer of 800x480 will be scaled down to occupy approximately 728x437 screen pixels. Setting the back buffer to 728x480 (or some resolution with the same 1.51666667 aspect ratio) will avoid this scaling. Input · Touch input is scaled with screen size. · So if your back buffer is 600x360, a tap in the bottom right corner will come in as (599,359). You don’t need to do anything special to get this automatic scaling of touch behavior. · If you do not use full area of the screen, any touch input outside the area you use will still register as a touch input. For example, if you set a portrait resolution of 240x240, it would be scaled up to occupy a 480x480 area, centered in the screen. If you touch anywhere above this area, you will get a touch input of (X,0) where X is a number from 0 to 239 (in accordance with your 240 pixel wide back buffer). Any touch below this area will give a touch input of (X,239). · If you keep the status bar visible, touches within its area will not be passed to your game. · In general, a screen measurement is the diagonal. So a 3.5” screen is 3.5” long from the bottom right corner to the top left corner. With an aspect ratio of 0.6 (480/800 = 0.6), this means that a phone with a 3.5” screen is only approximately 1.8” wide by 3” tall. So there are approximately 267 pixels in an inch on a 3.5” screen. · Again, this time in metric! 3.5 inches is approximately 8.89 cm. So an 8.89 cm screen is 8.89 cm long from the bottom right corner to the top left corner. With an aspect ratio of 0.6, this means that a phone with an 8.89 cm screen is only approximately 4.57 cm wide by 7.62 cm tall. So there are approximately 105 pixels in a centimeter on an 8.89 cm screen. · Think about the size of your finger tip. If you do not have large hands, think about the size of the fingertip of someone with large hands. Consider that when you are sizing your touch input. Especially consider that when you are spacing two touch targets near one another. You need to judge it for yourself, but items that are next to each other and are each 100x100 should be fine when it comes to selecting items individually. Smaller targets than that are ok provided that you leave space between them. · You want your users to have a pleasant experience. Making touch controls too small or too close to one another will make them nervous about whether they will touch the right target. Take this into account when you plan out your game initially. If possible, do some quick size mockups on an actual phone using colored rectangles that you position and size where you plan to have your game controls. Adjust as necessary. · People do not have transparent hands! Nor are their hands the size of a mouse pointer icon. Consider leaving a dedicated space for input rather than forcing the user to cover up to one-third of the screen with a finger just to play the game. · Another benefit of designing your controls to use a dedicated area is that you’re less likely to have players moving their finger(s) so frantically that they accidentally hit the back button, start button, or search button (many phones have one or more of these on the screen itself – it’s easy to hit one by accident and really annoying if you hit, e.g., the search button and then quickly tap back only to find out that the game didn’t save your progress such that you just wasted all the time you spent playing). · People do not like doing somersaults in order to move something forward with accelerometer-based controls. Test your accelerometer-based controls extensively and get a lot of feedback. Very well-known games from noted publishers have created really bad accelerometer controls and been virtually unplayable as a result. Also be wary of exceptions and other possible failures that the documentation warns about. · When done properly, the accelerometer can add a nice touch to your game (see, e.g. ilomilo where the accelerometer was used to move the background; it added a nice touch without frustrating the user; I also think CarniVale does direct accelerometer controls very well). However, if done poorly, it will make your game an abomination unto the Marketplace. Days, weeks, perhaps even months of development time that you will never get back. I won’t name names; you can search the marketplace for games with terrible reviews and you’ll find them. Graphics · The maximum frame rate is 30 frames per second. This was set as a compromise between battery life and quality. · At least one model of phone is known to have a screen refresh rate that is between 59 and 60 hertz. Because of this, using a fixed time step with a target frame rate of 30 will cause a slight internal delay to build up as the framework is forced to wait slightly for the next refresh. Eventually the delay will get to the point where a draw is skipped in order to recover from the delay. (See Nick's comment below for clarification.) · To deal with that delay, you can either stay with a fixed time step and set the frame rate slightly lower or else you can go to a variable time step and make sure to adjust all of your update data (e.g. player movement distance) to take into account the elapsed time from the last update. A variable time step makes your update logic slightly more complicated but will avoid frame skips entirely. · Currently there are no custom shaders. This might change in the future (there is no hardware limitation preventing it; it simply wasn’t a feature that could be implemented in the time available before launch). · There are five built-in shaders. You can create a lot of nice effects with the built-in shaders. · There is more power on the CPU than there is on the GPU so things you might typically off-load to the GPU will instead make sense to do on the CPU side. · This is a phone. It is not a PC. It is not an Xbox 360. The emulator runs on a PC and uses the full power of your PC. It is very good for testing your code for bugs and doing early prototyping and layout. You should not use it to measure performance. Use actual phone hardware instead. · There are many phone models, each of which has slightly different performance levels for I/O, screen blitting, CPU performance, etc. Do not take your game right to the performance limit on your phone since for some other phones you might be crossing their limits and leaving players with a bad experience. Leave a cushion to account for hardware differences. · Smaller screened phones will have slightly more dots per inch (dpi). Larger screened phones will have slightly less. Either way, the dpi will be much higher than the typical 96 found on most computer screens. Make sure that whoever is doing art for your game takes this into account. · Screens are only required to have 16 bit color (65,536 colors). This is common among smart phones. Using gradients on a 16 bit display can produce an ugly artifact known as banding. Banding is when, rather than a smooth transition from one color to another, you instead see distinct lines. Be careful to avoid this when possible. Banding can be avoided through careful art creation. Its effects can be minimized and even unnoticeable when the texture in question is always moving. You should be careful not to rely on “looks good on my phone” since some phones do have 32-bit displays and thus you’ll find yourself wondering why you’re getting bad reviews that complain about the graphics. Avoid gradients; if you can’t, make sure they are 16-bit safe. Audio · Never rely on sounds as your sole signal to the player that something is happening in the game. They might have the sound off. They might be playing somewhere loud. Etc. · You have to provide controls to disable sound & music. These should be separate. · On at least one model of phone, the volume control API currently has no effect. Players can adjust sound with their hardware volume buttons, but in game selectors simply won’t work. As such, it may not be worth the effort of providing anything beyond on/off switches for sound and music. · MediaPlayer.GameHasControl will return true when a game is hooked up to a PC running Zune. When Zune is running, any attempts to do anything (beyond check GameHasControl) with MediaPlayer will cause an exception to be thrown. If this exception is thrown, catch it and disable music. Exceptions take time to propagate; you don’t want one popping up in every single run of your game’s Update method. · Remember that players can already be listening to music or using the FM radio. In this case GameHasControl will be false and you should handle this appropriately. You can, alternately, ask the player for permission to stop their current music and play your music instead, but the (current) requirement that you restore their music when done is very hard (if not impossible) to deal with. · You can still play sound effects even when the game doesn’t have control of the music, but don’t think this is a backdoor to playing music. Your game will fail certification if your “sound effect” seems to be more like music in scope and length.

