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  • Gradle + Robolectric: Where do I put the file org.robolectric.Config.properties?

    - by Rob Hawkins
    I'm trying to setup a test using Robolectric to click on a menu button in this repository. Basic Robolectric tests will run, but I'm not able to run any project-specific test using resources because it says it can't find my AndroidManifest.xml. After running ../gradlew clean check, here's the standard output from the Robolectric html file: WARNING: No manifest file found at ./AndroidManifest.xml.Falling back to the Android OS resources only. To remove this warning, annotate your test class with @Config(manifest=Config.NONE). I found these instructions which indicate I should create an org.robolectric.Config.properties file, but I'm not sure where to put it. I've tried everywhere, pretty much, and despite moving the file, the path in the error message is always the same as above (./AndroidManifest.xml). This makes me think the build process has never picked up the settings in the file org.robolectric.Config.properties. I also tried the @Config(manifest="") directive but this gave me a cannot find symbol error. If I move the AndroidManifest.xml into my project directory, then I get an error about it not being able to find the path ./res/values and I wasn't able to resolve that either. Any ideas? Update 1 Thanks Eugen, I'm now using @RunWith(RobolectricGradleTestRunner.class) instead of @RunWith(RobolectricTestRunner). Now I get a different error, still occurring on the same line of my BasicTest.java KeywordList keywordList = Robolectric.buildActivity(KeywordList.class).create().get(); Below are results from the standard error, standard output, and "failed tests" tab in the Robolectric test report: Note: I also tried substituting in a jar built from the latest Robolectric updates, robolectric-2.2-SNAPSHOT.jar, but still got an error. Standard Error WARNING: no system properties value for ro.build.date.utc Standard Output DEBUG: Loading resources for net.frontlinesms.android from ~/workspace-studio/frontlinesms-for-android/FrontlineSMS/build/res/all/debug... DEBUG: Loading resources for android from jar:~/.m2/repository/org/robolectric/android-res/4.1.2_r1_rc/android-res-4.1.2_r1_rc-real.jar!/res... INFO: no id mapping found for android:drawable/scrollbar_handle_horizontal; assigning ID #0x1140002 INFO: no id mapping found for android:drawable/scrollbar_handle_vertical; assigning ID #0x1140003 INFO: no id mapping found for android:color/highlighted_text_dark; assigning ID #0x1140004 INFO: no id mapping found for android:color/hint_foreground_dark; assigning ID #0x1140005 INFO: no id mapping found for android:color/link_text_dark; assigning ID #0x1140006 INFO: no id mapping found for android:color/dim_foreground_dark_disabled; assigning ID #0x1140007 INFO: no id mapping found for android:color/dim_foreground_dark; assigning ID #0x1140008 INFO: no id mapping found for android:color/dim_foreground_dark_inverse_disabled; assigning ID #0x1140009 INFO: no id mapping found for android:color/dim_foreground_dark_inverse; assigning ID #0x114000a INFO: no id mapping found for android:color/bright_foreground_dark_inverse; assigning ID #0x114000b INFO: no id mapping found for android:layout/text_edit_paste_window; assigning ID #0x114000c INFO: no id mapping found for android:layout/text_edit_no_paste_window; assigning ID #0x114000d INFO: no id mapping found for android:layout/text_edit_side_paste_window; assigning ID #0x114000e INFO: no id mapping found for android:layout/text_edit_side_no_paste_window; assigning ID #0x114000f INFO: no id mapping found for android:layout/text_edit_suggestion_item; assigning ID #0x1140010 Failed Tests android.view.InflateException: XML file ~/workspace-studio/frontlinesms-for-android/FrontlineSMS/build/res/all/debug/layout/rule_list.xml line #-1 (sorry, not yet implemented): Error inflating class net.frontlinesms.android.ui.view.ActionBar at android.view.LayoutInflater.createView(LayoutInflater.java:613) at android.view.LayoutInflater.createViewFromTag(LayoutInflater.java:687) at android.view.LayoutInflater.rInflate(LayoutInflater.java:746) at android.view.LayoutInflater.inflate(LayoutInflater.java:489) at android.view.LayoutInflater.inflate(LayoutInflater.java:396) at android.view.LayoutInflater.inflate(LayoutInflater.java:352) at org.robolectric.tester.android.view.RoboWindow.setContentView(RoboWindow.java:82) at org.robolectric.shadows.ShadowActivity.setContentView(ShadowActivity.java:272) at android.app.Activity.setContentView(Activity.java) at net.frontlinesms.android.activity.KeywordList.onCreate(KeywordList.java:70) at android.app.Activity.performCreate(Activity.java:5008) at org.fest.reflect.method.Invoker.invoke(Invoker.java:112) at org.robolectric.util.ActivityController$1.run(ActivityController.java:119) at org.robolectric.shadows.ShadowLooper.runPaused(ShadowLooper.java:256) at org.robolectric.util.ActivityController.create(ActivityController.java:114) at org.robolectric.util.ActivityController.create(ActivityController.java:126) at net.frontlinesms.android.BasicTest.setUp(BasicTest.java:30) at org.junit.runners.model.FrameworkMethod$1.runReflectiveCall(FrameworkMethod.java:47) at org.junit.internal.runners.model.ReflectiveCallable.run(ReflectiveCallable.java:12) at org.junit.runners.model.FrameworkMethod.invokeExplosively(FrameworkMethod.java:44) at org.junit.internal.runners.statements.RunBefores.evaluate(RunBefores.java:24) at org.robolectric.RobolectricTestRunner$2.evaluate(RobolectricTestRunner.java:241) at org.junit.runners.ParentRunner.runLeaf(ParentRunner.java:271) at org.junit.runners.BlockJUnit4ClassRunner.runChild(BlockJUnit4ClassRunner.java:70) at org.junit.runners.BlockJUnit4ClassRunner.runChild(BlockJUnit4ClassRunner.java:50) at org.junit.runners.ParentRunner$3.run(ParentRunner.java:238) at org.junit.runners.ParentRunner$1.schedule(ParentRunner.java:63) at org.junit.runners.ParentRunner.runChildren(ParentRunner.java:236) at org.junit.runners.ParentRunner.access$000(ParentRunner.java:53) at org.junit.runners.ParentRunner$2.evaluate(ParentRunner.java:229) at org.robolectric.RobolectricTestRunner$1.evaluate(RobolectricTestRunner.java:177) at org.junit.runners.ParentRunner.run(ParentRunner.java:309) at org.gradle.api.internal.tasks.testing.junit.JUnitTestClassExecuter.runTestClass(JUnitTestClassExecuter.java:80) at org.gradle.api.internal.tasks.testing.junit.JUnitTestClassExecuter.execute(JUnitTestClassExecuter.java:47) at org.gradle.api.internal.tasks.testing.junit.JUnitTestClassProcessor.processTestClass(JUnitTestClassProcessor.java:69) at org.gradle.api.internal.tasks.testing.SuiteTestClassProcessor.processTestClass(SuiteTestClassProcessor.java:49) at org.gradle.messaging.dispatch.ReflectionDispatch.dispatch(ReflectionDispatch.java:35) at org.gradle.messaging.dispatch.ReflectionDispatch.dispatch(ReflectionDispatch.java:24) at org.gradle.messaging.dispatch.ContextClassLoaderDispatch.dispatch(ContextClassLoaderDispatch.java:32) at org.gradle.messaging.dispatch.ProxyDispatchAdapter$DispatchingInvocationHandler.invoke(ProxyDispatchAdapter.java:93) at com.sun.proxy.