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  • How to permanently change a variable in a Python game loop

    - by Wehrdo
    I have a game loop like this: #The velocity of the object velocity_x = 0.09 velocity_y = 0.03 #If the location of the object is over 5, bounce off. if loc_x > 5: velocity_x = (velocity_x * -1) if loc_y > 5: velocity_y = (velocity_y * -1) #Every frame set the object's position to the old position plus the velocity obj.setPosition([(loc_x + velocity_x),(loc_y + velocity_y),0]) Basically, my problem is that in the if loops, I change the variable from its original value to the inverse of its old value. But because I declare the variable's value at the beginning of the script, the velocity variables don't stay on what I change it to. I need a way to change the variable's value permanently. Thank you!

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  • summer experiment: GWT & python for a trading game- arch question

    - by sadhu_
    Hi, As a summer learning experiment, I'm thinking of coding up a web front end for a trading game i wrote in python, that generates share prices and random snippets of text. I am sort of struggling with how this should work on the back-end though. I'd rather have my GWT client page interact with the python share price generator, than to try and re-code it in java. I suppose i could use an sqlite db, and then use jdbc to pick up the prices, but i was wondering if there is a better way, for me to be able to poll some python script either from my client page, or from the serverside java code ? I found this python wrapper, but i'm not sure how i could use it though: http://code.google.com/apis/visualization/documentation/dev/gviz_api_lib.html Thanks.

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  • How to implement image map type interface for a game board in Java 6

    - by Billy
    My group project at school is to implement a style of monopoly in which students can buy courses and land on various squares and move around the board. This is not a regular square board so we were wondering if anyone had any ideas on how we would implement an image map or something like it to create many clickable regions not in a perfect square. I have attached the image of the game board. Just a way to start is needed, not lots of code or anything as we all know java pretty well. If anyone has any ideas that would be great. Image of board is here. http://imgur.com/fH5WC.png

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  • Actionscript 3.0 platformer game

    - by Jez
    I have an flash game with the following code (http://pastie.org/9248528) When I run it, the player just falls and doesn't stop when he hits a platform. I tried debugging it and I had an error with moveCharacter's timer, but I don't know if that is the main problem. I put the player inside the wall and debugged it using breakpoints and it didn't detect that the player was inside the wall, skipping moving it to outside of the wall. If anyone has any ideas on what is wrong with my code then that would be great thanks!

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  • Free service that allows storing game data online?

    - by StackedCrooked
    I have created a small game in Java and I would like to add the ability for a player to publish his highscores online. I'm willing to write the server software myself (it's easy these days with Ruby Mongrel, or even C++). All I just need to have some sort hosting. One solution that immediately comes to mind is Amazon EC2. But that's kind of expensive for my needs. Since the requirements are very minimal (I don't even need a website, just a web service) I think there may be a cheaper solution out there. Does anyone know of a free or cheap provider for this kind of thing?

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  • How to have game audio loop at a certain point

    - by Essential
    I have a storm in my game, and so I've made an ambient audio file which slowly grows into a storm and rain fades in, which then becomes a loopable storm audio file. Here is how I've done it: // Play intro clip and merge into main loop var introTime = stormIntro.length; AudioSource.PlayClipAtPoint( stormIntro, Vector3.zero, 0.7 ); Invoke( "StormMusic", introTime ); The way I'm currently trying to do it is get the length of the storm_intro audio clip, play the clip, and then invoke storm_loop to begin after the length of the intro has completed. This kinda works, but not really because there's occasionally a gap between the two. So how can I do it so the transition is seamless?

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  • Finding the longest road in a Settlers of Catan game algorithmically

    - by Jay
    I'm writing a Settlers of Catan clone for a class. One of the extra credit features is automatically determining which player has the longest road. I've thought about it, and it seems like some slight variation on depth-first search could work, but I'm having trouble figuring out what to do with cycle detection, how to handle the joining of a player's two initial road networks, and a few other minutiae. How could I do this algorithmically? For those unfamiliar with the game, I'll try to describe the problem concisely and abstractly: I need to find the longest possible path in an undirected cyclic graph.