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  • How do you manage the testing of your Android software on physical devices?

    - by Philip Regan
    I'm in charge of managing mobile application development at my company, and I am currently building a mobile device "library" for testing. Essentially, we want to have a representative device in-house for each of the OSes we are developing for, currently iOS (iPhone-only), Blackberry, and Android. Simulators only go so far, but I'm placing into the process a step to test software on the devices themselves. The problem we're finding is with Android. I don't think any of us here ever really understood just how fragmented the whole platform is until we started looking at devices to acquire. We are going to wait until v2.3 of Android is released, but which products to choose? Do we go by the most popular by market share? Do we get a small range of products by specs from least to most powerful overall? We're trying to avoid having to manage a dozen different devices to test each app, if not because of cost if only for the repeated time sink. How do you manage the testing of your Android software on physical devices?

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  • Performance Testing &ndash; Quick Reference Guide &ndash; Released up on CodePlex

    - by Shawn Cicoria
    Why performance test at all right?  Well, physics still plays a role in what we do.  Why not take a better look at your application – need help, well, the Rangers team just released the following to help: The following has both VS2008 & VS2010 content: http://vstt2008qrg.codeplex.com/ Visual Studio Performance Testing Quick Reference Guide (Version 2.0) The final released copy is here and ready for full time use. Please enjoy and post feedback on the discussion board. This document is a collection of items from public blog sites, Microsoft® internal discussion aliases (sanitized) and experiences from various Test Consultants in the Microsoft Services Labs. The idea is to provide quick reference points around various aspects of Microsoft Visual Studio® performance testing features that may not be covered in core documentation, or may not be easily understood. The different types of information cover: How does this feature work under the covers? How can I implement a workaround for this missing feature? This is a known bug and here is a fix or workaround. How do I troubleshoot issues I am having

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  • How to mock an SqlDataReader using Moq - Update