$Proxy2.processTestClass(Unknown Source) at org.gradle.api.internal.tasks.testing.worker.TestWorker.processTestClass(TestWorker.java:103) at org.gradle.messaging.dispatch.ReflectionDispatch.dispatch(ReflectionDispatch.java:35) at org.gradle.messaging.dispatch.ReflectionDispatch.dispatch(ReflectionDispatch.java:24) at org.gradle.messaging.remote.internal.hub.MessageHub$Handler.run(MessageHub.java:355) at org.gradle.internal.concurrent.DefaultExecutorFactory$StoppableExecutorImpl$1.run(DefaultExecutorFactory.java:66) at java.util.concurrent.ThreadPoolExecutor$Worker.runTask(ThreadPoolExecutor.java:895) at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:918) at java.lang.Thread.run(Thread.java:680) Caused by: java.lang.reflect.InvocationTargetException at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method) at sun.reflect.NativeConstructorAccessorImpl.newInstance(NativeConstructorAccessorImpl.java:39) at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(DelegatingConstructorAccessorImpl.java:27) at java.lang.reflect.Constructor.newInstance(Constructor.java:513) at android.view.LayoutInflater.$$robo$$LayoutInflater_1d1f_createView(LayoutInflater.java:587) at android.view.LayoutInflater.createView(LayoutInflater.java) at android.view.LayoutInflater.$$robo$$LayoutInflater_1d1f_createViewFromTag(LayoutInflater.java:687) at android.view.LayoutInflater.createViewFromTag(LayoutInflater.java) at android.view.LayoutInflater.$$robo$$LayoutInflater_1d1f_rInflate(LayoutInflater.java:746) at android.view.LayoutInflater.rInflate(LayoutInflater.java) at android.view.LayoutInflater.$$robo$$LayoutInflater_1d1f_inflate(LayoutInflater.java:489) at android.view.LayoutInflater.inflate(LayoutInflater.java) at android.view.LayoutInflater.$$robo$$LayoutInflater_1d1f_inflate(LayoutInflater.java:396) at android.view.LayoutInflater.inflate(LayoutInflater.java) at android.view.LayoutInflater.$$robo$$LayoutInflater_1d1f_inflate(LayoutInflater.java:352) at android.view.LayoutInflater.inflate(LayoutInflater.java) at org.robolectric.tester.android.view.RoboWindow.setContentView(RoboWindow.java:82) at org.robolectric.shadows.ShadowActivity.setContentView(ShadowActivity.java:272) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25) at java.lang.reflect.Method.invoke(Method.java:597) at org.robolectric.bytecode.ShadowWrangler$ShadowMethodPlan.run(ShadowWrangler.java:455) at android.app.Activity.setContentView(Activity.java) at net.frontlinesms.android.activity.KeywordList.onCreate(KeywordList.java:70) at android.app.Activity.$$robo$$Activity_c57b_performCreate(Activity.java:5008) at android.app.Activity.performCreate(Activity.java) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25) at java.lang.reflect.Method.invoke(Method.java:597) at org.fest.reflect.method.Invoker.invoke(Invoker.java:112) at org.robolectric.util.ActivityController$1.run(ActivityController.java:119) at org.robolectric.shadows.ShadowLooper.runPaused(ShadowLooper.java:256) at org.robolectric.util.ActivityController.create(ActivityController.java:114) at org.robolectric.util.ActivityController.create(ActivityController.java:126) at net.frontlinesms.android.BasicTest.setUp(BasicTest.java:30) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25) at java.lang.reflect.Method.invoke(Method.java:597) at org.junit.runners.model.FrameworkMethod$1.runReflectiveCall(FrameworkMethod.java:47) at org.junit.internal.runners.model.ReflectiveCallable.run(ReflectiveCallable.java:12) at org.junit.runners.model.FrameworkMethod.invokeExplosively(FrameworkMethod.java:44) at org.junit.internal.runners.statements.RunBefores.evaluate(RunBefores.java:24) at org.robolectric.RobolectricTestRunner$2.evaluate(RobolectricTestRunner.java:241) at org.junit.runners.ParentRunner.runLeaf(ParentRunner.java:271) at org.junit.runners.BlockJUnit4ClassRunner.runChild(BlockJUnit4ClassRunner.java:70) at org.junit.runners.BlockJUnit4ClassRunner.runChild(BlockJUnit4ClassRunner.java:50) at org.junit.runners.ParentRunner$3.run(ParentRunner.java:238) at org.junit.runners.ParentRunner$1.schedule(ParentRunner.java:63) at org.junit.runners.ParentRunner.runChildren(ParentRunner.java:236) at org.junit.runners.ParentRunner.access$000(ParentRunner.java:53) at org.junit.runners.ParentRunner$2.evaluate(ParentRunner.java:229) at org.robolectric.RobolectricTestRunner$1.evaluate(RobolectricTestRunner.java:177) at org.junit.runners.ParentRunner.run(ParentRunner.java:309) at org.gradle.api.internal.tasks.testing.junit.JUnitTestClassExecuter.runTestClass(JUnitTestClassExecuter.java:80) at org.gradle.api.internal.tasks.testing.junit.JUnitTestClassExecuter.execute(JUnitTestClassExecuter.java:47) at org.gradle.api.internal.tasks.testing.junit.JUnitTestClassProcessor.processTestClass(JUnitTestClassProcessor.java:69) at org.gradle.api.internal.tasks.testing.SuiteTestClassProcessor.processTestClass(SuiteTestClassProcessor.java:49) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25) at java.lang.reflect.Method.invoke(Method.java:597) at org.gradle.messaging.dispatch.ReflectionDispatch.dispatch(ReflectionDispatch.java:35) at org.gradle.messaging.dispatch.ReflectionDispatch.dispatch(ReflectionDispatch.java:24) at org.gradle.messaging.dispatch.ContextClassLoaderDispatch.dispatch(ContextClassLoaderDispatch.java:32) at org.gradle.messaging.dispatch.ProxyDispatchAdapter$DispatchingInvocationHandler.invoke(ProxyDispatchAdapter.java:93) at com.sun.proxy.$Proxy2.processTestClass(Unknown Source) at org.gradle.api.internal.tasks.testing.worker.TestWorker.processTestClass(TestWorker.java:103) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25) at java.lang.reflect.Method.invoke(Method.java:597) ... 