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  • Modifying multiplying calculation to use delta time

    - by Bart van Heukelom
    function(deltaTime) { x = x * 0.9; } This function is called in a game loop. First assume that it's running at a constant 30 FPS, so deltaTime is always 1/30. Now the game is changed so deltaTime isn't always 1/30 but becomes variable. How can I incorporate deltaTime in the calculation of x to keep the "effect per second" the same?

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  • Can I ensure all tests contain an assertion in test/unit?

    - by Andrew Grimm
    With test/unit, and minitest, is it possible to fail any test that doesn't contain an assertion, or would monkey-patching be required (for example, checking if the assertion count increased after each test was executed)? Background: I shouldn't write unit tests without assertions - at a minimum, I should use assert_nothing_raised if I'm smoke testing to indicate that I'm smoke testing. Usually I write tests that fail first, but I'm writing some regression tests. Alternatively, I could supply an incorrect expected value to see if the test is comparing the expected and actual value.

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  • How can I decide what to test manually, and what to trust to automated tests?

    - by bhazzard
    We have a ton of developers and only a few QA folks. The developers have been getting more involved in qa throughout the development process by writing automated tests, but our QA practices are mostly manual. What I'd love is if our development practices were BDD and TDD and we grew a robust test suite. The question is: While building such a testing suite, how can we decide what we can trust to the tests, and what we should continue testing manually?

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  • Artificial Intelligence in online game using Google App Engine

    - by Hortinstein
    I am currently in the planning stages of a game for google app engine, but cannot wrap my head around how I am going to handle AI. I intend to have persistant NPCs that will move about the map, but short of writing a program that generates the same XML requests I use to control player actions, than run it on another server I am stuck on how to do it. I have looked at the Task Queue feature, but due to long running processes not being an option on the App engine, I am a little stuck. I intend to run multiple server instances with 200+ persistant NPC entities that I will need to update. Most action is slowly roaming around based on player movements/concentrations, and attacking close range players...(you can probably guess the type of game im developing)

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  • Server-side technology for a game

    - by Soonts
    We’re creating a massively-multiplayer social game. We expect up to 1 million concurrent users. The game is not real-time, instead it’s turn-based. We need reliable messaging between our clients and the server, preferably over HTTP protocol. Besides the multiplayer functionality, we’ll also need a content delivery service. Could you please recommend a server-side technology for us, so we’ll start searching for the right people to hire? Is it correct assumption that no single server will hold that amount of load so it must scale horizontally? Will Windows Azure do the job? Thanks in advance.

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  • Help needed for SOAPUI

    - by Kangkan
    I am trying to test my webservice using SOAPUI (the free version). For testing concurrency, I wished to fire concurrent threads from SOAPUI onto the service. But with the options, the thred count increases gradually (even in the burst mode). The machine where SOAPUI is installed is a WinXP machine. Can I actually do the concurrency testing? If so how? Please guide me.

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  • Using Android Test Framework

    - by Bharat Pawar
    Android provides various packages for testing like AndroidTestCase ApplicationTestCase InstrumentationTestCase ActivityInstrumentationTestCase2 ActivityTestCase I need to know how to decide which package is best suitable for testing my app. Some info is provided in this link http://developer.android.com/reference/android/test/package-summary.html But I need more clarity on this...

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  • Checking ActiveRecord Associations in RSpec.

    - by alokswain
    I am learning how to write test cases using Rspec. I have a simple Post Comments Scaffold where a Post can have many Comments. I am testing this using Rspec. How should i go about checking for Post :has_many :comments. Should I stub Post.comments method and then check this with by returning a mock object of array of comment objects? Is testing for AR associations really required ?

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  • Mocking digest authentication in RestEasy

    - by Ralph
    I am using RestEasy to develop a REST server and using the mock dispatcher (org.jboss.resteasy.mockMockDispatcherFactory) for testing the service in my unit tests. My service requires digest authentication and I would to make that part of my testing. Each of my services accepts a @Context SecurityContext securityContext parameter. Is there any way is inject a fake SecurityContext in the dispatcher so that I can test that my security methods function properly?

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  • Downloadable HTML Test Corpus

    - by Alex Jordan
    I am working on a browser plug-in for Firefox, and I would like to be able to do some automated testing to make sure that it's handling a variety of different HTML/JavaScript features correctly. Does anyone know of a good downloadable corpus of HTML and/or JavaScript pages that could be used for this type of testing?