    - by Simon G
    Hi, I'm new to moq and setting up mocks so i could do with a little help. Title says it all really - how do I mock up an SqlDataReader using Moq? Thanks Update After further testing this is what I have so far: private IDataReader MockIDataReader() { var moq = new Mock<IDataReader>(); moq.Setup( x => x.Read() ).Returns( true ); moq.Setup( x => x.Read() ).Returns( false ); moq.SetupGet<object>( x => x["Char"] ).Returns( 'C' ); return moq.Object; } private class TestData { public char ValidChar { get; set; } } private TestData GetTestData() { var testData = new TestData(); using ( var reader = MockIDataReader() ) { while ( reader.Read() ) { testData = new TestData { ValidChar = reader.GetChar( "Char" ).Value }; } } return testData; } The issue you is when I do reader.Read in my GetTestData() method its always empty. I need to know how to do something like reader.Stub( x => x.Read() ).Repeat.Once().Return( true ) as per the rhino mock example: http://stackoverflow.com/questions/1792984/mocking-a-datareader-and-getting-a-rhino-mocks-exceptions-expectationviolationexc

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  • Assert.AreEqual() Exception in VS2010

    - by Tom Miller
    I am fairly new to unit testing and am using VS2010 to develop in and run my tests. I have a simple test, illustrated below, that simply compares 2 System.Data.DataTableReader objects. I know that they are equal as they are both created using the same object types, the same input file and I have verified that the objects "look" the same. I realize I may be dealing with a couple of issues, one being whether or not this is the proper use of Assert.AreEqual or even the proper way to test this scenario, and the other being the main issue I am dealing with which is why this test fails with this exception: Failed 00:00:00.1000660 0 Assert.AreEqual failed. Expected:<System.Data.DataTableReader>. Actual:<System.Data.DataTableReader>. Here is the unit test code that is failing: public void EntriesTest() { AuditLog target = new AuditLog(); target.Init(); DataSet ds = new DataSet(); ds.ReadXml(TestContext.DataRow["AuditLogPath"].ToString()); DataTableReader expected = ds.Tables[0].CreateDataReader(); DataTableReader actual = target.Entries.Tables[0].CreateDataReader(); Assert.AreEqual<DataTableReader>(expected, actual); } Any help would be greatly appreciated!

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  • How can I beta test web Perl modules under Apache/mod_perl on production web server?

    - by DVK
    We have a setup where most code, before being promoted to full production, is deployed in BETA mode - meaning, it runs in full production environment (using production database - usually production data; and production web server). We call that stage BETA testing. One of the main requirements is that BETA code promotion to production must be a simple "cp" command from beta to production directory - no code/filename changes. For non-web Perl code, achieving seamless BETA test is quite doable (see details here): Perl programs live in a standard location under production root (/usr/code/scripts) with production perl modules living under the same root (/usr/code/lib/perl) The BETA code has 100% same code paths except under beta root (/usr/code/beta/) A special module manipulates @INC of any script based on whether the script was called from /usr/code/scripts or /usr/code/test/scripts, to include beta libraries for beta scripts. This setup works fine up till we need to beta test our web Perl code (the setup is EmbPerl and Apache/mod_perl). The hang-up is as follows: if both a production Perl module and BETA Perl module have the same name (e.g. /usr/code/lib/perl/MyLib1.pm and /usr/code/beta/lib/perl/MyLib1.pm), then mod_perl will only be able to load ONE of these modules into memory - and there's no way we are aware of for a particular web page to affect which version of the module is currently loaded due to concurrency issues. Leaving aside the obvious non-programming solution (get a bloody BETA web server) which for political/organizational reasons is not feasible, is there any way we can somehow hack around this problem in either Perl or mod_perl? I played around with various approaches to unloading Perl modules that %INC has listed, but the problem remains that another user might load a beta page at just the right (or rather wrong) moment and have the beta module loaded which will be used for my production page.

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  • C#: How to resolve this circular dependency?

