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  • What is the way to go to fake my database layer in a unit test?

    - by Michel
    Hi, i have a question about unit testing. say i have a controller with one create method which puts a new customer in the database: //code a bit shortened public actionresult Create(Formcollection formcollection){ client c = nwe client(); c.Name = formcollection["name"]; ClientService.Save(c); { Clientservice would call a datalayer object and save it in the database. What i do now is create a database testscript and set my database in a know condition before testing. So when i test this method in the unit test, i know that there must be one more client in the database, and what it's name is. In short: ClientController cc = new ClientController(); cc.Create(new FormCollection (){name="John"}); //i know i had 10 clients before assert.areEqual(11, ClientService.GetNumberOfClients()); //the last inserted one is John assert.areEqual("John", ClientService.GetAllClients()[10].Name); So i've read that unit testing should not be hitting the database, i've setup an IOC for the database classes, but then what? I can create a fake database class, and make it do nothing. But then ofcourse my assertions will not work because if i say GetNumberOfClients() it will alwasy return X because it has no interaction with the fake database class used in the Create Method. I can also create a List of Clients in the fake database class, but as there will be two different instance created (one in the controller action and one in the unit test), they will have no interaction. What is the way to make this unit test work without a database?

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  • Does any one know is there any collision detection API for HTML5 Canvas..?

    - by angos
    I have been experimenting HTML5 canvas by coding basic mind-mapping application. I have tried to find out if there is any javascript API used for managing object in canvas like collision detection between images or shapes. I think it is not a good idea to write my own since there might be some good API around. Anyone have clue or some information on this. I would very much appreciate.

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  • How to make a stack stable? Need help for an explicit resting contact scheme (2-dimensional)

    - by Register Sole
    Previously, I struggle with the sequential impulse-based method I developed. Thanks to jedediah referring me to this paper, I managed to rebuild the codes and implement the simultaneous impulse based method with Projected-Gauss-Seidel (PGS) iterative solver as described by Erin Catto (mentioned in the reference of the paper as [Catt05]). So here's how it currently is: The simulation handles 2-dimensional rotating convex polygons. Detection is using separating-axis test, with a SKIN, meaning closest points between two polygons is detected and determined if their distance is less than SKIN. To resolve collision, simultaneous impulse-based method is used. It is solved using iterative solver (PGS-solver) as in Erin Catto's paper. Error-correction is implemented using Baumgarte's stabilization (you can refer to either paper for this) using J V = beta/dt*overlap, J is the Jacobian for the constraints, V the matrix containing the velocities of the bodies, beta an error-correction parameter that is better be < 1, dt the time-step taken by the engine, and overlap, the overlap between the bodies (true overlap, so SKIN is ignored). However, it is still less stable than I expected :s I tried to stack hexagons (or squares, doesn't really matter), and even with only 4 to 5 of them, they would swing! Also note that I am not looking for a sleeping scheme. But I would settle if you have any explicit scheme to handle resting contacts. That said, I would be more than happy if you have a way of treating it generally (as continuous collision, instead of explicitly as a special state). Ideas I have tried: Using simultaneous position based error correction as described in the paper in section 5.3.2, turned out to be worse than the current scheme. If you want to know the parameters I used: Hexagons, side 50 (pixels) gravity 2400 (pixels/sec^2) time-step 1/60 (sec) beta 0.1 restitution 0 to 0.2 coeff. of friction 0.2 PGS iteration 10 initial separation 10 (pixels) mass 1 (unit is irrelevant for now, i modified velocity directly<-impulse method) inertia 1/1000 Thanks in advance! I really appreciate any help from you guys!! :) EDIT In response to Cholesky's comment about warm starting the solver and Baumgarte: Oh right, I forgot to mention! I do save the contact history and the impulse determined in this time step to be used as initial guess in the next time step. As for the Baumgarte, here's what actually happens in the code. Collision is detected when the bodies' closest distance is less than SKIN, meaning they are actually still separated. If at this moment, I used the PGS solver without Baumgarte, restitution of 0 alone would be able to stop the bodies, separated by a distance of ~SKIN, in mid-air! So this isn't right, I want to have the bodies touching each other. So I turn on the Baumgarte, where its role is actually to pull the bodies together! Weird I know, a scheme intended to push the body apart becomes useful for the reverse. Also, I found that if I increase the number of iteration to 100, stacks become much more stable, though the program becomes so slow. UPDATE Since the stack swings left and right, could it be something is wrong with my friction model? Current friction constraint: relative_tangential_velocity = 0

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  • emo-framework in android move on collision of sprites with physics

