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  • Unit testing nested subflows (subflows of subflows)

    - by snusmumrik
    I'm trying to write unit test for a flow, which has subflow, which, itself, has another subflow. I register first flow using FlowDefinitionResource getResource(FlowDefinitionResourceFactory resourceFactory). Then I register subflow definitions during test execution in FlowDefinitionRegistry before transitioning to them. Transitioning to "first level" subflow goes ok. The result of transitioning to subflow of current subflow - NoSuchFlowDefinitionException. The problem is that subflow definitions are all seem attached to the primary flow of the test and subflow can't be found within another subflow. Is there any way to attach subflow definition to another subflow in tests, which extend AbstractXmlFlowExecutionTests?

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  • Testing variable types in Python

    - by Jasper
    Hello, I'm creating an initialising function for the class 'Room', and found that the program wouldn't accept the tests I was doing on the input variables. Why is this? def __init__(self, code, name, type, size, description, objects, exits): self.code = code self.name = name self.type = type self.size = size self.description = description self.objects = objects self.exits = exits #Check for input errors: if type(self.code) != type(str()): print 'Error found in module rooms.py!' print 'Error number: 110' elif type(self.name) != type(str()): print 'Error found in module rooms.py!' print 'Error number: 111' elif type(self.type) != type(str()): print 'Error found in module rooms.py!' print 'Error number: 112' elif type(self.size) != type(int()): print 'Error found in module rooms.py!' print 'Error number: 113' elif type(self.description) != type(str()): print 'Error found in module rooms.py!' print 'Error number: 114' elif type(self.objects) != type(list()): print 'Error found in module rooms.py!' print 'Error number: 115' elif type(self.exits) != type(tuple()): print 'Error found in module rooms.py!' print 'Error number: 116' When I run this I get this error: Traceback (most recent call last): File "/Users/Jasper/Development/Programming/MyProjects/Game Making Challenge/Europa I/rooms.py", line 148, in <module> myRoom = Room(101, 'myRoom', 'Basic Room', 5, '<insert description>', myObjects, myExits) File "/Users/Jasper/Development/Programming/MyProjects/Game Making Challenge/Europa I/rooms.py", line 29, in __init__ if type(self.code) != type(str()): TypeError: 'str' object is not callable

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  • Unit testing a functions whose purposes is side effects

    - by David
    How would you unit test do_int_to_string_conversion? #include <string> #include <iostream> void do_int_to_string_conversion(int i, std::string& s) { switch(i) { case 1: s="1"; break; case 2: s="2"; break; default: s ="Nix"; } std::cout << s << "\n"; } int main(int argc, char** argv){ std::string little_s; do_int_to_string_conversion(1, little_s); do_int_to_string_conversion(2, little_s); do_int_to_string_conversion(3, little_s); }

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  • Strategies for testing reactive, asynchronous code

    - by Arne
    I am developing a data-flow oriented domain-specific language. To simplify, let's just look at Operations. Operations have a number of named parameters and can be asked to compute their result using their current state. To decide when an Operation should produce a result, it gets a Decision that is sensitive to which parameter got a value from who. When this Decision decides that it is fulfilled, it emits a Signal using an Observer. An Accessor listens for this Signal and in turn calls the Result method of the Operation in order to multiplex it to the parameters of other Operations. So far, so good, nicely decoupled design, composable and reusable and, depending on the specific Observer used, as asynchronous as you want it to be. Now here's my problem: I would love to start coding actual Tests against this design. But with an asynchronous Observer... how should I know that the whole signal-and-parameters-plumbing worked? Do I need to use time outs while waiting for a Signal in order to say that it was emitted successfully or not? How can I be, formally, sure that the Signal will not be emitted if I just wait a little longer (halting problem? ;-)) And, how can I be sure that the Signal was emitted because it was me who set a parameter, and not another Operation? It might well be that my test comes to early and sees a Signal that was emitted way before my setting a parameter caused a Decision to emit it. Currently, I guess the trivial cases are easy to test, but as soon as I want to test complex many-to-many - situations between operations I must resort to hoping that the design Just Works (tm)...

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  • C# InternalsVisibleTo() attribute for VBNET 2.0 while testing?