    - by Rosarch
    I have a circular dependency in my code, and I'm not sure how to resolve it. I am developing a game. A NPC has three components, responsible for thinking, sensing, and acting. These components need access to the NPC controller to get access to its model, but the controller needs these components to do anything. Thus, both take each other as arguments in their constructors. ISenseNPC sense = new DefaultSenseNPC(controller, worldQueryEngine); IThinkNPC think = new DefaultThinkNPC(sense); IActNPC act = new DefaultActNPC(combatEngine, sense, controller); controller = new ControllerNPC(act, think); (The above example has the parameter simplified a bit.) Without act and think, controller can't do anything, so I don't want to allow it to be initialized without them. The reverse is basically true as well. What should I do? ControllerNPC using think and act to update its state in the world: public class ControllerNPC { // ... public override void Update(long tick) { // ... act.UpdateFromBehavior(CurrentBehavior, tick); CurrentBehavior = think.TransitionState(CurrentBehavior, tick); } // ... } DefaultSenseNPC using controller to determine if it's colliding with anything: public class DefaultSenseNPC { // ... public bool IsCollidingWithTarget() { return worldQuery.IsColliding(controller, model.Target); } // ... }

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  • How should I Test a Genetic Algorithm

    - by James Brooks
    I have made a quite few genetic algorithms; they work (they find a reasonable solution quickly). But I have now discovered TDD. Is there a way to write a genetic algorithm (which relies heavily on random numbers) in a TDD way? To pose the question more generally, How do you test a non-deterministic method/function. Here is what I have thought of: Use a specific seed. Which wont help if I make a mistake in the code in the first place but will help finding bugs when refactoring. Use a known list of numbers. Similar to the above but I could follow the code through by hand (which would be very tedious). Use a constant number. At least I know what to expect. It would be good to ensure that a dice always reads 6 when RandomFloat(0,1) always returns 1. Try to move as much of the non-deterministic code out of the GA as possible. which seems silly as that is the core of it's purpose. Links to very good books on testing would be appreciated too.

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  • Problem with Authlogic and Unit/Functional Tests in Rails

    - by mmacaulay
    I'm learning how unit testing is done in Rails, and I've run into a problem involving Authlogic. According to the Documentation there are a few things required to use Authlogic stuff in your tests: test_helper.rb: require "authlogic/test_case" class ActiveSupport::TestCase setup :activate_authlogic end Then in my functional tests I can login users: UserSession.create(users(:tester)) The problem seems to stem from the setup :activate_authlogic line in test_helper.rb, whenever that is included, I get the following errors when running functional tests: NoMethodError: undefined method `request=' for nil:NilClass authlogic (2.1.3) lib/authlogic/controller_adapters/abstract_adapter.rb:63:in `send' authlogic (2.1.3) lib/authlogic/controller_adapters/abstract_adapter.rb:63:in `method_missing' If I remove setup :activate_authlogic and add instead Authlogic::Session::Base.controller = Authlogic::ControllerAdapters::RailsAdapter.new(self) to test_helper.rb, my functional tests seem to work but now my unit tests fail: NoMethodError: undefined method `params' for ActiveSupport::TestCase:Class authlogic (2.1.3) lib/authlogic/controller_adapters/abstract_adapter.rb:30:in `params' authlogic (2.1.3) lib/authlogic/session/params.rb:96:in `params_credentials' authlogic (2.1.3) lib/authlogic/session/params.rb:72:in `params_enabled?' authlogic (2.1.3) lib/authlogic/session/params.rb:66:in `persist_by_params' authlogic (2.1.3) lib/authlogic/session/callbacks.rb:79:in `persist' authlogic (2.1.3) lib/authlogic/session/persistence.rb:55:in `persisting?' authlogic (2.1.3) lib/authlogic/session/persistence.rb:39:in `find' authlogic (2.1.3) lib/authlogic/acts_as_authentic/session_maintenance.rb:96:in `get_session_information' authlogic (2.1.3) lib/authlogic/acts_as_authentic/session_maintenance.rb:95:in `each' authlogic (2.1.3) lib/authlogic/acts_as_authentic/session_maintenance.rb:95:in `get_session_information' /test/unit/user_test.rb:23:in `test_should_save_user_with_email_password_and_confirmation' What am I doing wrong?

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  • How set EnqueueCallBack to my generic callback

    - by CrazyJoe
    using System; using System.Windows; using System.Windows.Controls; using System.Windows.Documents; using System.Windows.Ink; using System.Windows.Input; using System.Windows.Media; using System.Windows.Media.Animation; using System.Windows.Shapes; using Microsistec.Domain; using Microsistec.Client; using Microsoft.VisualStudio.TestTools.UnitTesting; using System.Collections.Generic; using Microsistec.Tools; using System.Json; using Microsistec.SystemConfig; using System.Threading; using Microsoft.Silverlight.Testing; namespace Test { [TestClass] public class SampleTest : SilverlightTest { [TestMethod, Asynchronous] public void login() { List<PostData> data = new List<PostData>(); data.Add(new PostData("email", "xxx")); data.Add(new PostData("password", MD5.GetHashString("xxx"))); WebClient.sendData(Config.DataServerURL + "/user/login", data, LoginCallBack); EnqueueCallback(?????????); EnqueueTestComplete(); } [Asynchronous] public void LoginCallBack(object sender, System.Net.UploadStringCompletedEventArgs e) { string json = Microsistec.Client.WebClient.ProcessResult(e); var result = JsonArray.Parse(json); Assert.Equals("1", result["value"].ToString()); TestComplete(); } } Im tring to set ???????? value but my callback is generic, it is setup on my WebClient .SendData, how i implement my EnqueueCallback to a my already functio LoginCallBack???