    - by KaHeL
    I'm developing my first ever game for Android where I'm still learning about using of framework. To begin I made two sprites of ball where one ball is movable by dragging and another one is just standing on it's place on load. Now I've already added the collision listener for both sprites and as tested it's working properly. Now what I need to learn is on how can I add physics on both sprites where when they collide the standing sprite will move based on the physics and bounce around the screen. It would be best if you teach it to me step by step since I'm a little slow on this. Here's my nut so far: local stage = emo.Stage(); class Okay_1 { sprite = null; spriteok = null; dragStart = false; angle = 0; // Called when the stage is loaded function onLoad() { print("Level_1 is loaded!"); // Create new sprite and load 'f1.png' sprite = emo.Sprite("f1.png"); sprite.moveCenter(stage.getWindowWidth() * 0.5, stage.getWindowHeight() * 0.5); sprite.load(); spriteok = emo.Sprite("okay.png") spriteok.setWidth(100); spriteok.setHeight(100); spriteok.load(); // Check if the coordinate (X=100, Y=100) is inside the sprite if (spriteok.contains(100, 100)) { print("contains!"); } // Does the sprite collides with the other sprite? if (spriteok.collidesWith(sprite)) { print("collides!"); } } function onMotionEvent(ev) { if (ev.getAction() == MOTION_EVENT_ACTION_DOWN) { // Moves the sprite at the position of motion event angle = sprite.getAngle(); sprite.remove(); sprite = emo.Sprite("f2.png"); sprite.load(); sprite.rotate(angle); sprite.moveCenter(ev.getX(), ev.getY()); sprite.rotate(sprite.getAngle()+10); // Check if the coordinate (X=100, Y=100) is inside the sprite if (sprite.contains(sprite.getWidth(), sprite.getHeight())) { print("contains!"); } // Does the sprite collides with the other sprite? if (sprite.collidesWith(spriteok)) { print("collides!"); } dragStart = true; }else if (ev.getAction() == MOTION_EVENT_ACTION_MOVE) { if (dragStart) { // Moves the sprite at the position of motion event sprite.moveCenter(ev.getX(), ev.getY()); sprite.rotate(sprite.getAngle()+10); // Check if the coordinate (X=100, Y=100) is inside the sprite if (sprite.contains(sprite.getWidth(), sprite.getHeight())) { print("contains!"); } // Does the sprite collides with the other sprite? if (sprite.collidesWith(spriteok)) { print("collides!"); } } }else if (ev.getAction() == MOTION_EVENT_ACTION_UP || ev.getAction() == MOTION_EVENT_ACTION_CANCEL) { if (dragStart) { // change block color to red dragStart = false; angle = sprite.getAngle(); sprite.remove(); sprite = emo.Sprite("f1.png"); sprite.load(); sprite.moveCenter(ev.getX(), ev.getY()); sprite.rotate(angle); // Check if the coordinate (X=100, Y=100) is inside the sprite if (sprite.contains(sprite.getWidth(), sprite.getHeight())) { print("contains!"); } // Does the sprite collides with the other sprite? if (sprite.collidesWith(spriteok)) { print("collides!"); } } } } // Called when the stage is disposed function onDispose() { sprite.remove(); // Remove the sprite print("Level_1 is disposed!"); } } function emo::onLoad() { emo.Stage().load(Okay_1()); }

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  • Minecraft style XNA game collision?

    - by Levi
    I've been trying to get this working for ages now, I can detect if there's a solid block at any place on the map and I can check how far something is inside of it, but I don't understand how to fix the collision. I've tried loads of ways and all of them end up by the player getting stuck, glitching around, incorrect responses and I really have no idea how to go about this :/. int Chnk = Utility.GetChunkFromPosition(origin); if (Chnk == -1) return; Vector3 Pos = Utility.GetCubeVectorFromPosition(origin); if (GlobalWorld.LoadedChunks[Chnk].Blocks[(byte)Pos.X, (byte)Pos.Y, (byte)Pos.Z] != 0) { isInIllegalState = true; if (velocity.Y < 0f) velocity.Y = 0f; } while (isInIllegalState) { if (GlobalWorld.LoadedChunks[Chnk].Blocks[(byte)Pos.X, (byte)origin.Y, (byte)Pos.Z] != 0) origin.Y = (int)(origin.Y + 1); else isInIllegalState = false; } if (origin.Y < Chunk.YSize - 2 && GlobalWorld.LoadedChunks[Chnk].Blocks[(byte)Pos.X, (byte)(origin.Y + playerHeight.Y), (byte)Pos.Z] != 0) { velocity.Y = 0f; //Acceleration.Y = 0f; origin.Y = (int)origin.Y;// -0.5f; } for (int x = -1; x <= 1; x+=2) { for (int z = -1; z <= 1; z += 2) { Vector3 CornerPosition = new Vector3(boundingSize * x, 0, boundingSize * z); bool CorrectX = false; bool CorrectZ = false; Vector3 RoundedOrigin = Utility.RoundVector(origin); Vector3 RoundedCorner = Utility.RoundVector(origin + CornerPosition); byte BlockAdjacent = Utility.GetCubeFromPosition(origin + CornerPosition); if (BlockAdjacent == 0) continue; if (RoundedCorner.X != RoundedOrigin.X && RoundedCorner.Z != RoundedOrigin.Z) { CorrectX = true; CorrectZ = true; } if (RoundedCorner.Z != RoundedOrigin.Z && RoundedCorner.X == RoundedOrigin.X) CorrectZ = true; if (RoundedCorner.X != RoundedOrigin.X && RoundedCorner.Z == RoundedOrigin.Z) CorrectX = true; if (CorrectX && CornerPosition.X > 0) { if (origin.X > 0f) origin.X = (int)(origin.X + 1) - boundingSize; else origin.X = (int)origin.X - boundingSize; } else if (CorrectX && CornerPosition.X < 0) { if (origin.X > 0f) origin.X = (int)(origin.X) + boundingSize; else origin.X = (int)(origin.X - 1) + boundingSize; } if (CorrectZ && CornerPosition.Z > 0) { if (origin.Z > 0f) origin.Z = (int)(origin.Z + 1) - boundingSize; else origin.Z = (int)origin.Z - boundingSize; } else if (CorrectZ && CornerPosition.Z < 0) { if (origin.Z > 0f) origin.Z = (int)(origin.Z) + boundingSize; else origin.Z = (int)(origin.Z - 1) + boundingSize; } } }