    - by Will Marcouiller
    I'm building an Active Directory wrapper in VBNET 2.0 (can't use later .NET) in which I have the following: IUtilisateur IGroupe IUniteOrganisation These interfaces are implemented in internal classes (Friend in VBNET), so that I want to implement a façade in order to instiate each of the interfaces with their internal classes. This will allow the architecture a better flexibility, etc. Now, I want to test these classes (Utilisateur, Groupe, UniteOrganisation) in a different project within the same solution. However, these classes are internal. I would like to be able to instantiate them without going through my façade, but only for these tests, nothing more. Here's a piece of code to illustrate it: public static class DirectoryFacade { public static IGroupe CreerGroupe() { return new Groupe(); } } // Then in code, I would write something alike: public partial class MainForm : Form { public MainForm() { IGroupe g = DirectoryFacade.CreerGroupe(); // Doing stuff with instance here... } } // My sample interface: public interface IGroupe { string Domaine { get; set; } IList<IUtilisateur> Membres { get; } } internal class Groupe : IGroupe { private IList<IUtilisateur> _membres; internal Groupe() { _membres = new List<IUtilisateur>(); } public string Domaine { get; set; } public IList<IUtilisateur> Membres { get { return _membres; } } } I heard of InternalsVisibleTo() attribute, recently. I was wondering whether it is available in VBNET 2.0/VS2005 so that I could access the assmebly's internal classes for my tests? Otherwise, how could I achieve this?

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  • Testing a broken IP.

    - by wreing
    I'm trying to test an application and I need to make an valid IP not respond from a one of my test servers but not the others. I could do this for an fqdn using /etc/hosts but I'd like to do it for an IP. Any suggestions?

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  • Android Service Testing with messages

    - by Sandeep Dhull
    I have a service which does its work(perform network operation) depending upon the type of message(message.what) property of the message. Then it returns the resoponse, also as a message to the requesting component(depending upon the message.replyTo). So, i am trying to write the testcases.. But how????? My Architecture of service is like this: 1) A component(ex. Activity) bounds to the service. 2) The component sends message to the Service(using Messenger). 3) The service has a nested class that handles the messages and execute the network call and returns a response as message to the sender(who initially sent the message and using its replyTo property). Now to test this.. i am using Junit test cases.. So , in that .. 1) in setUp() i am binding to the service.. 2) on testBusinessLogic() . i am sending the message to the service .. Now problem is where to get the response message.

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  • How to implement friction in a physics engine based on "Advanced Character Physics"

    - by paldepind
    I have implemented a physics engine based on the concepts in the classic text Advanced Character Physics by Thomas Jakobsen. Friction is only discussed very briefly in the article and Jakobsen himself notes how "other and better friction models than this could and should be implemented." Generally how could one implement a believable friction model on top of the concepts from the mentioned article? And how could the found friction be translated into rotation on a circle? I do not want this question to be about my specific implementation but about how to combine Jakobsens ideas with a great friction system more generally. But here is a live demo showing the current state of my engine which does not handle friction in any way: http://jsfiddle.net/Z7ECB/embedded/result/ Below is a picture showing and example on how collision detection could work in an engine based in the paper. In the Verlet integration the current and previous position is always stored. Based on these a new position is calculated. In every frame I calculate the distance between the circles and the lines. If this distance is less than a circles radius a collision has occurred and the circle is projected perpendicular out of the offending line according to the size of the overlap (offset on the picture). Velocity is implicit due to Verlet integration so changing position also changes the velocity. What I need to do know is to somehow determine the amount of friction on the circle and move it backwards parallel to the line in order to reduce its speed.

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  • Integration error in high velocity

    - by Elektito
    I've implemented a simple simulation of two planets (simple 2D disks really) in which the only force is gravity and there is also collision detection/response (collisions are completely elastic). I can launch one planet into orbit of the other just fine. The collision detection code though does not work so well. I noticed that when one planet hits the other in a free fall it speeds backward and goes much higher than its original position. Some poking around convinced me that the simplistic Euler integration is causing the error. Consider this case. One object has a mass of 1kg and the other has a mass equal to earth. Say the object is 10 meters above ground. Assume that our dt (delta t) is 1 second. The object goes to the height of 9 meters at the end of the first iteration, 7 at the end of the second, 4 at the end of the third and 0 at the end of the fourth iteration. At this points it hits the ground and bounces back with the speed of 10 meters per second. The problem is with dt=1, on the first iteration it bounces back to a height of 10. It takes several more steps to make the object change its course. So my question is, what integration method can I use which fixes this problem. Should I split dt to smaller pieces when velocity is high? Or should I use another method altogether? What method do you suggest? EDIT: You can see the source code here at github:https://github.com/elektito/diskworld/

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  • Detecting walls or floors in pygame