7 more Caused by: android.view.InflateException: XML file ~/workspace-studio/frontlinesms-for-android/FrontlineSMS/build/res/all/debug/layout/actionbar.xml line #-1 (sorry, not yet implemented): Error inflating class android.widget.ProgressBar at android.view.LayoutInflater.createView(LayoutInflater.java:613) at org.robolectric.shadows.RoboLayoutInflater.onCreateView(RoboLayoutInflater.java:38) at android.view.LayoutInflater.onCreateView(LayoutInflater.java:660) at android.view.LayoutInflater.createViewFromTag(LayoutInflater.java:685) at android.view.LayoutInflater.rInflate(LayoutInflater.java:746) at android.view.LayoutInflater.rInflate(LayoutInflater.java:749) at android.view.LayoutInflater.inflate(LayoutInflater.java:489) at android.view.LayoutInflater.inflate(LayoutInflater.java:396) at net.frontlinesms.android.ui.view.ActionBar.<init>(ActionBar.java:65) at android.view.LayoutInflater.createView(LayoutInflater.java:587) at android.view.LayoutInflater.createViewFromTag(LayoutInflater.java:687) at android.view.LayoutInflater.rInflate(LayoutInflater.java:746) at android.view.LayoutInflater.inflate(LayoutInflater.java:489) at android.view.LayoutInflater.inflate(LayoutInflater.java:396) at android.view.LayoutInflater.inflate(LayoutInflater.java:352) at org.robolectric.tester.android.view.RoboWindow.setContentView(RoboWindow.java:82) at org.robolectric.shadows.ShadowActivity.setContentView(ShadowActivity.java:272) at android.app.Activity.setContentView(Activity.java) at net.frontlinesms.android.activity.KeywordList.onCreate(KeywordList.java:70) at android.app.Activity.performCreate(Activity.java:5008) at org.fest.reflect.method.Invoker.invoke(Invoker.java:112) at org.robolectric.util.ActivityController$1.run(ActivityController.java:119) at org.robolectric.shadows.ShadowLooper.runPaused(ShadowLooper.java:256) at org.robolectric.util.ActivityController.create(ActivityController.java:114) at org.robolectric.util.ActivityController.create(ActivityController.java:126) at net.frontlinesms.android.BasicTest.setUp(BasicTest.java:30) at org.junit.runners.model.FrameworkMethod$1.runReflectiveCall(FrameworkMethod.java:47) at org.junit.internal.runners.model.ReflectiveCallable.run(ReflectiveCallable.java:12) at org.junit.runners.model.FrameworkMethod.invokeExplosively(FrameworkMethod.java:44) at org.junit.internal.runners.statements.RunBefores.evaluate(RunBefores.java:24) at org.robolectric.RobolectricTestRunner$2.evaluate(RobolectricTestRunner.java:241) at org.junit.runners.ParentRunner.runLeaf(ParentRunner.java:271) at org.junit.runners.BlockJUnit4ClassRunner.runChild(BlockJUnit4ClassRunner.java:70) at org.junit.runners.BlockJUnit4ClassRunner.runChild(BlockJUnit4ClassRunner.java:50) at org.junit.runners.ParentRunner$3.run(ParentRunner.java:238) at org.junit.runners.ParentRunner$1.schedule(ParentRunner.java:63) at org.junit.runners.ParentRunner.runChildren(ParentRunner.java:236) at org.junit.runners.ParentRunner.access$000(ParentRunner.java:53) at org.junit.runners.ParentRunner$2.evaluate(ParentRunner.java:229) at org.robolectric.RobolectricTestRunner$1.evaluate(RobolectricTestRunner.java:177) at org.junit.runners.ParentRunner.run(ParentRunner.java:309) at org.gradle.api.internal.tasks.testing.junit.JUnitTestClassExecuter.runTestClass(JUnitTestClassExecuter.java:80) at org.gradle.api.internal.tasks.testing.junit.JUnitTestClassExecuter.execute(JUnitTestClassExecuter.java:47) at org.gradle.api.internal.tasks.testing.junit.JUnitTestClassProcessor.processTestClass(JUnitTestClassProcessor.java:69) at org.gradle.api.internal.tasks.testing.SuiteTestClassProcessor.processTestClass(SuiteTestClassProcessor.java:49) at org.gradle.messaging.dispatch.ReflectionDispatch.dispatch(ReflectionDispatch.java:35) at org.gradle.messaging.dispatch.ReflectionDispatch.dispatch(ReflectionDispatch.java:24) at org.gradle.messaging.dispatch.ContextClassLoaderDispatch.dispatch(ContextClassLoaderDispatch.java:32) at org.gradle.messaging.dispatch.ProxyDispatchAdapter$DispatchingInvocationHandler.invoke(ProxyDispatchAdapter.java:93) at com.sun.proxy.$Proxy2.processTestClass(Unknown Source) at org.gradle.api.internal.tasks.testing.worker.TestWorker.processTestClass(TestWorker.java:103) ... 7 more Caused by: java.lang.reflect.InvocationTargetException at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method) at sun.reflect.NativeConstructorAccessorImpl.newInstance(NativeConstructorAccessorImpl.java:39) at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(DelegatingConstructorAccessorImpl.java:27) at java.lang.reflect.Constructor.newInstance(Constructor.java:513) at android.view.LayoutInflater.$$robo$$LayoutInflater_1d1f_createView(LayoutInflater.java:587) at android.view.LayoutInflater.createView(LayoutInflater.java) at org.robolectric.shadows.RoboLayoutInflater.onCreateView(RoboLayoutInflater.java:38) at android.view.LayoutInflater.$$robo$$LayoutInflater_1d1f_onCreateView(LayoutInflater.java:660) at android.view.LayoutInflater.onCreateView(LayoutInflater.java) at android.view.LayoutInflater.$$robo$$LayoutInflater_1d1f_createViewFromTag(LayoutInflater.java:685) at android.view.LayoutInflater.createViewFromTag(LayoutInflater.java) at android.view.LayoutInflater.$$robo$$LayoutInflater_1d1f_rInflate(LayoutInflater.java:746) at android.view.LayoutInflater.rInflate(LayoutInflater.java) at android.view.LayoutInflater.$$robo$$LayoutInflater_1d1f_rInflate(LayoutInflater.java:749) at android.view.LayoutInflater.rInflate(LayoutInflater.java) at android.view.LayoutInflater.$$robo$$LayoutInflater_1d1f_inflate(LayoutInflater.java:489) at android.view.LayoutInflater.inflate(LayoutInflater.java) at android.view.LayoutInflater.$$robo$$LayoutInflater_1d1f_inflate(LayoutInflater.java:396) at android.view.LayoutInflater.inflate(LayoutInflater.java) at net.frontlinesms.android.ui.view.ActionBar.<init>(ActionBar.java:65) at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method) at sun.reflect.NativeConstructorAccessorImpl.newInstance(NativeConstructorAccessorImpl.java:39) at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(DelegatingConstructorAccessorImpl.java:27) at java.lang.reflect.Constructor.newInstance(Constructor.java:513) at android.view.LayoutInflater.$$robo$$LayoutInflater_1d1f_createView(LayoutInflater.java:587) at android.view.LayoutInflater.createView(LayoutInflater.java) at android.view.LayoutInflater.$$robo$$LayoutInflater_1d1f_createViewFromTag(LayoutInflater.java:687) at android.view.LayoutInflater.createViewFromTag(LayoutInflater.java) at android.view.LayoutInflater.$$robo$$LayoutInflater_1d1f_rInflate(LayoutInflater.java:746) at android.view.LayoutInflater.rInflate(LayoutInflater.java) at android.view.LayoutInflater.