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  • Is there such a tool for testing

    - by kjack
    Say one has a structural codebase where lots of the code is in GUI control events and has no tests. So such code, to my knowledge is not suitable for unit testing Is there a tool that can test each routine automatically replacing references to code elements external to the routine (be they functions, variables or GUI controls) with appropriate mocks(?) and record the results in a database for later comparison after code changes? So the testing program would have the duty of writing, running and reporting tests with minimal intervention?

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  • Functional testing of a 3-rd party java program

    - by Dmitri Nesteruk
    I have a 3-rd party java application (I don't own source code) and I want to perform functional testing on it, similar to the way it's done in watin/watij/selenium/nunitforms etc. Can anyone suggest a library that I can use to do this sort of testing. What I'm interested in is clicking the applet's buttons, reading off text values, and the like. Thanks!

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  • Front-end testing - tools Selenium RC

    - by Ekaterina
    Hello people, I am wondering what tool(s) do you use for front-end testing... Currently I am using Selenium RC as tool to test the front-end. I am quite happy with the result as I managed to integrate it with the ms build process etc. The problem with Selenium tests is that they are not always reliable especially if you browse with something else than Firefox. I am looking for open source alternatives (tools for front-end testing)?

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  • Unit testing with JMS (ActiveMQ)

    - by larry cai
    How to do unit testing with JMS ? Is it some de-facto for this ? I googled something - Unit testing for JMS: http://activemq.apache.org/how-to-unit-test-jms-code.html - jmsTemplate: activemq.apache.org/jmstemplate-gotchas.html - mockRunner : mockrunner.sourceforge.net/ Do you have any good experience on those and suggestion for me ?

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  • Unit testing in python?

    - by yossi.ittach
    Hey - I'm new to python , and I'm having a hard time grasping the concept of Unit testing in python. I'm coming from Java - so unit testing makes sense because - well , there you actually have a unit - A Class. But a Python class is not necessarily the same as a Java class , and the way I use Python - as a scripting language - is more functional then OOP - So what do you "unit test" in Python ? A flow? Thanks!

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  • Django - Testing with parts of original database

    - by Murkin
    Hello everyone, My database has two types of entries: The very dynamic (users, comments, etc) and the more static (email templates, flat-pages). During testing I want a clean DB but with the real 'semi-static' data. Is there a way to make Django's testing system to load parts of the original DB ? Thanks

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  • Testing REST webservices

    - by anjanb
    HI There, My organization is working on building RESTful webservices on JBoss appserver. The QA team is used to testing SOAP webservices so far using SoapUI. SoapUI has a new version that has REST capabilities. We're considering using that. 1) Are there any publicly available RESTful services available on the net for free that someone could test ? 2) What tools are available(and used) for testing RESTful web services ? Thank you in Advance, BR, ~A

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  • Testing WML documents without Nokia

    - by Steven Wright
    Are there any testing platforms out there for testing WAP/WML pages besides that provided by Nokia? I have tried to get ahold of the Nokia Mobile Internet Toolkit but it's too tied down with authentication and certificates etc. Nokia software is like Adobe and......sucks.

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  • CodeIgniter, Unit Testing, and Continuous Integration

    - by blork
    As part of a University project, my team and I have to set up automated unit testing with CruiseControl.rb. We chose to use CodeIgniter for the project, and are having some problems getting everything working together. Does anyone have experience setting up such a configuration? Some of the unit testing frameworks we've tried are: PHPUnit SimpleTest Toast ...but we've had no success with any of them.

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  • Recommanded crossbrowser testing solution

    - by Kaaviar
    Hi, When developing for the web, one of the saddest issue might be crossbrowser testing. Is there a great solution for testing both on IE6, IE7, IE8, Chrome, Safari and Firefox ? I tried some web-based solutions but it's not really usable when working offline. Thx Boris

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  • Recommended crossbrowser testing solution

    - by Kaaviar
    Hi, When developing for the web, one of the saddest issue might be crossbrowser testing. Is there a great solution for testing both on IE6, IE7, IE8, Chrome, Safari and Firefox ? I tried some web-based solutions but it's not really usable when working offline. Thx Boris

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  • Unit Testing - not testable code converted to testable code

    - by imak
    I have read so many places is that if your code is not test-able that mean code is not well written. So that makes me start writing a code that is test-able and to start using some unit testing framework. With this though I start looking for some example with piece of code that is not testable and gradually converted to a testable code. I find tons of examples on unit testing but if someone can provide an example like above it probably can jump start things for me. TIA

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  • Mocking ISession.Query<T>() for testing consumer

    - by TheCloudlessSky
    I'm trying to avoid using an in memory database for testing (though I might have to do this if the following is impossible). I'm using NHibernate 3.0 with LINQ. I'd like to be able to mock session.Query<T>() to return some dummy values but I can't since it's an extension method and these are pretty much impossible to test. Does anyone have any suggestions (other than using an in memory database) for testing session queries with LINQ?