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  • Roadmap to Android development

    - by Matthew
    Hello, I've done a little research, and am interested in developing for Android. I've never programmed before, and have no idea how to go from zero experience to developing for a mobile device. My interest is in eventually making some sort of 2d game. Is there a lesson plan for starting from the ground up? I would think one would need to learn the Java language to start. Looking at the Sun website, it's a bit daunting. Is there a book, specifically, that would wrap up this knowledge in a bit of a directed lesson plan? I'm not sure if opengl-es is what would be required for 2d games. I've done a little research on this, and it's even far more daunting than Java itself. I can't even begin to figure out where to start with even just opengl, sans -es. My best guess would be that I need further knowledge in Java to continue with this, but even still, is it possible to learn concurrently with Java?

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  • Dashboard for collaborative science / data processing projects

    - by rescdsk
    Hi, Continuous Integration servers like Hudson are a pretty amazing addition to software development. I work in an academic research lab, and I'd love to apply similar principles to scientific data analysis. I want a dashboard-like view of which collections of data are fine, which ones are failing their tests (simple shell scripts, mostly), and so on. A lot like the Chromium dashboard (WARNING: page takes a long time to load). It takes work from at least 4 people, and maybe 10 or 12 hours of computer time, to bring our data (from behavioral studies) from its raw form to its final, easily-analyzed form. I've tried Hudson and buildbot, but neither is really appropriate to our workflow. We just want to run a bunch of tests on maybe fifty independent collections of subject data, and display the results nicely. SO! Does anyone have a recommendation of a way to generate this kind of report easily? Or, can you think of a good way to shoehorn this kind of workflow into a continuous integration server? Or, can you recommend a unit testing dashboard that could deal with tests that are little shell scripts rather than little functions? Thank you!

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  • How to test a class that makes HTTP request and parse the response data in Obj-C?

    - by GuidoMB
    I Have a Class that needs to make an HTTP request to a server in order to get some information. For example: - (NSUInteger)newsCount { NSHTTPURLResponse *response; NSError *error; NSURLRequest *request = ISKBuildRequestWithURL(ISKDesktopURL, ISKGet, cookie, nil, nil); NSData *data = [NSURLConnection sendSynchronousRequest:request returningResponse:&response error:&error]; if (!data) { NSLog(@"The user's(%@) news count could not be obtained:%@", username, [error description]); return 0; } NSString *regExp = @"Usted tiene ([0-9]*) noticias? no leídas?"; NSString *stringData = [[NSString alloc] initWithData:data encoding:NSASCIIStringEncoding]; NSArray *match = [stringData captureComponentsMatchedByRegex:regExp]; [stringData release]; if ([match count] < 2) return 0; return [[match objectAtIndex:1] intValue]; } The things is that I'm unit testing (using OCUnit) the hole framework but the problem is that I need to simulate/fake what the NSURLConnection is responding in order to test different scenarios and because I can't relay on the server to test my framework. So the question is Which is the best ways to do this?

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  • Unit tests for deep cloning

    - by Will Dean
    Let's say I have a complex .NET class, with lots of arrays and other class object members. I need to be able to generate a deep clone of this object - so I write a Clone() method, and implement it with a simple BinaryFormatter serialize/deserialize - or perhaps I do the deep clone using some other technique which is more error prone and I'd like to make sure is tested. OK, so now (ok, I should have done it first) I'd like write tests which cover the cloning. All the members of the class are private, and my architecture is so good (!) that I haven't needed to write hundreds of public properties or other accessors. The class isn't IComparable or IEquatable, because that's not needed by the application. My unit tests are in a separate assembly to the production code. What approaches do people take to testing that the cloned object is a good copy? Do you write (or rewrite once you discover the need for the clone) all your unit tests for the class so that they can be invoked with either a 'virgin' object or with a clone of it? How would you test if part of the cloning wasn't deep enough - as this is just the kind of problem which can give hideous-to-find bugs later?