$$robo$$LayoutInflater_1d1f_inflate(LayoutInflater.java:489) at android.view.LayoutInflater.inflate(LayoutInflater.java) at android.view.LayoutInflater.$$robo$$LayoutInflater_1d1f_inflate(LayoutInflater.java:396) at android.view.LayoutInflater.inflate(LayoutInflater.java) at android.view.LayoutInflater.$$robo$$LayoutInflater_1d1f_inflate(LayoutInflater.java:352) at android.view.LayoutInflater.inflate(LayoutInflater.java) at org.robolectric.tester.android.view.RoboWindow.setContentView(RoboWindow.java:82) at org.robolectric.shadows.ShadowActivity.setContentView(ShadowActivity.java:272) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25) at java.lang.reflect.Method.invoke(Method.java:597) at org.robolectric.bytecode.ShadowWrangler$ShadowMethodPlan.run(ShadowWrangler.java:455) at android.app.Activity.setContentView(Activity.java) at net.frontlinesms.android.activity.KeywordList.onCreate(KeywordList.java:70) at android.app.Activity.$$robo$$Activity_c57b_performCreate(Activity.java:5008) at android.app.Activity.performCreate(Activity.java) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25) at java.lang.reflect.Method.invoke(Method.java:597) at org.fest.reflect.method.Invoker.invoke(Invoker.java:112) at org.robolectric.util.ActivityController$1.run(ActivityController.java:119) at org.robolectric.shadows.ShadowLooper.runPaused(ShadowLooper.java:256) at org.robolectric.util.ActivityController.create(ActivityController.java:114) at org.robolectric.util.ActivityController.create(ActivityController.java:126) at net.frontlinesms.android.BasicTest.setUp(BasicTest.java:30) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25) at java.lang.reflect.Method.invoke(Method.java:597) at org.junit.runners.model.FrameworkMethod$1.runReflectiveCall(FrameworkMethod.java:47) at org.junit.internal.runners.model.ReflectiveCallable.run(ReflectiveCallable.java:12) at org.junit.runners.model.FrameworkMethod.invokeExplosively(FrameworkMethod.java:44) at org.junit.internal.runners.statements.RunBefores.evaluate(RunBefores.java:24) at org.robolectric.RobolectricTestRunner$2.evaluate(RobolectricTestRunner.java:241) at org.junit.runners.ParentRunner.runLeaf(ParentRunner.java:271) at org.junit.runners.BlockJUnit4ClassRunner.runChild(BlockJUnit4ClassRunner.java:70) at org.junit.runners.BlockJUnit4ClassRunner.runChild(BlockJUnit4ClassRunner.java:50) at org.junit.runners.ParentRunner$3.run(ParentRunner.java:238) at org.junit.runners.ParentRunner$1.schedule(ParentRunner.java:63) at org.junit.runners.ParentRunner.runChildren(ParentRunner.java:236) at org.junit.runners.ParentRunner.access$000(ParentRunner.java:53) at org.junit.runners.ParentRunner$2.evaluate(ParentRunner.java:229) at org.robolectric.RobolectricTestRunner$1.evaluate(RobolectricTestRunner.java:177) at org.junit.runners.ParentRunner.run(ParentRunner.java:309) at org.gradle.api.internal.tasks.testing.junit.JUnitTestClassExecuter.runTestClass(JUnitTestClassExecuter.java:80) at org.gradle.api.internal.tasks.testing.junit.JUnitTestClassExecuter.execute(JUnitTestClassExecuter.java:47) at org.gradle.api.internal.tasks.testing.junit.JUnitTestClassProcessor.processTestClass(JUnitTestClassProcessor.java:69) at org.gradle.api.internal.tasks.testing.SuiteTestClassProcessor.processTestClass(SuiteTestClassProcessor.java:49) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25) at java.lang.reflect.Method.invoke(Method.java:597) at org.gradle.messaging.dispatch.ReflectionDispatch.dispatch(ReflectionDispatch.java:35) at org.gradle.messaging.dispatch.ReflectionDispatch.dispatch(ReflectionDispatch.java:24) at org.gradle.messaging.dispatch.ContextClassLoaderDispatch.dispatch(ContextClassLoaderDispatch.java:32) at org.gradle.messaging.dispatch.ProxyDispatchAdapter$DispatchingInvocationHandler.invoke(ProxyDispatchAdapter.java:93) at com.sun.proxy.$Proxy2.processTestClass(Unknown Source) at org.gradle.api.internal.tasks.testing.worker.TestWorker.processTestClass(TestWorker.java:103) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25) at java.lang.reflect.Method.invoke(Method.java:597) ... 7 more Caused by: java.lang.ClassCastException: org.robolectric.res.AttrData cannot be cast to org.robolectric.res.StyleData at org.robolectric.shadows.ShadowAssetManager$StyleResolver.getParent(ShadowAssetManager.java:353) at org.robolectric.shadows.ShadowAssetManager$StyleResolver.getAttrValue(ShadowAssetManager.java:336) at org.robolectric.shadows.ShadowResources.findAttributeValue(ShadowResources.java:259) at org.robolectric.shadows.ShadowResources.attrsToTypedArray(ShadowResources.java:188) at org.robolectric.shadows.ShadowResources.access$000(ShadowResources.java:51) at org.robolectric.shadows.ShadowResources$ShadowTheme.obtainStyledAttributes(ShadowResources.java:460) at android.content.res.Resources$Theme.obtainStyledAttributes(Resources.java) at android.content.Context.obtainStyledAttributes(Context.java:374) at android.view.View.__constructor__(View.java:3297) at org.fest.reflect.method.Invoker.invoke(Invoker.java:112) at org.robolectric.shadows.ShadowView.__constructor__(ShadowView.java:68) at android.view.View.<init>(View.java:3295) at android.widget.ProgressBar.<init>(ProgressBar.java:253) at android.widget.ProgressBar.<init>(ProgressBar.java:246) at android.widget.ProgressBar.<init>(ProgressBar.java:242) at android.view.LayoutInflater.createView(LayoutInflater.java:587) at org.robolectric.shadows.RoboLayoutInflater.onCreateView(RoboLayoutInflater.java:38) at android.view.LayoutInflater.onCreateView(LayoutInflater.java:660) at android.view.LayoutInflater.createViewFromTag(LayoutInflater.java:685) at android.view.LayoutInflater.rInflate(LayoutInflater.java:746) at android.view.LayoutInflater.rInflate(LayoutInflater.java:749) at android.view.LayoutInflater.inflate(LayoutInflater.java:489) at android.view.LayoutInflater.inflate(LayoutInflater.java:396) at net.frontlinesms.android.ui.view.ActionBar.<init>(ActionBar.java:65) at android.view.LayoutInflater.createView(LayoutInflater.java:587) at android.view.LayoutInflater.createViewFromTag(LayoutInflater.java:687) at android.view.LayoutInflater.rInflate(LayoutInflater.java:746) at android.view.LayoutInflater.inflate(LayoutInflater.java:489) at android.view.LayoutInflater.inflate(LayoutInflater.java:396) at android.view.LayoutInflater.inflate(LayoutInflater.java:352) at org.robolectric.tester.android.view.RoboWindow.setContentView(RoboWindow.java:82) [truncated, hit stack overflow character limit...]