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  • assistance required, hangman game.

    - by Phillip Gibson
    I am making a hangman game and am having trouble with part of it. I have selected a random word from a file, but I want to display the word as a series of undersocres __ and then match the letter chosen to a position in the undersocres. Can anyone help me? cout <<"1. Select to play the game\n"; cout <<"2. Ask for help\n"; cout <<"3. Select to quit the game\n"; cout << "Enter a selection: "; int number; cin >> number; while(number < 1 || number > 3 || cin.fail()) { if(cin.fail()) { cin.sync(); cin.clear(); cout << "You have not entered a number, please enter a menu selection between 1 and 3\n"; cin >> number; } else { cout << "Your selection must be between 1 and 3!\n"; cin >> number; } } switch (number) { case 1: { string word; string name; cout << " Whats your name? "; cin >> name; Player player(); ifstream FileReader; FileReader.open("words.txt"); if(!FileReader.is_open()) cout << "Error"; //this is for the random selection of words srand(time(0)); int randnum = rand()%10+1; for(int counter = 0; counter < randnum; counter++) { getline(FileReader, word, '\n'); } cout << "my word: " << word << "\n"; // get length of word int length; //create for loop for(int i = 0; i < length; i++) cout << "_"; //_ _ _ _ _ SetCursorPos(2,10); FileReader.close(); break;

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  • C++ game designing & polymorphism question

    - by Kotti
    Hi! I'm trying to implement some sort of 'just-for-me' game engine and the problem's plot goes the following way: Suppose I have some abstract interface for a renderable entity, e.g. IRenderable. And it's declared the following way: interface IRenderable { // (...) // Suppose that Backend is some abstract backend used // for rendering, and it's implementation is not important virtual void Render(Backend& backend) = 0; }; What I'm doing right now is something like declaring different classes like class Ball : public IRenderable { virtual void Render(Backend& backend) { // Rendering implementation, that is specific for // the Ball object // (...) } }; And then everything looks fine. I can easily do something like std::vector<IRenderable*> items, push some items like new Ball() in this vector and then make a call similiar to foreach (IRenderable* in items) { item->Render(backend); } Ok, I guess it is the 'polymorphic' way, but what if I want to have different types of objects in my game and an ability to manipulate their state, where every object can be manipulated via it's own interface? I could do something like struct GameState { Ball ball; Bonus bonus; // (...) }; and then easily change objects state via their own methods, like ball.Move(...) or bonus.Activate(...), where Move(...) is specific for only Ball and Activate(...) - for only Bonus instances. But in this case I lose the opportunity to write foreach IRenderable* simply because I store these balls and bonuses as instances of their derived, not base classes. And in this case the rendering procedure turns into a mess like ball.Render(backend); bonus.Render(backend); // (...) and it is bad because we actually lose our polymorphism this way (no actual need for making Render function virtual, etc. The other approach means invoking downcasting via dynamic_cast or something with typeid to determine the type of object you want to manipulate and this looks even worse to me and this also breaks this 'polymorphic' idea. So, my question is - is there some kind of (probably) alternative approach to what I want to do or can my current pattern be somehow modified so that I would actually store IRenderable* for my game objects (so that I can invoke virtual Render method on each of them) while preserving the ability to easily change the state of these objects? Maybe I'm doing something absolutely wrong from the beginning, if so, please point it out :) Thanks in advance!

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  • Read -> change -> save. Thread safe.

    - by Pavel Alexeev
    This code should automatically connect players when they enter a game. But the problem is when two users try to connect at the same time - in this case 2nd user can easily overwrite changes made by 1st user ('room_1' variable). How could I make it thread safe? def join(userId): users = memcache.get('room_1') users.append(userId) memcache.set('room_1', users) return users I'm using Google App Engine (python) and going to implement simple game-server for exchanging peers given by Adobe Stratus.

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  • Advice on Mocking System Calls

    - by Robert S. Barnes
    I have a class which calls getaddrinfo for DNS look ups. During testing I want to simulate various error conditions involving this system call. What's the recommended method for mocking system calls like this? I'm using Boost.Test for my unit testing.