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  • XNA 2D mouse picking

    - by Corndog
    I'm working on a simple 2D Real time strategy game using XNA. Right now I have reached the point where I need to be able to click on the sprite for a unit or building and be able to reference the object associated with that sprite. From the research I have done over the last three days I have found many references on how to do "Mouse picking" in 3D which does not seem to apply to my situation. I understand that another way to do this is to simply have an array of all "selectable" objects in the world and when the player clicks on a sprite it checks the mouse location against the locations of all the objects in the array. the problem I have with this approach is that it would become rather slow if the number of units and buildings grows to larger numbers. (it also does not seem very elegant) so what are some other ways I could do this. (Please note that I have also worked over the ideas of using a Hash table to associate the object with the sprite location, and using a 2 dimensional array where each location in the array represents one pixel in the world. once again they seem like rather clunky ways of doing things.)

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  • Flexible Decorator Pattern?

    - by Omar Kooheji
    I was looking for a pattern to model something I'm thinking of doing in a personal project and I was wondering if a modified version of the decorator patter would work. Basicly I'm thinking of creating a game where the characters attributes are modified by what items they have equiped. The way that the decorator stacks it's modifications is perfect for this, however I've never seen a decorator that allows you to drop intermediate decorators, which is what would happen when items are unequiped. Does anyone have experience using the decorator pattern in this way? Or am I barking up the wrong tree? Clarification To explain "Intermediate decorators" if for example my base class is coffe which is decorated with milk which is decorated with sugar (using the example in Head first design patterns) milk would be an intermediate decorator as it decorates the base coffee, and is decorated by the sugar. Yet More Clarification :) The idea is that items change stats, I'd agree that I am shoehorning the decorator into this. I'll look into the state bag. essentially I want a single point of call for the statistics and for them to go up/down when items are equiped/unequiped. I could just apply the modifiers to the characters stats on equiping and roll them back when unequiping. Or whenever a stat is asked for iterate through all the items and calculate the stat. I'm just looking for feedback here, I'm aware that I might be using a chainsaw where scissors would be more appropriate...

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  • How to test a DAO with JPA implementation ?

    - by smallufo
    Hi I came from the Spring camp , I don't want to use Spring , and am migrating to JavaEE6 , But I have problem testing DAO + JPA , here is my simplified sample : public interface PersonDao { public Person get(long id); } This is a very basic DAO , because I came from Spring , I believe DAO still have it value , so I decided to add a DAO layer . public class PersonDaoImpl implements PersonDao , Serializable { @PersistenceContext(unitName = "test", type = PersistenceContextType.EXTENDED) EntityManager entityManager ; public PersonDaoImpl() { } @Override public Person get(long id) { return entityManager .find(Person.class , id); } } This is a JPA-implemented DAO , I hope the EE container or the test container able to inject the EntityManager. public class PersonDaoImplTest extends TestCase { @Inject protected PersonDao personDao; @Override protected void setUp() throws Exception { //personDao = new PersonDaoImpl(); } public void testGet() { System.out.println("personDao = " + personDao); // NULL ! Person p = personDao.get(1L); System.out.println("p = " + p); } } This is my test file . OK , here comes the problem : Because JUnit doesn't understand @javax.inject.Inject , the PersonDao will not be able to injected , the test will fail. How do I find a test framework that able to inject the EntityManager to the PersonDaoImpl , and @Inject the PersonDaoImpl to the PersonDao of TestCase ? I tried unitils.org , but cannot find a sample like this , it just directly inject the EntityManagerFactory to the TestCast , not what I want ...

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  • Mocking with Boost::Test