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  • As a game developer, which data structure use for develop the game? [duplicate]

    - by Rizwanabbasi
    This question already has an answer here: When should vector/list be used? 5 answers We are developing a game for bank robbery. The game plots a bank robbery. Lots of people witness that robbery. Our game will load the lists of suspected offenders while the players (witnesses) will have to identify the offenders of this robbery. Game should load list of offenders to identify the one as quickly as possible. Admin can add/remove offenders in the lists and two or more lists of offenders can also be merged into one (to show it to the player). As a game developer, which data structure we should use for develop the game? Justify your selection with solid arguments. Remember the most critical requirement is that the list should load super fast.

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  • Saving game data to server [on hold]

    - by Eugene Lim
    What's the best method to save the player's data to the server? Method to store the game saves Which one of the following method should I use ? Using a database structure(e.g.. mySQL) to store the game data as blobs? Using the server hard disk to store the saved game data as binary data files? Method to send saved game data to server What method should I use ? socketIO web socket a web-based scripting language to receive the game data as binary? for example, a php script to handle binary data and save it to file Meta-data I read that some games store saved game meta-data in database structures. What kind of meta data is useful to store?

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  • Compiling a Monogame Game into a single .exe

    - by user27483
    Is it possible to compile a monogame game into a single .exe? I know if you go in the debug or release bin, there is in fact a .exe your game, except you move this .exe's file location or try to run in on another computer it crashes. I am also aware of the one-click application except this seems like a really messy way of redistributing a monogame game. How come when you build your game, the exe for it wont work anywhere but that file location and that computer. I am also aware that the computer probably needs the XNA framework downloaded to play the monogame game, so in short is it possible to redistribute a monogame game by creating a single .exe and assume that person who is using it doesnt have XNA or monogame installed?

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  • Self-Service Testing Cloud Enables Improved Efficiency and Productivity for Development and Quality Assurance Organizations

    - by Sandra Cheevers
    With organizations spending as much as 50 percent of their QA time with non-test related activities like setting up hardware and deploying applications and test tools, the cloud will bring obvious benefits. Oracle announced today self-service testing capabilities to enable you to deploy private or public testing clouds. These capabilities help software development and QA organizations deliver higher quality applications, while enhancing testing efficiency and reducing duration of testing projects. This kind of cloud based self-service testing provides better efficiency and agility. The Testing-as-a-Service solution offers test lab management, automatic deployment of complex multi-tier applications, rich application performance monitoring, test data management and chargeback, all in a unified workflow. For more details, read the press release Oracle Announces Oracle Enterprise Manager 12c Testing-as-a-Service Solution here.

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  • How is an HTML5 game sold?

    - by Bane
    (I know this site doesn't give legal advice, but what I'm dealing here with isn't anything serious at all. Also, I apologize to JP for being annoying over this.) Someone found a game I made on the Internet, and expressed interest in buying it. We agreed upon a price, and, in the meantime, I removed the game's source from the Internet, just to be sure. Now, I'm wondering what to do next. These are the terms: He gets the game's source code, and only that, without the graphics (which weren't made by me). He gets the right to develop and sell the game. I get to keep the ownership of the original game, meaning that I can use it in my portfolio when applying for jobs, for example. The game gets to stay on its original site. But I am not sure how can I legally realize this. Which license can I use?