    - by Serial
    I am trying to make bullets bounce of walls, but I can't figure out how to correctly do the collision detection. What I am currently doing is iterating through all the solid blocks and if the bullet hits the bottom, top or sides, its vector is adjusted accordingly. However, sometimes when I shoot, the bullet doesn't bounce, I think it's when I shoot at a border between two blocks. Here is the update method for my Bullet class: def update(self, dt): if self.can_bounce: #if the bullet hasnt bounced find its vector using the mousclick pos and player pos speed = -10. range = 200 distance = [self.mouse_x - self.player[0], self.mouse_y - self.player[1]] norm = math.sqrt(distance[0] ** 2 + distance[1] ** 2) direction = [distance[0] / norm, distance[1 ] / norm] bullet_vector = [direction[0] * speed, direction[1] * speed] self.dx = bullet_vector[0] self.dy = bullet_vector[1] #check each block for collision for block in self.game.solid_blocks: last = self.rect.copy() if self.rect.colliderect(block): topcheck = self.rect.top < block.rect.bottom and self.rect.top > block.rect.top bottomcheck = self.rect.bottom > block.rect.top and self.rect.bottom < block.rect.bottom rightcheck = self.rect.right > block.rect.left and self.rect.right < block.rect.right leftcheck = self.rect.left < block.rect.right and self.rect.left > block.rect.left each test tests if it hit the top bottom left or right side of the block its colliding with if self.can_bounce: if topcheck: self.rect = last self.dy *= -1 self.can_bounce = False print "top" if bottomcheck: self.rect = last self.dy *= -1 #Bottom check self.can_bounce = False print "bottom" if rightcheck: self.rect = last self.dx *= -1 #right check self.can_bounce = False print "right" if leftcheck: self.rect = last self.dx *= -1 #left check self.can_bounce = False print "left" else: # if it has already bounced and colliding again kill it self.kill() for enemy in self.game.enemies_list: if self.rect.colliderect(enemy): self.kill() #update position self.rect.x -= self.dx self.rect.y -= self.dy This definitely isn't the best way to do it but I can't think of another way. If anyone has done this or can help that would be awesome!

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  • Almost working 2D Collisions

    - by TheGag96
    I'm terribly sorry I'm asking this question YET AGAIN, but I can almost guarantee that this will be the last time I'll have to ask. I'm currently on the verge of FINALLY getting these collisions to work for my game, made with libGDX in Java. My collisions use the same method as (and are basically copied and modified code from) the XNA Platformer example (here) where the direction of the collision is based on the rectangle where two objects are overlapping. The collisions themselves almost work perfectly, but for some reason, holding down/up and left and colliding with the floor/ceiling while doing so doesn't seem to work well. I'm not at all sure why. Instead of vaguely giving my problem and snippets of code, I've decided to instead provide a binary and the source of the game I have so far so you can see for yourself what my problem is. Link. (Note: make sure you unzip everything into a folder somewhere or it will not work) You'll find the collision code in the method workingCollisions() in Link.java. Please excuse the messy code and terrible graphics as this whole thing is in pre-pre-alpha. If anyone is kind enough and helps me out here, you are the best person ever. I'm completely desperate; I've been trying this on and off for months and I just can't get it to work. I cannot thank you enough.

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  • Why does the player fall down when in between platforms? Tile based platformer

    - by inzombiak
    I've been working on a 2D platformer and have gotten the collision working, except for one tiny problem. My games a tile based platformer and whenever the player is in between two tiles, he falls down. Here is my code, it's fire off using an ENTER_FRAME event. It's only for collision from the bottom for now. var i:int; var j:int; var platform:Platform; var playerX:int = player.x/20; var playerY:int = player.y/20; var xLoopStart:int = (player.x - player.width)/20; var yLoopStart:int = (player.y - player.height)/20; var xLoopEnd:int = (player.x + player.width)/20; var yLoopEnd:int = (player.y + player.height)/20; var vy:Number = player.vy/20; var hitDirection:String; for(i = yLoopStart; i <= yLoopEnd; i++) { for(j = xLoopStart; j <= xLoopStart; j++) { if(platforms[i*36 + j] != null && platforms[i*36 + j] != 0) { platform = platforms[i*36 + j]; if(player.hitTestObject(platform) && i >= playerY) { hitDirection = "bottom"; } } } } This isn't the final version, going to replace hitTest with something more reliable , but this is an interesting problem and I'd like to know whats happening. Is my code just slow? Would firing off the code with a TIMER event fix it? Any information would be great.