    - by Billy ONeal
    Hello everyone :) I'm using the Boost::Test library for unit testing, and I've in general been hacking up my own mocking solutions that look something like this: //In header for clients struct RealFindFirstFile { static HANDLE FindFirst(LPCWSTR lpFileName, LPWIN32_FIND_DATAW lpFindFileData) { return FindFirstFile(lpFileName, lpFindFileData); }; }; template <typename FirstFile_T = RealFindFirstFile> class DirectoryIterator { //.. Implementation } //In unit tests (cpp) #define THE_ANSWER_TO_LIFE_THE_UNIVERSE_AND_EVERYTHING 42 struct FakeFindFirstFile { static HANDLE FindFirst(LPCWSTR lpFileName, LPWIN32_FIND_DATAW lpFindFileData) { return THE_ANSWER_TO_LIFE_THE_UNIVERSE_AND_EVERYTHING; }; }; BOOST_AUTO_TEST_CASE( MyTest ) { DirectoryIterator<FakeFindFirstFile> LookMaImMocked; //Test } I've grown frustrated with this because it requires that I implement almost everything as a template, and it is a lot of boilerplate code to achieve what I'm looking for. Is there a good method of mocking up code using Boost::Test over my Ad-hoc method? I've seen several people recommend Google Mock, but it requires a lot of ugly hacks if your functions are not virtual, which I would like to avoid. Oh: One last thing. I don't need assertions that a particular piece of code was called. I simply need to be able to inject data that would normally be returned by Windows API functions.

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  • How to implement or emulate an "abstract" OCUnit test class?

    - by Quinn Taylor
    I have a number of Objective-C classes organized in an inheritance hierarchy. They all share a common parent which implements all the behaviors shared among the children. Each child class defines a few methods that make it work, and the parent class raises an exception for the methods designed to be implemented/overridden by its children. This effectively makes the parent a pseudo-abstract class (since it's useless on its own) even though Objective-C doesn't explicitly support abstract classes. The crux of this problem is that I'm unit testing this class hierarchy using OCUnit, and the tests are structured similarly: one test class that exercises the common behavior, with a subclass corresponding to each of the child classes under test. However, running the test cases on the (effectively abstract) parent class is problematic, since the unit tests will fail in spectacular fashion without the key methods. (The alternative of repeating the common tests across 5 test classes is not really an acceptable option.) The non-ideal solution I've been using is to check (in each test method) whether the instance is the parent test class, and bail out if it is. This leads to repeated code in every test method, a problem that becomes increasingly annoying if one's unit tests are highly granular. In addition, all such tests are still executed and reported as successes, skewing the number of meaningful tests that were actually run. What I'd prefer is a way to signal to OCUnit "Don't run any tests in this class, only run them in its child classes." To my knowledge, there isn't (yet) a way to do that, something similar to a +(BOOL)isAbstractTest method I can implement/override. Any ideas on a better way to solve this problem with minimal repetition? Does OCUnit have any ability to flag a test class in this way, or is it time to file a Radar? Edit: Here's a link to the test code in question. Notice the frequent repetition of if (...) return; to start a method, including use of the NonConcreteClass() macro for brevity.

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  • Mocking View with RhinoMocks

    - by blu
    We are using MVP (Supervising Controller) for ASP.NET WebForms with 3.5 SP1. What is the preferred way to check the value of a view property that only has the a set operation with RhinoMocks? Here is what we have so far: var service = MockRepository.GenerateStub<IFooService>(); // stub some data for the method used in OnLoad in the presenter var view = MockRepository.GenerateMock<IFooView>(); var presenter = new FooPresenter(view, service); view.Raise(v => v.Load += null, this, EventArgs.Empty); Assert.IsTrue(view.Bars.Count == 10); // there is no get on Bars Should we use Expects or another way, any input would be great. Thanks Update based on Darin Dimitrov's reply. var bars = new List<Bar>() { new Bar() { BarId = 1 } }; var fooService = MockRepository.GenerateStub<IFooService>(); // this is called in OnLoad in the Presenter fooService.Stub(x => x.GetBars()).Return(bars); var view = MockRepository.GenerateMock<IFooView>(); var presenter = new FooPresenter(view, fooService); view.Raise(v => v.Load += null, this, EventArgs.Empty); view.AssertWasCalled(x => x.Bars = bars); // this does not pass This doesn't work. Should I be testing it this way or is there a better way?

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  • How to mock the Request.ServerVariables using MOQ for ASP.NET MVC?

    - by melaos
    hi guys, i'm just learning to put in unit testing for my asp.net mvc when i came to learn about the mock and the different frameworks there is out there now. after checking SO, i found that MOQ seems to be the easiest to pick up. as of now i'm stuck trying to mock the Request.ServerVariables, as after reading this post, i've learned that it's better to abstract them into property. as such: /// <summary> /// Return the server port /// </summary> protected string ServerPort { get { return Request.ServerVariables.Get("SERVER_PORT"); } } But i'm having a hard time learning how to properly mock this. I have a home controller ActionResult function which grabs the user server information and proceed to create a form to grab the user's information. i tried to use hanselman's mvcmockhelpers class but i'm not sure how to use it. this is what i have so far... [Test] public void Create_Redirects_To_ProductAdded_On_Success() { FakeViewEngine engine = new FakeViewEngine(); HomeController controller = new HomeController(); controller.ViewEngine = engine; MvcMockHelpers.SetFakeControllerContext(controller); controller.Create(); var results = controller.Create(); var typedResults = results as RedirectToRouteResult; Assert.AreEqual("", typedResults.RouteValues["action"], "Wrong action"); Assert.AreEqual("", typedResults.RouteValues["controller"], "Wrong controller"); } Questions: As of now i'm still getting null exception error when i'm running the test. So what am i missing here? And if i use the mvcmockhelpers class, how can i still call the request.verifyall function to ensure all the mocking are properly setup?