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  • Designing a "Grid" like object that contains game objects

    - by liortal
    I am working on a 2D game, where there's a game "board" on which other game objects are placed. This this is 2D, my starting point was to design a class that will internally use a 2d array for the actual stored game objects. This class could be simply accessed by 2 indices: (i, j) to get game objects on it. My problem is that i have no idea how to make the game "board" "propagate" its data onto its children. Design questions i ran into are: Should the children placed on the board have display properties such as size, screen position? Should the board itself dictate this information? How to update children in case the board changes some of its properties? (position, etc). Should the board be aware of the types of objects stored in it ? I have no idea how similar things such as WPF or other UI frameworks go about organizing a "container like" object that can arrange or apply certain UI properties to its children.

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  • 2D management game [on hold]

    - by Simon Bull
    Very newbie question but I have a game idea in mind. It will be 2d and data centric, like football manager. However I am struggling to find a platform that would suit. I am an experienced line of business developer so am happy to write code, but I would like a platform that does some of the leg work for me so was avoiding OpenGL. I would also like to be able deploy to iOS, android, windows and OS X. What are the options? To be more clear, the game is not a normal platform or shooter type game, so game maker is likely to be way too basic and unity seems a little over the top (though I am not sure if the GUI options would fit?). The majority of the game is more like business screens just displaying data and having buttons to click. Are there options for this type of game (May help to look at football manager)?

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  • How do I hire testers by giving them a buggy app for testing their efficiency?

    - by Jay
    My boss wants to recruit testers based on their testing efficiency (number of bugs identified). So, he's shortlisted 5 people and I need to give them an app full of bugs and see how they fare in reporting obvious bugs, and hidden bugs. I know.... it kind of sounds weird. I guess, this is just like the coding world, where you hire a programmer by assessing his/her programming ability (which is a little easier). Once hired, these testers would be testing a java swing app, so their familiarity of testing frameworks/tools is not really required. So, my question here is - How do I go about finding buggy apps (web/non-web), preferably java ones, that I can have the shortlisted testers have a go at? How would you go about this task if your boss asks you to do so? I am kind of clueless at this point - I googled a bit, thought about finding new apps on sourceforge with lots of bugs, but both approaches didn't work for me.

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  • iOS Game that Runs Continuously in Background

    - by user2913669
    I'm trying to understand the most logical way of creating an iOS game that runs continuously in the background. For example.. you have tower and enemy waves. The game has endless enemy waves even when the game exits. When you open the game again, it will retrieve the data that occurred when the app was closed. I assume a database on a server would be the best solution. The values continuously increment on the server. The game connects to the server and retrieves the specific user's updated game data.

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  • RTS Game Style Application [closed]

    - by Daniel Wynand van Wyk
    My question may seem somewhat odd, but I hope that my specifications will clarify EXACTLY what it is that I am after. I need some help choosing the right tooling for a particular endeavour. My background is in desktop application development and large back-end systems. I have worked primarily on the Microsoft stack using C# and the .Net framework. My goal is to develop a 2D, RTS style, interactive office simulation. The simulation will model various office spaces, office equipment, employees and their interactions with one another. The idea is to abstract the concept of an office completely. Under the hood the application will do many things that are nothing like a game. This includes P2P networking, VPN tunnelling, streaming video, instant messaging, document collaboration, remote screen sharing, file-sharing, virus scanning, VOIP, document scanning, faxing, emailing, distributed computing, content management and much more! A somewhat similar thing has been attempted by IBM, where they created a virtual office in second life. If their attempt was a game, the game-play would be notably horrible, to say the least! The users/players will drive and control my application through the various objects modelled in the simulation. A single application capable of performing all of these various tasks would be a nightmare to navigate for even the most expert user. Using the concept of a game, I can easily separate functionality by assigning them to objects that relate 1-1 with their real world counter-parts. This can greatly simplify computing for novice users, with many added benefits in terms of visibility, transparency of process and centralized configuration. My hope is to make complex computing tasks accessible to all kinds of users and to greatly reduce the cognitive load associated with using the many different utilities and applications inside office settings. The complexity is therefore limited to the complexity of the space in which you find yourself. I want the application to target as many platforms as possible and run on computers that have no accelerated graphics capabilities. The simulation won't contain any of the fancy eye-candy you find in modern games, to the contrary, my "game" will purposefully be clean and simple. The closest thing I could imagine would be an old game like "Theme Hospital" or the first instalment of "The Sims". All the content will be pre-created and not user-generated like Second Life. New functionality will be added via a plugin system. Given my background and nature of my "game", I would like to spend most of my time writing code that does not have to do with the simulated office, as the "game" is really just a glorified application menu. I have done much reading about existing engines, frameworks and tools. I need the help of an experienced game developer who has tried and tested various products over the years who can guide me in the right direction given my very particular needs. I would appreciate any help I can get!

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  • What technologies and tools would I need to create an advanced 3D game on Unreal Engine 3?

    - by BleakCabalist
    This is a purely hypothetical question. Let's say I already have the UE3 license and would like to create an advanced single-player FPS. What other tools/technologies would I need? For example for audio, animations, modeling and so on. I mean all of them. I've been looking for some time now and can't find any source, which would say what's needed from beggining to the end of game development cycle.

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  • Adapting Javascript game for mobile

    - by Cardin
    I'm currently developing a Javascript web game for desktop users. It is a sort of tower-defense game that relies on mouse input only, developed on canvas using EaselJS. In the future, or perhaps simultaneously, I would like to adapt the game for mobile devices. I can see at least 3 potential areas in shifting from desktop to mobile: 1. resolution size and UI rearrangement, 2. converting mouse events to touch events, 3. distribution as native app wrapper or mobile Web. What would be the best strategy to facilitate this desktop to mobile conversion? For example, should I try to code the game for both platforms, or port the game UI over to mobile by branching the code base. Should I just publish on the mobile Web or wrap the game in a native app framework? And if I were to code for both platforms using the same codebase, should I register both click and touch events, or remap click events to touch using dispatchEvent?

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  • What are the functions of modern game publishers? [closed]

    - by ApoorvaJ
    According to the Wikipedia page on Video game publishers, they are responsible for "their product's manufacturing and marketing, including market research and all aspects of advertising." From what I've read, they also arrange for the development funding. In the following questions, I'm asking about AAA, indie and mobile publishers: Do today's publishers fulfill any other functions? Is there any good reading material on these topics?

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  • How to create a large level game?