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  • How to handle circle penetration

    - by Kaertserif
    I've been working on cirlce to circle collision and have gotten the intersection method working correctly, but I'm having problems using the returned values to actually seperate the circles from one another. This is the method which calculates the depth of the circle collision public static Vector2 GetIntersectionDepth(Circle a, Circle b) { float xValue = a.Center.X - b.Center.X; float yValue = a.Center.Y - b.Center.Y; Vector2 depth = Vector2.Zero; float distance = Vector2.Distance(a.Center, b.Center); if (a.Radius + b.Radius > distance) { float result = (a.Radius + b.Radius) - distance; depth.X = (float)Math.Cos(result); depth.Y = (float)Math.Sin(result); } return depth; } This is where I'm trying to apply the values to actually seperate the circles. Vector2 depth = Vector2.Zero; for (int i = 0; i < circlePositions.Count; i++) { for (int j = 0; j < circlePositions.Count; j++) { Circle bounds1 = new Circle(circlePositions[i], circle.Width / 2); Circle bounds2 = new Circle(circlePositions[j], circle.Width / 2); if(i != j) depth = CircleToCircleIntersection.GetIntersectionDepth(bounds1, bounds2); if (depth != Vector2.Zero) { circlePositions[i] = new Vector2(circlePositions[i].X + depth.X, circlePositions[i].Y + depth.Y); } } } If you can offer any help in this I would really appreciate it.

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  • Do You Know How OUM defines the four, basic types of business system testing performed on a project? Why not test your knowledge?

    - by user713452
    Testing is perhaps the most important process in the Oracle® Unified Method (OUM). That makes it all the more important for practitioners to have a common understanding of the various types of functional testing referenced in the method, and to use the proper terminology when communicating with each other about testing activities. OUM identifies four basic types of functional testing, which is sometimes referred to as business system testing.  The basic functional testing types referenced by OUM include: Unit Testing Integration Testing System Testing, and  Systems Integration Testing See if you can match the following definitions with the appropriate type above? A.  This type of functional testing is focused on verifying that interfaces/integration between the system being implemented (i.e. System under Discussion (SuD)) and external systems functions as expected. B.     This type of functional testing is performed for custom software components only, is typically performed by the developer of the custom software, and is focused on verifying that the several custom components developed to satisfy a given requirement (e.g. screen, program, report, etc.) interact with one another as designed. C.  This type of functional testing is focused on verifying that the functionality within the system being implemented (i.e. System under Discussion (SuD)), functions as expected.  This includes out-of-the -box functionality delivered with Commercial Off-The-Shelf (COTS) applications, as well as, any custom components developed to address gaps in functionality.  D.  This type of functional testing is performed for custom software components only, is typically performed by the developer of the custom software, and is focused on verifying that the individual custom components developed to satisfy a given requirement  (e.g. screen, program, report, etc.) functions as designed.   Check your answers below: (D) (B) (C) (A) If you matched all of the functional testing types to their definitions correctly, then congratulations!  If not, you can find more information in the Testing Process Overview and Testing Task Overviews in the OUM Method Pack.

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  • ISO 12207: Verification of integration and Unit test validation

    - by user970696
    I have received comments from the supervisor reviewing my thesis. He asked two questions I cannot answer right now: If ISO 12207 says under "Integration verification" that it "checks that components are correctly and completely integrated into a system", how this can be verified without testing, if all testing is validation? How without testing can I know that system is integrated correctly and fully? If unit testing is validation, how does it match the ISO definiton of validation "that requirements for intended use were fulfilled" if its so low level?

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  • What's the best way to implement one-dimensional collision detection?

    - by cyclotis04
    I'm writing a piece of simulation software, and need an efficient way to test for collisions along a line. The simulation is of a train crossing several switches on a track. When a wheel comes within N inches of the switch, the switch turns on, then turns off when the wheel leaves. Since all wheels are the same size, and all switches are the same size, I can represent them as a single coordinate X along the track. Switch distances and wheel distances don't change in relation to each other, once set. This is a fairly trivial problem when done through brute force by placing the X coordinates in lists, and traversing them, but I need a way to do so efficiently, because it needs to be extremely accurate, even when the train is moving at high speeds. There's a ton of tutorials on 2D collision detection, but I'm not sure the best way to go about this unique 1D scenario.

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  • How Can I Point My Local Testing Server at My GitHub Repository?