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  • Using Selenium IDE with random values

    - by Toby Hede
    Is it possible to create Selenium tests using the Firefox plugin that use randomly generated values to help do regression tests? The full story: I would like to help my clients do acceptance testing by providing them with a suite of tests that use some smarts to create random (or at least pseudo-random) values for the database. One of the issues with my Selenium IDE tests at the moment is that they have predefined values - which makes some types of testing problematic.

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  • How do you unit test your T-SQL

    - by AlexKuznetsov
    How do you unit test your T-SQL? Which libraries/tools do you use? What percentage of your code is covered by unit tests and how do you measure it? Do you think the time and effort which you invested in your unit testing harness has paid off or not? If you do not use unit testing, can you explain why not?

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  • C++ online RPG game

    - by David
    So I've been learning C++ and SDL to make some basic 2d games. I want to create a game sort of like World of Warcraft but a 2D version. I want it to be online and use a database or something to start data like amount of Gold, HP, etc. I was wondering though, if I do this in SDL, would it still work online or would the user have to download SDL themselves to play? I just want a game like this but be able to play it with some friends, just for learning purposes you know. I was also looking at DirectX because everyone has that on windows pretty much. Anyways much help is appreciated, thanks!

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  • [NUnit+Moq] Guidelines for using Assert versus Verify

    - by emddudley
    I'm new to unit testing, and I'm learning how to use NUnit and Moq. NUnit provides Assert syntax for testing conditions in my unit tests, while Moq provides some Verify functions. To some extent these seem to provide the same functionality. How do I know when it's more appropriate to use Assert or Verify? Maybe Assert is better for confirming state, and Verify is better for confirming behavior (Classical versus Mockist)?

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  • How to obtain JNDI data source for JPA/JTA DAO integration test?

    - by HDave
    I have a JPA application that has specified JTA transactions in persistence.xml. For whatever reason, I have found that when using JTA, you MUST specify a JNDI data source within persistence.xml as well. This is fine, unless you are trying to go integration testing outside a container and JNDI is not available. My questions are: a) is there anyway to inject a jdbc datasource into my JTA transaction manager? b) if not, how do a handle a JNDI lookup during integration testing?

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  • Code Golf: Countdown Number Game

    - by Noldorin
    Challenge Here is the task, inspired by the well-known British TV game show Countdown. The challenge should be pretty clear even without any knowledge of the game, but feel free to ask for clarifications. And if you fancy seeing a clip of this game in action, check out this YouTube clip. It features the wonderful late Richard Whitely in 1997. You are given 6 numbers, chosen at random from the set {1, 2, 3, 4, 5, 6, 8, 9, 10, 25, 50, 75, 100}, and a random target number between 100 and 999. The aim is to make use the six given numbers and the four common arithmetic operations (addition, subtraction, multiplication, division; all over the rational numbers) to generate the target - or as close as possible either side. Each number may only be used once at most, while each arithmetic operator may be used any number of times (including zero.) Note that it does not matter how many numbers are used. Write a function that takes the target number and set of 6 numbers (can be represented as list/collection/array/sequence) and returns the solution in any standard numerical notation (e.g. infix, prefix, postfix). The function must always return the closest-possible result to the target, and must run in at most 1 minute on a standard PC. Note that in the case where more than one solution exists, any single solution is sufficient. Examples: {50, 100, 4, 2, 2, 4}, target 203 e.g. 100 * 2 + 2 + (4 / 4) e.g. (100 + 50) * 4 * 2 / (4 + 2) {25, 4, 9, 2, 3, 10}, target 465 e.g. (25 + 10 - 4) * (9 * 2 - 3) {9, 8, 10, 5, 9, 7), target 241 e.g. ((10 + 9) * 9 * 7) + 8) / 5 Rules Other than mentioned in the problem statement, there are no further restrictions. You may write the function in any standard language (standard I/O is not necessary). The aim as always is to solve the task with the smallest number of characters of code. Saying that, I may not simply accept the answer with the shortest code. I'll also be looking at elegance of the code and time complexity of the algorithm! My Solution I'm attempting an F# solution when I find the free time - will post it here when I have something! Format Please post all answers in the following format for the purpose of easy comparison: Language Number of characters: ??? Fully obfuscated function: (code here) Clear (ideally commented) function: (code here) Any notes on the algorithm/clever shortcuts it takes.

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