    - by Siddharth
    I want to know how to create a large game which has more than one level in it and those levels are loaded from the xml file. In my game I have many objects for each different level which I have to load when use click on it. At present for example my game contain 20 levels and now I was loading all the graphic object for all 20 levels. But the correct way was that only load graphic of that particular level only. So I don't know how to do that. So please explain this by providing game example. At present I was creating a class for each my game object image by extending sprite to it. I know it was not a suitable way so provide guidance on it. Basically I want to know how to create large games in andengine? Please help me about that because it will provide help to other community member also because andengine did not have proper documentation for learning developer about how to manage large game?

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  • Game Database Connectivity Java

    - by The Kraken
    I'm developing a simple multi-player puzzle game in Java. Both players should be able to view the same game board on his own computer. Then, when one player makes an action in the game (ex. drags an object onto a coordinate space), the game's view should update automatically on the other computer's game screen. I'd like all this to happen over the internet, not requiring both computers to be on the same LAN connection. If I need to use SQL/PHP to accomplish this, I'm unsure how to design the database to accomplish something as simple as the following: Player A drags element onscreen Game sends coordinates of element to database/server Player B's computer detects a change to an item in the database Player B's computer grabs the coordinates of Player A's item Player B's machine draws onscreen elements at the received coordinates Could somebody point me in the right direction?

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  • Game architecture: modeling different steps/types of UI

    - by Sander
    I have not done any large game development projects, only messed around with little toy projects. However, I never found an intuitive answer to a specific design question. Namely, how are different types/states of UI modeled in games? E.g. how is a menu represented? How is it different from a "game world" state (let's use an FPS as an example). How is an overlaid menu on top of a "game world" modeled? Let's imagine the main loop of a game. Where do the game states come into play? It it a simple case-by-case approach? if (menu.IsEnabled) menu.Process(elapsedTime); if (world.IsEnabled) world.Process(elapsedTime); if (menu.IsVisible) menu.Draw(); if (world.IsVisible) world.Draw(); Or are menu and world represented somewhere in a different logic layer and not represented at this level? (E.g. a menu is just another high-level entity like e.g. player input or enemy manager, equal to all others) foreach (var entity in game.HighLevelEntities) entity.Process(elapsedTime); foreach (var entity in game.HighLevelEntities) entity.Draw(elapsedTime); Are there well-known design patterns for this? Come to think of it, I don't know any game-specific design patterns - I assume there are others, as well? Please tell me about them.

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  • First time unit testing (in silverlight)

    - by Jakob
    Hi I've searched some other posts, but most of them assumed that people knew what they were doing in their unit testing, and frankly I don't. I see the idea behind unit testing, and I'm coding an silverlight application much in the blind right now, and I'd like to write some unit tests to kind of be sure I'm on the right path. I'd like to be able to use the SL4 vs 2010 silverlight unit test project template, to keep it simple and not use external tools. So what I need an answer for are questions like: what are the methods of unit testing? what are the differences between unit tests, and automated unit tests? How do I meaningfully unit test in silverlight? What should I be aware of while unit testing (in silverlight) ? Also should I implement some kind of IRepository pattern in my silverlight app to make unit testing easier?

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  • Where to start with game development?

    - by steven_desu
    I asked this earlier in this thread at stackoverflow.com. One of the early comments redirected me here to gamedev.stackexchange.com, so I'm reposting here. Searching for related questions I found a number of very specific questions, but I'm afraid the specifics have proved fruitless for me and after 4 hours on Google I'm no closer than I started, so I felt reaching out to a community might be in order. First, my goal: I've never made a game before, although I've muddled over the possibility several times. I decided to finally sit down and start learning how to code games, use game engines, etc. All so that one day (hopefully soon) I'll be able to make functional (albeit simple) games. I can start adding complexity later, for now I'd be glad to have a keyboard-controlled camera moving in a 3D world with no interaction beyond that. My background: I've worked in SEVERAL programming languages ranging from PHP to C++ to Java to ASM. I'm not afraid of any challenges that come with learning the new syntax or limitations inherent in a new language. All of my past programming experience, however, has been strictly non-graphical and usually with little or extremely simple interaction during execution. I've created extensive and brilliant algorithms for solving logical and mathematical problems as well as graphing problems. However in every case input was either defined in a file, passed form an HTML form, or typed into the console. Real-time interaction with the user is something with which I have no experience. My question: Where should I start in trying to make games? Better yet- where should I start in trying to create a keyboard-navigable 3D environment? In searching online I've found several resources linking to game engines, graphics engines, and physics engines. Here's a brief summary of my experiences with a few engines I tried: Unreal SDK: The tutorial videos assume that you already have in-depth knowledge of 3D modeling, graphics engines, animations, etc. The "Getting Started" page offers no formal explanation of game development but jumps into how Unreal can streamline processes it assumes you're already familiar with. After downloading the SDK and launching it to see if the tools were as intuitive as they claimed, I was greeted with about 60 buttons and a blank void for my 3D modeling. Clicking on "add volume" (to attempt to add a basic cube) I was met with a menu of 30 options. Panicking, I closed the editor. Crystal Space: The website seemed rather informative, explaining that Crystal Space was just for graphics and the companion software, CEL, provided entity logic for making games. A demo game was provided, which was built using "CELStart", their simple tool for people with no knowledge of game programming. I launched the game to see what I might look forward to creating. It froze several times, the menus were buggy, there were thousands of graphical glitches, enemies didn't respond to damage, and when I closed the game it locked up. Gave up on that engine. IrrLicht: The tutorial assumes I have Visual Studio 6.0 (I have Visual Studio 2010). Following their instructions I was unable to properly import the library into Visual Studio and unable to call any of the functions that they kept using. Manually copying header files, class files, and DLLs into my project's folder - the project failed to properly compile. Clearly I'm not off to a good start and I'm going in circles. Can someone point me in the right direction? Should I start by downloading a program like Blender and learning 3D modeling, or should I be learning how to use a graphics engine? Should I look for an all-inclusive game engine, or is it better to try and code my own game logic? If anyone has actually made their own games, I would prefer to hear how they got their start. Also- taking classes at my school is not an option. Nothing is offered.

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  • Where to start with game development?