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  • SOA Suite 11g Asynchronous Testing with soapUI

    - by Greg Mally
    Overview The Enterprise Manager test harness that comes bundled with SOA Suite 11g is a great tool for doing smoke tests and some minor load testing. When a more robust testing tool is needed, often times soapUI is leveraged for many reasons ranging from ease of use to cost effective. However, when you want to start doing some more complex testing other than synchronous web services with static content, then the free version of soapUI becomes a bit more challenging. In this blog I will show you how to test asynchronous web services with soapUI free edition. The following assumes that you have a working knowledge of soapUI and will not go into concepts like setting up a project etc. For the basics, please review the documentation for soapUI: http://www.soapui.org/Getting-Started/ Asynchronous Web Service Testing in soapUI When invoking an asynchronous web service, the caller must provide a callback for the response. Since our testing will originate from soapUI, then it is only natural that soapUI would provide the callback mechanism. This mechanism in soapUI is called a MockService. In a nutshell, a soapUI MockService is a simulation of a Web Service (aka, a process listening on a port). We will go through the steps in setting up the MockService for a simple asynchronous BPEL process. After creating your soapUI project based on an asynchronous BPEL process, you will see something like the following: Notice that soapUI created an interface for both the request and the response (i.e., callback). The interface that was created for the callback will be used to create the MockService. Right-click on the callback interface and select the Generate MockService menu item: You will be presented with the Generate MockService dialogue where we will tweak the Path and possibly the port (depends upon what ports are available on the machine where soapUI will be running). We will adjust the Path to include the operation name (append /processResponse in this example) and the port of 8088 is fine: Once the MockService is created, you should have something like the following in soapUI: This window acts as a console/view into the callback process. When the play button is pressed (green triangle in the upper left-hand corner), soapUI will start a process running on the configured Port that will accept web service invocations on the configured Path: At this point we are “almost” ready to try out the asynchronous test. But first we must provide the web service addressing (WS-A) configuration on the request message. We will edit the message for the request interface that was generated when the project was created (SimpleAsyncBPELProcessBinding > process > Request 1 in this example). At the bottom of the request message editor you will find the WS-A configuration by left-clicking on the WS-A label: Here we will setup WS-A by changing the default values to: Must understand: TRUE Add default wsa:Action: Add default wsa:Action (checked) Reply to: ${host where soapUI is running}:${MockService Port}${MockService Path} … in this example: http://192.168.1.181:8088/mockSimpleAsyncBPELProcessCallbackBinding/processResponse We now are ready to run the asynchronous test from soapUI free edition. Make sure that the MockService you created is running and then push the play button for the request (green triangle in the upper left-hand corner of the request editor). If everything is configured correctly, you should see the response show up in the MockService window: To view the response message/payload, just double-click on a response message in the Message Log window of the MockService: At this point you can now expand the project to include a Test Suite for some load balance tests etc. This same topic has been covered in various detail on other sites/blogs, but I wanted to simplify and detail how this is done in the context of SOA Suite 11g. It also serves as a nice introduction to another blog of mine: SOA Suite 11g Dynamic Payload Testing with soapUI Free Edition.

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  • Android Bitmap : collision Detecting [on hold]