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  • Why is "rake tests" running an empty suite when I use shoulda?

    - by ryeguy
    So here is my test suite: class ReleaseTest < ActiveSupport::TestCase should_not_allow_values_for :title, '', 'blah', 'blah blah' should_allow_values_for :title, 'blah - bleh', 'blah blah - bleh bleh' def test_something assert true end end Shoulda's macros generate 5 tests, and then I have test_something below (just to see if that would matter), totalling 6 tests. They all pass as you can see below, but then it runs a 0-test suite. This happens even if I completely empty out ReleaseTest. This problem only exists if I have config.gem 'shoulda' in my environment.rb. If I explicitly do require 'shoulda' at the top of my tests, everything works fine. What would be causing this? /usr/bin/ruby -e STDOUT.sync=true;STDERR.sync=true;load($0=ARGV.shift) /var/lib/gems/1.9.1/bin/rake test Testing started at 6:58 PM ... (in /home/rlepidi/projects/rails/testproject) /usr/bin/ruby1.9.1 -I"lib:test" "/var/lib/gems/1.9.1/gems/rake-0.8.7/lib/rake/rake_test_loader.rb" "test/unit/release_test.rb" Loaded suite /var/lib/gems/1.9.1/gems/rake-0.8.7/lib/rake/rake_test_loader Started ...... Finished in 0.029335778 seconds. 6 tests, 6 assertions, 0 failures, 0 errors, 0 pendings, 0 omissions, 0 notifications 100% passed /usr/bin/ruby1.9.1 -I"lib:test" "/var/lib/gems/1.9.1/gems/rake-0.8.7/lib/rake/rake_test_loader.rb" /usr/bin/ruby1.9.1 -I"lib:test" "/var/lib/gems/1.9.1/gems/rake-0.8.7/lib/rake/rake_test_loader.rb" Loaded suite /var/lib/gems/1.9.1/bin/rake Started Finished in 0.000106717 seconds. 0 tests, 0 assertions, 0 failures, 0 errors, 0 pendings, 0 omissions, 0 notifications 0% passed Empty test suite.

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  • How to test an application for correct encoding (e.g. UTF-8)

    - by Olaf
    Encoding issues are among the one topic that have bitten me most often during development. Every platform insists on its own encoding, most likely some non-UTF-8 defaults are in the game. (I'm usually working on Linux, defaulting to UTF-8, my colleagues mostly work on german Windows, defaulting to ISO-8859-1 or some similar windows codepage) I believe, that UTF-8 is a suitable standard for developing an i18nable application. However, in my experience encoding bugs are usually discovered late (even though I'm located in Germany and we have some special characters that along with ISO-8859-1 provide some detectable differences). I believe that those developers with a completely non-ASCII character set (or those that know a language that uses such a character set) are getting a head start in providing test data. But there must be a way to ease this for the rest of us as well. What [technique|tool|incentive] are people here using? How do you get your co-developers to care for these issues? How do you test for compliance? Are those tests conducted manually or automatically? Adding one possible answer upfront: I've recently discovered fliptitle.com (they are providing an easy way to get weird characters written "u?op ?pisdn" *) and I'm planning on using them to provide easily verifiable UTF-8 character strings (as most of the characters used there are at some weird binary encoding position) but there surely must be more systematic tests, patterns or techniques for ensuring UTF-8 compatibility/usage. Note: Even though there's an accepted answer, I'd like to know of more techniques and patterns if there are some. Please add more answers if you have more ideas. And it has not been easy choosing only one answer for acceptance. I've chosen the regexp answer for the least expected angle to tackle the problem although there would be reasons to choose other answers as well. Too bad only one answer can be accepted. Thank you for your input. *) that's "upside down" written "upside down" for those that cannot see those characters due to font problems

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