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  • Resolving collisions between dynamic game objects

    - by TheBroodian
    I've been building a 2D platformer for some time now, I'm getting to the point where I am adding dynamic objects to the stage for testing. This has prompted me to consider how I would like my character and other objects to behave when they collide. A typical staple in many 2D platformer type games is that the player takes damage upon touching an enemy, and then essentially becomes able to pass through enemies during a period of invulnerability, and at the same time, enemies are able to pass through eachother freely. I personally don't want to take this approach, it feels strange to me that the player should receive arbitrary damage for harmless contact to an enemy, despite whether the enemy is attacking or not, and I would like my enemies' interactions between each other (and my player) to be a little more organic, so to speak. In my head I sort of have this idea where a game object (player, or non player) would be able to push other game objects around by manner of 'pushing' each other out of one anothers' bounding boxes if there is an intersection, and maybe correlate the repelling force to how much their bounding boxes are intersecting. The problem I'm experiencing is I have no idea what the math might look like for something like this? I'll show what work I've done so far, it sort of works, but it's jittery, and generally not quite what I would pass in a functional game: //Clears the anti-duplicate buffer collisionRecord.Clear(); //pick a thing foreach (GameObject entity in entities) { //pick another thing foreach (GameObject subject in entities) { //check to make sure both things aren't the same thing if (!ReferenceEquals(entity, subject)) { //check to see if thing2 is in semi-near proximity to thing1 if (entity.WideProximityArea.Intersects(subject.CollisionRectangle) || entity.WideProximityArea.Contains(subject.CollisionRectangle)) { //check to see if thing2 and thing1 are colliding. if (entity.CollisionRectangle.Intersects(subject.CollisionRectangle) || entity.CollisionRectangle.Contains(subject.CollisionRectangle) || subject.CollisionRectangle.Contains(entity.CollisionRectangle)) { //check if we've already resolved their collision or not. if (!collisionRecord.ContainsKey(entity.GetHashCode())) { //more duplicate resolution checking. if (!collisionRecord.ContainsKey(subject.GetHashCode())) { //if thing1 is traveling right... if (entity.Velocity.X > 0) { //if it isn't too far to the right... if (subject.CollisionRectangle.Contains(new Microsoft.Xna.Framework.Rectangle(entity.CollisionRectangle.Right, entity.CollisionRectangle.Y, 1, entity.CollisionRectangle.Height)) || subject.CollisionRectangle.Intersects(new Microsoft.Xna.Framework.Rectangle(entity.CollisionRectangle.Right, entity.CollisionRectangle.Y, 1, entity.CollisionRectangle.Height))) { //Find how deep thing1 is intersecting thing2's collision box; float offset = entity.CollisionRectangle.Right - subject.CollisionRectangle.Left; //Move both things in opposite directions half the length of the intersection, pushing thing1 to the left, and thing2 to the right. entity.Velocities.Add(new Vector2(-(((offset * 4) * (float)gameTime.ElapsedGameTime.TotalMilliseconds)), 0)); subject.Velocities.Add(new Vector2((((offset * 4) * (float)gameTime.ElapsedGameTime.TotalMilliseconds)), 0)); } } //if thing1 is traveling left... if (entity.Velocity.X < 0) { //if thing1 isn't too far left... if (entity.CollisionRectangle.Contains(new Microsoft.Xna.Framework.Rectangle(subject.CollisionRectangle.Right, subject.CollisionRectangle.Y, 1, subject.CollisionRectangle.Height)) || entity.CollisionRectangle.Intersects(new Microsoft.Xna.Framework.Rectangle(subject.CollisionRectangle.Right, subject.CollisionRectangle.Y, 1, subject.CollisionRectangle.Height))) { //Find how deep thing1 is intersecting thing2's collision box; float offset = subject.CollisionRectangle.Right - entity.CollisionRectangle.Left; //Move both things in opposite directions half the length of the intersection, pushing thing1 to the right, and thing2 to the left. entity.Velocities.Add(new Vector2((((offset * 4) * (float)gameTime.ElapsedGameTime.TotalMilliseconds)), 0)); subject.Velocities.Add(new Vector2(-(((offset * 4) * (float)gameTime.ElapsedGameTime.TotalMilliseconds)), 0)); } } //Make record that thing1 and thing2 have interacted and the collision has been solved, so that if thing2 is picked next in the foreach loop, it isn't checked against thing1 a second time before the next update. collisionRecord.Add(entity.GetHashCode(), subject.GetHashCode()); } } } } } } } } One of the biggest issues with my code aside from the jitteriness is that if one character were to land on top of another character, it very suddenly and abruptly resolves the collision, whereas I would like a more subtle and gradual resolution. Any thoughts or ideas are incredibly welcome and helpful.