    - by user2505374
    I am writing an Android game right now and I would need some help in the collision of the wall on screen. When I drag the ball in the top and right it able to collide in wall but when I drag it faster it was able to overlap in the wall. public boolean onTouchEvent(MotionEvent event) { int x = (int) event.getX(); int y = (int) event.getY(); switch (event.getAction()) { // if the player moves case MotionEvent.ACTION_MOVE: { if (playerTouchRect.contains(x, y)) { boolean left = false; boolean right = false; boolean up = false; boolean down = false; boolean canMove = false; boolean foundFinish = false; if (x != pLastXPos) { if (x < pLastXPos) { left = true; } else { right = true; } pLastXPos = x; } if (y != pLastYPos) { if (y < pLastYPos) { up = true; } else { down = true; } pLastYPos = y; } plCellRect = getRectFromPos(x, y); newplRect.set(playerRect); newplRect.left = x - (int) (playerRect.width() / 2); newplRect.right = x + (int) (playerRect.width() / 2); newplRect.top = y - (int) (playerRect.height() / 2); newplRect.bottom = y + (int) (playerRect.height() / 2); int currentRow = 0; int currentCol = 0; currentRow = getRowFromYPos(newplRect.top); currentCol = getColFromXPos(newplRect.right); if(!canMove){ canMove = mapManager.getCurrentTile().pMaze[currentRow][currentCol] == Cell.wall; canMove =true; } finishTest = mapManager.getCurrentTile().pMaze[currentRow][currentCol]; foundA = finishTest == Cell.valueOf(letterNotGet + ""); canMove = mapManager.getCurrentTile().pMaze[currentRow][currentCol] != Cell.wall; canMove = (finishTest == Cell.floor || finishTest == Cell.pl) && canMove; if (canMove) { invalidate(); setTitle(); } if (foundA) { mapManager.getCurrentTile().pMaze[currentRow][currentCol] = Cell.floor; // finishTest letterGotten.add(letterNotGet); playCurrentLetter(); /*sounds.play(sExplosion, 1.0f, 1.0f, 0, 0, 1.5f);*/ foundS = letterNotGet == 's'; letterNotGet++; }if(foundS){ AlertDialog.Builder builder = new AlertDialog.Builder(mainActivity); builder.setTitle(mainActivity.getText(R.string.finished_title)); LayoutInflater inflater = mainActivity.getLayoutInflater(); View view = inflater.inflate(R.layout.finish, null); builder.setView(view); View closeButton =view.findViewById(R.id.closeGame); closeButton.setOnClickListener(new OnClickListener() { @Override public void onClick(View clicked) { if(clicked.getId() == R.id.closeGame) { mainActivity.finish(); } } }); AlertDialog finishDialog = builder.create(); finishDialog.show(); } else { Log.d(TAG, "INFO: updated player position"); playerRect.set(newplRect); setTouchZone(); updatePlayerCell(); } } // end of (CASE) if playerTouch break; } // end of (SWITCH) Case motion }//end of Switch return true; }//end of TouchEvent private void finish() { // TODO Auto-generated method stub } public int getColFromXPos(int xPos) { val = xPos / (pvWidth / mapManager.getCurrentTile().pCols); if (val == mapManager.getCurrentTile().pCols) { val = mapManager.getCurrentTile().pCols - 1; } return val; } /** * Given a y pixel position, return the row of the cell it is in This is * used when determining the type of adjacent Cells. * * @param yPos * y position in pixels * @return The cell this position is in */ public int getRowFromYPos(int yPos) { val = yPos / (pvHeight / mapManager.getCurrentTile().pRows); if (val == mapManager.getCurrentTile().pRows) { val = mapManager.getCurrentTile().pRows - 1; } return val; } /** * When preserving the position we need to know which cell the player is in, * so calculate it from the centre on its Rect */ public void updatePlayerCell() { plCell.x = (playerRect.left + (playerRect.width() / 2)) / (pvWidth / mapManager.getCurrentTile().pCols); plCell.y = (playerRect.top + (playerRect.height() / 2)) / (pvHeight / mapManager.getCurrentTile().pRows); if (mapManager.getCurrentTile().pMaze[plCell.y][plCell.x] == Cell.floor) { for (int row = 0; row < mapManager.getCurrentTile().pRows; row++) { for (int col = 0; col < mapManager.getCurrentTile().pCols; col++) { if (mapManager.getCurrentTile().pMaze[row][col] == Cell.pl) { mapManager.getCurrentTile().pMaze[row][col] = Cell.floor; break; } } } mapManager.getCurrentTile().pMaze[plCell.y][plCell.x] = Cell.pl; } } public Rect getRectFromPos(int x, int y) { calcCell.left = ((x / cellWidth) + 0) * cellWidth; calcCell.right = calcCell.left + cellWidth; calcCell.top = ((y / cellHeight) + 0) * cellHeight; calcCell.bottom = calcCell.top + cellHeight; Log.d(TAG, "Rect: " + calcCell + " Player: " + playerRect); return calcCell; } public void setPlayerRect(Rect newplRect) { playerRect.set(newplRect); } private void setTouchZone() { playerTouchRect.set( playerRect.left - playerRect.width() / TOUCH_ZONE, playerRect.top - playerRect.height() / TOUCH_ZONE, playerRect.right + playerRect.width() / TOUCH_ZONE, playerRect.bottom + playerRect.height() / TOUCH_ZONE); } public Rect getPlayerRect() { return playerRect; } public Point getPlayerCell() { return plCell; } public void setPlayerCell(Point cell) { plCell = cell; }

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  • AllowPartiallyTrustedCallersAttribute exception - unit testing with moq

    - by vdh_ant
    Hi guys I am receiving the following exception when trying to run my unit tests using .net 4.0 under VS2010 with moq 3.1. Attempt by security transparent method 'SPPD.Backend.DataAccess.Test.Specs_for_Core.When_using_base.Can_create_mapper()' to access security critical method 'Microsoft.VisualStudio.TestTools.UnitTesting.Assert.IsNotNull(System.Object)' failed. Assembly 'SPPD.Backend.DataAccess.Test, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' is marked with the AllowPartiallyTrustedCallersAttribute, and uses the level 2 security transparency model. Level 2 transparency causes all methods in AllowPartiallyTrustedCallers assemblies to become security transparent by default, which may be the cause of this exception. The test I am running is really straight forward and looks something like the following: [TestMethod] public void Can_create_mapper() { this.SetupTest(); var mockMapper = new Moq.Mock<IMapper>().Object; this._Resolver.Setup(x => x.Resolve<IMapper>()).Returns(mockMapper).Verifiable(); var testBaseDa = new TestBaseDa(); var result = testBaseDa.TestCreateMapper<IMapper>(); Assert.IsNotNull(result); //<<< THROWS EXCEPTION HERE Assert.AreSame(mockMapper, result); this._Resolver.Verify(); } I have no idea what this means and I have been looking around and have found very little on the topic. The closest reference I have found is this http://dotnetzip.codeplex.com/Thread/View.aspx?ThreadId=80274 but its not very clear on what they did to fix it... Anyone got any ideas?