    - by steven_desu
    Searching for related questions I found a number of very specific questions, but I'm afraid the specifics have proved fruitless for me and after 4 hours on Google I'm no closer than I started, so I felt reaching out to a community might be in order. First, my goal: I've never made a game before, although I've muddled over the possibility several times. I decided to finally sit down and start learning how to code games, use game engines, etc. All so that one day (hopefully soon) I'll be able to make functional (albeit simple) games. I can start adding complexity later, for now I'd be glad to have a keyboard-controlled camera moving in a 3D world with no interaction beyond that. My background: I've worked in SEVERAL programming languages ranging from PHP to C++ to Java to ASM. I'm not afraid of any challenges that come with learning the new syntax or limitations inherent in a new language. All of my past programming experience, however, has been strictly non-graphical and usually with little or extremely simple interaction during execution. I've created extensive and brilliant algorithms for solving logical and mathematical problems. However in every case input was either defined in a file, passed form an HTML form, or typed into the console. Real-time interaction with the user is something with which I have no experience. My question: Where should I start in trying to make games? Better yet- where should I start in trying to create a keyboard-navigable 3D environment? In searching online I've found several resources linking to game engines, graphics engines, and physics engines. Here's a brief summary of my experiences with a few engines I tried: Unreal SDK: The tutorial videos assume that you already have in-depth knowledge of 3D modeling, graphics engines, animations, etc. The "Getting Started" page offers no formal explanation of game development but jumps into how Unreal can streamline processes it assumes you're already familiar with. After downloading the SDK and launching it to see if the tools were as intuitive as they claimed, I was greeted with about 60 buttons and a blank void for my 3D modeling. Clicking on "add volume" (to attempt to add a basic cube) I was met with a menu of 30 options. Panicking, I closed the editor. Crystal Space: The website seemed rather informative, explaining that Crystal Space was just for graphics and the companion software, CEL, provided entity logic for making games. A demo game was provided, which was built using "CELStart", their simple tool for people with no knowledge of game programming. I launched the game to see what I might look forward to creating. It froze several times, the menus were buggy, there were thousands of graphical glitches, enemies didn't respond to damage, and when I closed the game it locked up. Gave up on that engine. IrrLicht: The tutorial assumes I have Visual Studio 6.0 (I have Visual Studio 2010). Following their instructions I was unable to properly import the library into Visual Studio and unable to call any of the functions that they kept using. Manually copying header files, class files, and DLLs into my project's folder - the project failed to properly compile. Clearly I'm not off to a good start and I'm going in circles. Can someone point me in the right direction? Should I start by downloading a program like Blender and learning 3D modeling, or should I be learning how to use a graphics engine? Should I look for an all-inclusive game engine, or is it better to try and code my own game logic? If anyone has actually made their own games, I would prefer to hear how they got their start. Also- taking classes at my school is not an option. Nothing is offered.

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  • Too sell or give for free

    - by QAH
    Hello everyone! I am currently making a game that I was originally planning to sell. It is a simple 2D arcade style game for the PC. I've seen many indie games become popular and generate revenue from advertisements, but the game itself remains free. I need some advice on whether or not I should sell my game, release it for free with advertisements, or ask for donations and keep the game free. I feel that my game is fun, but of course the graphics aren't tip top because I am a programmer, not an artist. I just take screenshots of 3D models I get from Turbosquid and crop around it to make a sprite. Also, and I could be very wrong about this, it seems that there are more legal issues surrounding selling a game than making it free and generating revenue from advertisement, or asking for donations. If I am wrong, someone please correct me. Also, I am very interested in generating some revenue for my work, but that isn't at the very top of my list. I am in my last year of high school, soon to be going to college, and I am going to major in computer science/software engineering. So I am trying to gain some preliminary experience at home by coding stuff every day. One way of getting this experience is by making this game. So what do you think? What route should I take? What has worked well with other indie games? Thanks in advance.

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  • To sell or give for free

    - by QAH
    Hello everyone! I am currently making a game that I was originally planning to sell. It is a simple 2D arcade style game for the PC. I've seen many indie games become popular and generate revenue from advertisements, but the game itself remains free. I need some advice on whether or not I should sell my game, release it for free with advertisements, or ask for donations and keep the game free. I feel that my game is fun, but of course the graphics aren't tip top because I am a programmer, not an artist. I just take screenshots of 3D models I get from Turbosquid and crop around it to make a sprite. Also, and I could be very wrong about this, it seems that there are more legal issues surrounding selling a game than making it free and generating revenue from advertisement, or asking for donations. If I am wrong, someone please correct me. Also, I am very interested in generating some revenue for my work, but that isn't at the very top of my list. I am in my last year of high school, soon to be going to college, and I am going to major in computer science/software engineering. So I am trying to gain some preliminary experience at home by coding stuff every day. One way of getting this experience is by making this game. So what do you think? What route should I take? What has worked well with other indie games? Thanks in advance.

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  • Directx vs XNA - Which is better for me? [closed]

    - by tristo
    Recently I got Visual Studio 2012 from visual studio 2010, although did not expect Visual Studio to 2012 to designed the way it was. Anyway I am pleased with some of VS 2012 technology and have moved all of my projects to it. At this point of time since I got VS 2012 I have been into making windows applications and other non-game activities. ALTHOUGH have recently gotten into the spirit of game development and I am planning to make a 3d comical game, shader effects, not too complicated meshes, but it requires alot of lighting effects to emphasise certain parts of the game. When I was using VS 2010 I had a great time making 2d games with XNA, it uses a great language, and has a very awesome system. But I no longer have XNA with me, and the workarounds described in stackoverflow always gives me errors while using xna. Anyway it seems that microsoft have stuffed themselves up with xna anyway with the weirdness of Windows 8, and it being only avaliabe on pc and xbox. Due to these reasons I have decided to work with Directx and Direct3d to produce my new game, although the overflowing credits after each directx game gives me the shivers, and the low-level coding of directx also puts me on thin ice with my games, left in a confusional mess with what decision I should make. I don't know anything about directx or direct3d. I am an indie developer, but I am planning to take on alot of professional aspects of games. I don't have heaps of time(2-3 hours a day) I don't mind the complexity of how directx works, as long as I can learn how to make the fundementals of a game in a week. I am also unsure if directx is really for my situation, and keep with xna game development. Anyone can tell me the best technology for me would be great.

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  • Tools for load-testing HTTP servers?

    - by David Wolever
    I've had to load test HTTP servers/web applications a few times, and each time I've been underwhelmed by the quality of tools I've been able to find. So, when you're load testing a HTTP server, what tools do you use? And what are the things I'll most likely do wrong the next time I've got to do it?

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