    - by Goober
    Up until a few days ago, I had a particular setup that was as follows. Using SVN, all of the websites that I developed were committed to a source control drop box on a local testing server. Then using IIS, a new website was set up to point at the last revision of each particular website I developed and display it to the outside world using a specific URL. I have just moved over to using git and github, meaning all of my source controlled code is now no longer stored on a local testing server. As a result of this, I am not sure how I can go about doing a similar thing to what I did with the SVN setup, however I need to be able to essentially have that same setup again, just using Git. So basically, how can I go about getting my local testing server to point at the GitHub repository for that site? Help greatly appreciated.

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  • What is the Optimal Server Configuration for Split-Path Testing?

    - by doug
    I am far from an expert on Apache or any server for that matter, so i apologize if this question is poorly worded, which it likely is. We have always relied on a vendor for split-path testing (aka "AB Testing"). If you're not familiar with that term, it's a form of marketing research in which you slightly modify one of your web pages (usually one nearest the point of conversion), say for instance, by changing the position of the "Buy Now" button or its color/contrast/texture, then serving one of those two pages to a given user based on random selection. By doing split-path testing ourselves, I suspect we can do it far more cheaply and increase cycle times as well. What is the optimal set-up for these tests? "Optimal" is based on the following criteria: how quickly/easily new tests can be set-up and put online; and minimal disruption to overall site performance

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  • The art of Unit Testing with Examples in .NET

    - by outcoldman
    First time when I familiarized with unit testing was 5 or 6 years ago. It was start of my developing career. I remember that somebody told me about code coverage. At that time I didn’t write any Unit tests. Guy, who was my team lead, told me “Do you see operator if with three conditions? You should check all of these conditions”. So, after that I had written some code, I should go to interface and try to invoke all code which I wrote from user interface. Nice? At current time I know little more about tests and unit testing. I have not participated in projects, designed by Test Driven Development (TDD). Basics of my knowledge are a spying code of my colleagues, some articles and screencasts. I had decide that I should know much more, and became a real professional of unit testing, this is why I had start to read book The art of Unit Testing with Examples in .NET. More than, in my current job place looks like I’m just one who writing unit tests for my code. I should show good examples of my tests. ,a href="http://outcoldman.ru/en/blog/show/267"Read more...

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  • Can you review my Perl rewrite of Cucumber?

    - by Evgeny
    There is a team working on acceptance testing X11 GUI application in our company, and they created a monstrous acceptance testing framework that drives the GUI as well as running scenarios. The framework is written using Perl 5, and scenario files look more like very complex Perl programs (thousands of lines long with procedural-programming style) than acceptance tests. I recently learned Ruby's Cucumber, and generally have been using Ruby for quite a lot of time. But unfortunately I can't just shove Ruby to replace Perl because the people who are writing all of this don't know Ruby and it's quite certain that they wont want "this" kind of interruption. So to bring Ruby's Cucumber a bit closer to their work, I rewrote it using Perl 5. Unfortunately I am really not a Perl programmer, and would love to get a code review and to hear suggestions from people who both know Perl and Cucumber. Hi Perl/Cucumber StackOverflow users - please help me create this "open source" attempt to re-create Cucumber for Perl! I would love to hear your comments and will accept any acceptable help. The minimal source code is here: http://github.com/kesor/p5-cucumber Thank you for your attention. For those not familiar with cucumber - please take just one small moment to take a look at this one small little page: http://wiki.github.com/aslakhellesoy/cucumber

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  • .NET Test Harness what should it have

    - by Conor
    Hi Folks, We have a software house developing code for us on a project, .NET Web Service (WCF) and we are also paying for a test harness to be built as a separate billable task on a daily rate. I have just joined the company and am reviewing what we are getting from the software house and wanted to know what you guys in industry thought about it? Basically what we got was a WinForm that called the w/s that had an input area (Web Service Request) to drop our XML a Submit button along with a response area for the result of the Web Response and that's it... Our internal BA has created all the xml request documents so there was no logic put into the harness around this. Looking on the Net for a definition of a Test Harness I got this: http://en.wikipedia.org/wiki/Test_harness It states it should have these 3 below things: Automate the testing process. Execute test suites of test cases. Generate associated test reports. Clearly we have got none of this apart from a partial "Automate the testing process" via a WinForm. OK, from my development background I would expect someone to Produce a WinForm as a test harness 5 years ago and really should be using some sort of Tooling around this, I explicitly told the Software House I expected some sort of tooling (NUnit,NBUnit, SOAPIU) so we could create a regression test pack for future use. [Didn’t get it but I asked for this after the requirements were signed off as I wasn’t employed then :)] Would someone be able to clarify with me if my requirement for this is over realistic, I know if I did this, I would use NUnit and TDD and then reuse the test harness as a regression test pack in future? I am interested to see what the community thought. Cheers

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  • Where do you take mocking - immediate dependencies, or do you grow the boundaries...?