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  • ASP.NET Unit Testing - WatiN and Windows 7 / Internet Explorer 8

    - by tyndall
    Any tricks in getting WatiN to run on Win7/IE8? My code: browser = new IE(); browser.GoTo("http://testserver"); browser.TextField(Find.ByName("txtUser")).TypeText("tyndall"); The third line never really runs and I get an error back: System.Runtime.InteropServices.COMException : The RPC server is unavailable. (Exception from HRESULT: 0x800706BA) The second line seems to run. IE8 appears and is navigated to the correct URL.

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  • Unit testing methods decorated with custom attributes

    - by Joel Cunningham
    I am trying to retrofit unit tests on to some existing code base. Both the class and method I want to unit test is decorated with custom attributes. These attributes are fairly sophisticated and I dont want them to run as part of the unit test. The only solution I have come up with is to compile the attribute out when I want to unit test. I dont really like this solution and would prefer to either replace it with a mocked attribute at runtime or prevent the attribute from running in a more elegant way. How do you unit test code that has class and method attributes that you dont want to run as part of a unit test? Thanks in advance.

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  • Unit testing Monorail's RenderText method

    - by MikeWyatt
    I'm doing some maintenance on an older web application written in Monorail v1.0.3. I want to unit test an action that uses RenderText(). How do I extract the content in my test? Reading from controller.Response.OutputStream doesn't work, since the response stream is either not setup properly in PrepareController(), or is closed in RenderText(). Example Action public DeleteFoo( int id ) { var success= false; var foo = Service.Get<Foo>( id ); if( foo != null && CurrentUser.IsInRole( "CanDeleteFoo" ) ) { Service.Delete<Foo>( id ); success = true; } CancelView(); RenderText( "{ success: " + success + " }" ); } Example Test (using Moq) [Test] public void DeleteFoo() { var controller = new FooController (); PrepareController ( controller ); var foo = new Foo { Id = 123 }; var mockService = new Mock < Service > (); mockService.Setup ( s => s.Get<Foo> ( foo.Id ) ).Returns ( foo ); controller.Service = mockService.Object; controller.DeleteTicket ( foo.Id ); mockService.Verify ( s => s.Delete<Foo> ( foo.Id ) ); Assert.AreEqual ( "{success:true}", GetResponse ( Response ) ); } // response.OutputStream.Seek throws an "System.ObjectDisposedException: Cannot access a closed Stream." exception private static string GetResponse( IResponse response ) { response.OutputStream.Seek ( 0, SeekOrigin.Begin ); var buffer = new byte[response.OutputStream.Length]; response.OutputStream.Read ( buffer, 0, buffer.Length ); return Encoding.ASCII.GetString ( buffer ); }

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  • Performance Testing a .NET Smart Client Application (.NET ClickOnce technology)

    - by jn29098
    Has anyone ever had to run performance tests on a ClickOnce application? I have engaged with a vendor who had trouble setting up their toolset with our software because it is Smart Client based. They are understandably more geared toward purely browser-based applications. I wonder if anyone has had to tackle this before and if so would you recommend any vendors who use industry standard tools such as Load Runner (which i assume can handle the smart client)? Thanks

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  • testing Clojure in Maven