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  • C# Collision test of a ship and asteriod, angle confusion

    - by Cherry
    We are trying to to do a collision detection for the ship and asteroid. If success than it should detect the collision before N turns. However it is confused between angle 350 and 15 and it is not really working. Sometimes it is moving but sometime it is not moving at all. On the other hand, it is not shooting at the right time as well. I just want to ask how to make the collision detection working??? And how to solve the angle confusion problem? // Get velocities of asteroid Console.WriteLine("lol"); // IF equation is between -2 and -3 if (equation1a <= -2) { // Calculate no. turns till asteroid hits float turns_till_hit = dx / vx; // Calculate angle of asteroid float asteroid_angle_rad = (float)Math.Atan(Math.Abs(dy / dx)); float asteroid_angle_deg = (float)(asteroid_angle_rad * 180 / Math.PI); float asteroid_angle = 0; // Calculate angle if asteroid is in certain positions if (asteroid.Y > ship.Y && asteroid.X > ship.X) { asteroid_angle = asteroid_angle_deg; } else if (asteroid.Y < ship.Y && asteroid.X > ship.X) { asteroid_angle = (360 - asteroid_angle_deg); } else if (asteroid.Y < ship.Y && asteroid.X < ship.X) { asteroid_angle = (180 + asteroid_angle_deg); } else if (asteroid.Y > ship.Y && asteroid.X < ship.X) { asteroid_angle = (180 - asteroid_angle_deg); } // IF turns till asteroid hits are less than 35 if (turns_till_hit < 50) { float angle_between = 0; // Calculate angle between if asteroid is in certain positions if (asteroid.Y > ship.Y && asteroid.X > ship.X) { angle_between = ship_angle - asteroid_angle; } else if (asteroid.Y < ship.Y && asteroid.X > ship.X) { angle_between = (360 - Math.Abs(ship_angle - asteroid_angle)); } else if (asteroid.Y < ship.Y && asteroid.X < ship.X) { angle_between = ship_angle - asteroid_angle; } else if (asteroid.Y > ship.Y && asteroid.X < ship.X) { angle_between = ship_angle - asteroid_angle; } // If angle less than 0, add 360 if (angle_between < 0) { //angle_between %= 360; angle_between = Math.Abs(angle_between); } // Calculate no. of turns to face asteroid float turns_to_face = angle_between / 25; if (turns_to_face < turns_till_hit) { float ship_angle_left = ShipAngle(ship_angle, "leftKey", 1); float ship_angle_right = ShipAngle(ship_angle, "rightKey", 1); float angle_between_left = Math.Abs(ship_angle_left - asteroid_angle); float angle_between_right = Math.Abs(ship_angle_right - asteroid_angle); if (angle_between_left < angle_between_right) { leftKey = true; } else if (angle_between_right < angle_between_left) { rightKey = true; } } if (angle_between > 0 && angle_between < 25) { spaceKey = true; } } }

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  • codingBat separateThousands using regex (and unit testing how-to)

    - by polygenelubricants
    This question is a combination of regex practice and unit testing practice. Regex part I authored this problem separateThousands for personal practice: Given a number as a string, introduce commas to separate thousands. The number may contain an optional minus sign, and an optional decimal part. There will not be any superfluous leading zeroes. Here's my solution: String separateThousands(String s) { return s.replaceAll( String.format("(?:%s)|(?:%s)", "(?<=\\G\\d{3})(?=\\d)", "(?<=^-?\\d{1,3})(?=(?:\\d{3})+(?!\\d))" ), "," ); } The way it works is that it classifies two types of commas, the first, and the rest. In the above regex, the rest subpattern actually appears before the first. A match will always be zero-length, which will be replaceAll with ",". The rest basically looks behind to see if there was a match followed by 3 digits, and looks ahead to see if there's a digit. It's some sort of a chain reaction mechanism triggered by the previous match. The first basically looks behind for ^ anchor, followed by an optional minus sign, and between 1 to 3 digits. The rest of the string from that point must match triplets of digits, followed by a nondigit (which could either be $ or \.). My question for this part is: Can this regex be simplified? Can it be optimized further? Ordering rest before first is deliberate, since first is only needed once No capturing group Unit testing part As I've mentioned, I'm the author of this problem, so I'm also the one responsible for coming up with testcases for them. Here they are: INPUT, OUTPUT "1000", "1,000" "-12345", "-12,345" "-1234567890.1234567890", "-1,234,567,890.1234567890" "123.456", "123.456" ".666666", ".666666" "0", "0" "123456789", "123,456,789" "1234.5678", "1,234.5678" "-55555.55555", "-55,555.55555" "0.123456789", "0.123456789" "123456.789", "123,456.789" I haven't had much experience with industrial-strength unit testing, so I'm wondering if others can comment whether this is a good coverage, whether I've missed anything important, etc (I can always add more tests if there's a scenario I've missed).

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