    - by Peter Mounce
    So, I'm reasonably new to both unit testing and mocking in C# and .NET; I'm using xUnit.net and Rhino Mocks respectively. I'm a convert, and I'm focussing on writing behaviour specifications, I guess, instead of being purely TDD. Bah, semantics; I want an automated safety net to work above, essentially. A thought struck me though. I get programming against interfaces, and the benefits as far as breaking apart dependencies goes there. Sold. However, in my behaviour verification suite (aka unit tests ;-) ), I'm asserting behaviour one interface at a time. As in, one implementation of an interface at a time, with all of its dependencies mocked out and expectations set up. The approach seems to be that if we verify that a class behaves as it should against its collaborating dependencies, and in turn relies on each of those collaborating dependencies to have signed that same quality contract, we're golden. Seems reasonable enough. Back to the thought, though. Is there any value in semi-integration tests, where a test-fixture is asserting against a unit of concrete implementations that are wired together, and we're testing its internal behaviour against mocked dependencies? I just re-read that and I think I could probably have worded it better. Obviously, there's going to be a certain amount of "well, if it adds value for you, keep doing it", I suppose - but has anyone else thought about doing that, and reaped benefits from it outweighing the costs?

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  • How do I run NUnit in debug mode from Visual Studio?

    - by Jon Cage
    I've recently been building a test framework for a bit of C# I've been working on. I have NUnit set up and a new project within my workspace to test the component. All works well if I load up my unit tests from Nunit (v2.4), but I've got to the point where it would be really useful to run in debug mode and set some break points. I've tried the suggestions from several guides which all suggest changing the 'Debug' properties of the test project: Start external program: C:\Program Files\NUnit 2.4.8\bin\nunit-console.exe Command line arguments: /assembly: <full-path-to-solution>\TestDSP\bin\Debug\TestDSP.dll I'm using the console version there, but have tried the calling the GUI as well. Both give me the same error when I try and start debugging: Cannot start test project 'TestDSP' because the project does not contain any tests. Is this because I normally load \DSP.nunit into the Nunit GUI and that's where the tests are held? I'm beginning to think the problem may be that VS wants to run it's own test framework and that's why it's failing to find the NUnit tests? [Edit] To those asking about test fixtures, one of my .cs files in the TestDSP project looks roughly like this: namespace Some.TestNamespace { // Testing framework includes using NUnit.Framework; [TestFixture] public class FirFilterTest { /// <summary> /// Tests that a FirFilter can be created /// </summary> [Test] public void Test01_ConstructorTest() { ...some tests... } } } ...I'm pretty new to C# and the Nunit test framework so it's entirely possible I've missed some crucial bit of information ;-) [FINAL SOLUTION] The big problem was the project I'd used. If you pick: Other Languages->Visual C#->Test->Test Project ...when you're choosing the project type, Visual Studio will try and use it's own testing framework as far as I can tell. You should pick a normal c# class library project instead and then the instructions in my selected answer will work.

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  • Best way to unit test Collection?

    - by limc
    I'm just wondering how folks unit test and assert that the "expected" collection is the same/similar as the "actual" collection (order is not important). To perform this assertion, I wrote my simple assert API:- public void assertCollection(Collection<?> expectedCollection, Collection<?> actualCollection) { assertNotNull(expectedCollection); assertNotNull(actualCollection); assertEquals(expectedCollection.size(), actualCollection.size()); assertTrue(expectedCollection.containsAll(actualCollection)); assertTrue(actualCollection.containsAll(expectedCollection)); } Well, it works. It's pretty simple if I'm asserting just bunch of Integers or Strings. It can also be pretty painful if I'm trying to assert a collection of Hibernate domains, say for example. The collection.containsAll(..) relies on the equals(..) to perform the check, but I always override the equals(..) in my Hibernate domains to check only the business keys (which is the best practice stated in the Hibernate website) and not all the fields of that domain. Sure, it makes sense to check just against the business keys, but there are times I really want to make sure all the fields are correct, not just the business keys (for example, new data entry record). So, in this case, I can't mess around with the domain.equals(..) and it almost seems like I need to implement some comparators for just unit testing purposes instead of relying on collection.containsAll(..). Are there some testing libraries I could leverage here? How do you test your collection? Thanks.

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