    - by Ralph
    I am new at Maven and even newer at Clojure. As an exercise to learn the language, I am writing a spider solitaire player program. I also plan on writing a similar program in Scala to compare the implementations (see my post http://stackoverflow.com/questions/2571267/modern-java-alternatives-closed). I have configured a Maven directory structure containing the usual src/main/clojure and src/test/clojure directories. My pom.xml file includes the clojure-maven-plugin. When I run "mvn test", it displays "No tests to run", despite my having test code in the src/test/clojure directory. As I misnaming something? Here is my pom.xml file: <?xml version="1.0" encoding="UTF-8"?> <project xmlns="http://maven.apache.org/POM/4.0.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://maven.apache.org/POM/4.0.0 http://maven.apache.org/xsd/maven-4.0.0.xsd"> <modelVersion>4.0.0</modelVersion> <groupId>SpiderPlayer</groupId> <artifactId>SpiderPlayer</artifactId> <version>1.0.0-SNAPSHOT</version> <inceptionYear>2010</inceptionYear> <packaging>jar</packaging> <properties> <maven.build.timestamp.format>yyMMdd.HHmm</maven.build.timestamp.format> <main.dir>org/dogdaze/spider_player</main.dir> <main.package>org.dogdaze.spider_player</main.package> <main.class>${main.package}.Main</main.class> </properties> <build> <sourceDirectory>src/main/clojure</sourceDirectory> <testSourceDirectory>src/main/clojure</testSourceDirectory> <plugins> <plugin> <groupId>com.theoryinpractise</groupId> <artifactId>clojure-maven-plugin</artifactId> <version>1.3.1</version> </plugin> <plugin> <groupId>org.apache.maven.plugins</groupId> <artifactId>maven-antrun-plugin</artifactId> <version>1.3</version> <executions> <execution> <goals> <goal>run</goal> </goals> <phase>generate-sources</phase> <configuration> <tasks> <echo file="${project.build.sourceDirectory}/${main.dir}/Version.clj" message="(ns ${main.package})${line.separator}"/> <echo file="${project.build.sourceDirectory}/${main.dir}/Version.clj" append="true" message="(def version &quot;${maven.build.timestamp}&quot;)${line.separator}"/> </tasks> </configuration> </execution> </executions> </plugin> <plugin> <groupId>org.apache.maven.plugins</groupId> <artifactId>maven-assembly-plugin</artifactId> <version>2.1</version> <executions> <execution> <goals> <goal>single</goal> </goals> <phase>package</phase> <configuration> <descriptorRefs> <descriptorRef>jar-with-dependencies</descriptorRef> </descriptorRefs> <archive> <manifest> <mainClass>${main.class}</mainClass> </manifest> </archive> </configuration> </execution> </executions> </plugin> <plugin> <groupId>org.apache.maven.plugins</groupId> <artifactId>maven-surefire-plugin</artifactId> <configuration> <redirectTestOutputToFile>true</redirectTestOutputToFile> <skipTests>false</skipTests> <skip>false</skip> </configuration> <executions> <execution> <id>surefire-it</id> <phase>integration-test</phase> <goals> <goal>test</goal> </goals> <configuration> <skip>false</skip> </configuration> </execution> </executions> </plugin> </plugins> </build> <dependencies> <dependency> <groupId>commons-cli</groupId> <artifactId>commons-cli</artifactId> <version>1.2</version> <scope>compile</scope> </dependency> </dependencies> </project> Here is my Clojure source file (src/main/clojure/org/dogdaze/spider_player/Deck.clj): ; Copyright 2010 Dogdaze (ns org.dogdaze.spider_player.Deck (:use [clojure.contrib.seq-utils :only (shuffle)])) (def suits [:clubs :diamonds :hearts :spades]) (def ranks [:ace :two :three :four :five :six :seven :eight :nine :ten :jack :queen :king]) (defn suit-seq "Return 4 suits: if number-of-suits == 1: :clubs :clubs :clubs :clubs if number-of-suits == 2: :clubs :diamonds :clubs :diamonds if number-of-suits == 4: :clubs :diamonds :hearts :spades." [number-of-suits] (take 4 (cycle (take number-of-suits suits)))) (defstruct card :rank :suit) (defn unshuffled-deck "Create an unshuffled deck containing all cards from the number of suits specified." [number-of-suits] (for [rank ranks suit (suit-seq number-of-suits)] (struct card rank suit))) (defn deck "Create a shuffled deck containing all cards from the number of suits specified." [number-of-suits] (shuffle (unshuffled-deck number-of-suits))) Here is my test case (src/test/clojure/org/dogdaze/spider_player/TestDeck.clj): ; Copyright 2010 Dogdaze (ns org.dogdaze.spider_player (:use clojure.set clojure.test org.dogdaze.spider_player.Deck)) (deftest test-suit-seq (is (= (suit-seq 1) [:clubs :clubs :clubs :clubs])) (is (= (suit-seq 2) [:clubs :diamonds :clubs :diamonds])) (is (= (suit-seq 4) [:clubs :diamonds :hearts :spades]))) (def one-suit-deck [{:rank :ace, :suit :clubs} {:rank :ace, :suit :clubs} {:rank :ace, :suit :clubs} {:rank :ace, :suit :clubs} {:rank :two, :suit :clubs} {:rank :two, :suit :clubs} {:rank :two, :suit :clubs} {:rank :two, :suit :clubs} {:rank :three, :suit :clubs} {:rank :three, :suit :clubs} {:rank :three, :suit :clubs} {:rank :three, :suit :clubs} {:rank :four, :suit :clubs} {:rank :four, :suit :clubs} {:rank :four, :suit :clubs} {:rank :four, :suit :clubs} {:rank :five, :suit :clubs} {:rank :five, :suit :clubs} {:rank :five, :suit :clubs} {:rank :five, :suit :clubs} {:rank :six, :suit :clubs} {:rank :six, :suit :clubs} {:rank :six, :suit :clubs} {:rank :six, :suit :clubs} {:rank :seven, :suit :clubs} {:rank :seven, :suit :clubs} {:rank :seven, :suit :clubs} {:rank :seven, :suit :clubs} {:rank :eight, :suit :clubs} {:rank :eight, :suit :clubs} {:rank :eight, :suit :clubs} {:rank :eight, :suit :clubs} {:rank :nine, :suit :clubs} {:rank :nine, :suit :clubs} {:rank :nine, :suit :clubs} {:rank :nine, :suit :clubs} {:rank :ten, :suit :clubs} {:rank :ten, :suit :clubs} {:rank :ten, :suit :clubs} {:rank :ten, :suit :clubs} {:rank :jack, :suit :clubs} {:rank :jack, :suit :clubs} {:rank :jack, :suit :clubs} {:rank :jack, :suit :clubs} {:rank :queen, :suit :clubs} {:rank :queen, :suit :clubs} {:rank :queen, :suit :clubs} {:rank :queen, :suit :clubs} {:rank :king, :suit :clubs} {:rank :king, :suit :clubs} {:rank :king, :suit :clubs} {:rank :king, :suit :clubs}]) (def two-suits-deck [{:rank :ace, :suit :clubs} {:rank :ace, :suit :diamonds} {:rank :ace, :suit :clubs} {:rank :ace, :suit :diamonds} {:rank :two, :suit :clubs} {:rank :two, :suit :diamonds} {:rank :two, :suit :clubs} {:rank :two, :suit :diamonds} {:rank :three, :suit :clubs} {:rank :three, :suit :diamonds} {:rank :three, :suit :clubs} {:rank :three, :suit :diamonds} {:rank :four, :suit :clubs} {:rank :four, :suit :diamonds} {:rank :four, :suit :clubs} {:rank :four, :suit :diamonds} {:rank :five, :suit :clubs} {:rank :five, :suit :diamonds} {:rank :five, :suit :clubs} {:rank :five, :suit :diamonds} {:rank :six, :suit :clubs} {:rank :six, :suit :diamonds} {:rank :six, :suit :clubs} {:rank :six, :suit :diamonds} {:rank :seven, :suit :clubs} {:rank :seven, :suit :diamonds} {:rank :seven, :suit :clubs} {:rank :seven, :suit :diamonds} {:rank :eight, :suit :clubs} {:rank :eight, :suit :diamonds} {:rank :eight, :suit :clubs} {:rank :eight, :suit :diamonds} {:rank :nine, :suit :clubs} {:rank :nine, :suit :diamonds} {:rank :nine, :suit :clubs} {:rank :nine, :suit :diamonds} {:rank :ten, :suit :clubs} {:rank :ten, :suit :diamonds} {:rank :ten, :suit :clubs} {:rank :ten, :suit :diamonds} {:rank :jack, :suit :clubs} {:rank :jack, :suit :diamonds} {:rank :jack, :suit :clubs} {:rank :jack, :suit :diamonds} {:rank :queen, :suit :clubs} {:rank :queen, :suit :diamonds} {:rank :queen, :suit :clubs} {:rank :queen, :suit :diamonds} {:rank :king, :suit :clubs} {:rank :king, :suit :diamonds} {:rank :king, :suit :clubs} {:rank :king, :suit :diamonds}]) (def four-suits-deck [{:rank :ace, :suit :clubs} {:rank :ace, :suit :diamonds} {:rank :ace, :suit :hearts} {:rank :ace, :suit :spades} {:rank :two, :suit :clubs} {:rank :two, :suit :diamonds} {:rank :two, :suit :hearts} {:rank :two, :suit :spades} {:rank :three, :suit :clubs} {:rank :three, :suit :diamonds} {:rank :three, :suit :hearts} {:rank :three, :suit :spades} {:rank :four, :suit :clubs} {:rank :four, :suit :diamonds} {:rank :four, :suit :hearts} {:rank :four, :suit :spades} {:rank :five, :suit :clubs} {:rank :five, :suit :diamonds} {:rank :five, :suit :hearts} {:rank :five, :suit :spades} {:rank :six, :suit :clubs} {:rank :six, :suit :diamonds} {:rank :six, :suit :hearts} {:rank :six, :suit :spades} {:rank :seven, :suit :clubs} {:rank :seven, :suit :diamonds} {:rank :seven, :suit :hearts} {:rank :seven, :suit :spades} {:rank :eight, :suit :clubs} {:rank :eight, :suit :diamonds} {:rank :eight, :suit :hearts} {:rank :eight, :suit :spades} {:rank :nine, :suit :clubs} {:rank :nine, :suit :diamonds} {:rank :nine, :suit :hearts} {:rank :nine, :suit :spades} {:rank :ten, :suit :clubs} {:rank :ten, :suit :diamonds} {:rank :ten, :suit :hearts} {:rank :ten, :suit :spades} {:rank :jack, :suit :clubs} {:rank :jack, :suit :diamonds} {:rank :jack, :suit :hearts} {:rank :jack, :suit :spades} {:rank :queen, :suit :clubs} {:rank :queen, :suit :diamonds} {:rank :queen, :suit :hearts} {:rank :queen, :suit :spades} {:rank :king, :suit :clubs} {:rank :king, :suit :diamonds} {:rank :king, :suit :hearts} {:rank :king, :suit :spades}]) (deftest test-unshuffled-deck (is (= (unshuffled-deck 1) one-suit-deck)) (is (= (unshuffled-deck 2) two-suits-deck)) (is (= (unshuffled-deck 4) four-suits-deck))) (deftest test-shuffled-deck (is (= (set (deck 1)) (set one-suit-deck))) (is (= (set (deck 2)) (set two-suits-deck))) (is (= (set (deck 4)) (set four-suits-deck)))) (run-tests) Any idea why the test is not running? BTW, feel free to suggest improvements to the Clojure code. Thanks, Ralph

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  • Automated testing with Ruby on Rails - best practices

    - by randombits
    Curious, what are you folks doing in as far as automating your unit tests with ruby on rails? Do you create a script that run a rake job in cron and have it mail you results? a pre-commit hook in git? just manual invokation? I understand tests completely, but wondering what are best practices to catch errors before they happen. Let's take for granted that the tests themselves are flawless and work as they should. What's the next step to make sure they reach you with the potentially detrimental results at the right time?

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  • Unit Testing UrlHelper Extension Methods

    - by fregas
    I'm trying to create unit tests to make sure my extension methods for UrlHelper work? Does anyone know how to do this? I'm using MVC 1.0 and MvcContrib. I can test the routes but can't test code like this: public static string MoreFloorplans(this UrlHelper urlHelper, long productID, int pageIndex) { return urlHelper.Action<CatalogController>(x => x.GetRelatedProducts(productID, pageIndex)); }

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  • Load testing multipart form

    - by JacobM
    I'm trying to load-test a Rails application using JMeter. A critical part of the application involves a form that includes both text inputs and file uploads. It works fine in a browser, but when I try to post that page in JMeter, Rails is saving all of the parts of the multipart form as temp files, which causes things to break when it's looking for a string and gets a tempfile instead. It appears that the difference is that, from a browser, the piece of the multipart request that contains a text input looks like this: -----------------------------7d93b4186074c Content-Disposition: form-data; name="field_name" test -----------------------------7d93b4186074c while from JMeter it looks like this: -----------------------------7d159c1302d0y0 Content-Disposition: form-data; name="field_name" Content-Type: text/plain; charset=utf-8 Content-Transfer-Encoding: 8bit test -----------------------------7d159c1302d0y0 So apparently Rails sees the former and interprets it as a plain text value and treats it as a string, but sees the latter and saves it to a temp file. I have not been able to find a setting to convince JMeter not to send the additional headers in the multipart form for non-file fields. Is there a way to convince Rails to ignore those headers and treat the text/plain text as strings instead of text files? Or a quick way to put a filter in front of my controller that will strip the extra headers? Alternately, is there a better tool to load-test a Rails application that includes file upload?

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  • Testing injected dependencies into your struts2 actions

    - by Barry
    Hi, I am wondering how others might have accomplished this. I found in the Spring documentation @required which I attempted to use in a 'test' but got this stmt INFO XmlConfigurationProvider:380 - Unable to verify action class [xxx] exists at initialization I have found another way in spring to do this is to write custom init methods and declare those on the bean but it almost seems like this is a strange thing to do to a struts2 action. In my application I inject through spring different web services (via setter injection) into different actions. I want to ensure on startup these are not null and set.

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  • Testing Visual Studio 2008 Package

    - by Dave Swersky
    I'm developing a Visual Studio Integration Package. When I try to run the Unit Tests that are included in the unit test project that is included in the template I get the following failure on the first test: The test adapter 'VsIdeHostAdapter' threw an exception while running test 'MenuItemCallback'. Call was rejected by callee. (Exception from HRESULT: 0x80010001 (RPC_E_CALL_REJECTED)) It's intermittent- a new instance of Visual Studio always spins up, then sometimes it works but usually fails.

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  • Unit Testing & Fake Repository implementation with cascading CRUD operations

    - by Erik Ashepa
    Hi, i'm having trouble writing integration tests which use a fake repository, For example : Suppose I have a classroom entity, which aggregates students... var classroom = new Classroom(); classroom.Students.Add(new Student("Adam")); _fakeRepository.Save(classroom); _fakeRepostiory.GetAll<Student>().Where((student) => student.Name == "Adam")); // This query will return null... When using my real implementation for repository (NHibernate based), the above code works (because the save operation would cascade to the student added at the previous line), Do you know of any fake repository implementation which support this behaviour? Ideas on how to implement one myself? Or do you have any other suggestions which could help me avoid this issue? Thanks in advance, Erik.

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  • Testing Python Decorators?

    - by Jama22
    I'm writing some unit tests for a Django project, and I was wondering if its possible (or necessary?) to test some of the decorators that I wrote for it. Here is an example of a decorator that I wrote: class login_required(object): def __init__(self, f): self.f = f def __call__(self, *args): request = args[0] if request.user and request.user.is_authenticated(): return self.f(*args) return redirect('/login')

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  • google appengine local datastore integration testing with spring

    - by mirror303
    Hi all, I want to write some integration tests to see how my spring-managed DAO's behave when talking to the appengine datastore. Following the spring manual I will be providing my test-classes with the proper annotations: @RunWith(SpringJUnit4ClassRunner.class) @ContextConfiguration(locations = { "classpath:applicationContext.xml" }) After a lot of browsing I found this blog post dating back to august '09 from somebody doing exactly what I want to achieve. It involves writing a TestEnvironment class that implements ApiProxy.Environment plus talking to ApiProxyLocalImpl. However, if I look at the current docs (for version 1.3.1), it seems that this has been replaced by newing an instance of the framework provided LocalDatastoreServiceTestConfig which is passed to a LocalServiceTestHelper. It is too bad that the appengine docs don't show an example how to do this with JPA because then the spring wiring would be trivial. Trying to follow the route outlined in the blog posting has me running into a compiler messages telling me that classes such as ApiProxyLocalImpl are not visible by me. Hence, there must be a new way of doing it, which probably involves the LocalServiceTestHelper. My question: Does anybody know how? I know I will need to configure an EntityManagerFactory and provide it with the Datastore connection somehow... but how? :)

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