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  • Google Chrome hardware acceleration making game run slow

    - by powerc9000
    So I have been working on a game in HTML5 canvas and noticed that the games lags and performs much slower when hardware acceleration is turned on in Google Chrome then when it is turned off. You can try for yourself here From doing some profiling I see that the problem lies in drawImage. More specifically drawing one canvas onto another. I do a lot of this. Hardware Acceleration on. Hardware Acceleration off. Is there something fundamental I am missing with one canvas to another? Why would the difference be that profound?

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  • Why am I getting "ArgumentError: wrong number of arguments (1 for 0)" when running my rails function

    - by Hisham
    I'm stumped on what's causing this. I get this error and stack trace in all my functional tests where I call 'post'. Here is the full stack trace: 7) Error: test_should_validate(UsersControllerTest): ArgumentError: wrong number of arguments (1 for 0) /Users/hisham/src/rails/ftuBackend/vendor/rails/actionpack/lib/action_controller/routing/route.rb:48:in `to_query' /Users/hisham/src/rails/ftuBackend/vendor/rails/actionpack/lib/action_controller/routing/route.rb:48:in `build_query_string' /Users/hisham/src/rails/ftuBackend/vendor/rails/actionpack/lib/action_controller/routing/route.rb:46:in `each' /Users/hisham/src/rails/ftuBackend/vendor/rails/actionpack/lib/action_controller/routing/route.rb:46:in `build_query_string' /Users/hisham/src/rails/ftuBackend/vendor/rails/actionpack/lib/action_controller/routing/route.rb:233:in `append_query_string' generated code (/Users/hisham/src/rails/ftuBackend/vendor/rails/actionpack/lib/action_controller/routing/route.rb:154):3:in `generate' /Users/hisham/src/rails/ftuBackend/vendor/rails/actionpack/lib/action_controller/routing/route_set.rb:365:in `__send__' /Users/hisham/src/rails/ftuBackend/vendor/rails/actionpack/lib/action_controller/routing/route_set.rb:365:in `generate' /Users/hisham/src/rails/ftuBackend/vendor/rails/actionpack/lib/action_controller/routing/route_set.rb:364:in `each' /Users/hisham/src/rails/ftuBackend/vendor/rails/actionpack/lib/action_controller/routing/route_set.rb:364:in `generate' /Users/hisham/src/rails/ftuBackend/vendor/rails/actionpack/lib/action_controller/url_rewriter.rb:208:in `rewrite_path' /Users/hisham/src/rails/ftuBackend/vendor/rails/actionpack/lib/action_controller/url_rewriter.rb:187:in `rewrite_url' /Users/hisham/src/rails/ftuBackend/vendor/rails/actionpack/lib/action_controller/url_rewriter.rb:165:in `rewrite' /Users/hisham/src/rails/ftuBackend/vendor/rails/actionpack/lib/action_controller/test_process.rb:450:in `build_request_uri' /Users/hisham/src/rails/ftuBackend/vendor/rails/actionpack/lib/action_controller/test_process.rb:406:in `process' /Users/hisham/src/rails/ftuBackend/vendor/rails/actionpack/lib/action_controller/test_process.rb:376:in `post' functional/users_controller_test.rb:57:in `test_should_validate' /Users/hisham/src/rails/ftuBackend/vendor/rails/activesupport/lib/active_support/testing/setup_and_teardown.rb:60:in `__send__' /Users/hisham/src/rails/ftuBackend/vendor/rails/activesupport/lib/active_support/testing/setup_and_teardown.rb:60:in `run' This is the test I'm running: def test_should_validate post :validate, :user => { :email => '[email protected]', :password => 'quire', :password_confirmation => 'quire', :agreed_to_terms => "true" } assert assigns(:user).errors.empty? assert_response :success end

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  • Box2d: Set active and inactive

    - by Rosarch
    I'm writing an XNA game in C# using the XNA port of Box2d - Box2dx. Entities like trees or zombies are represented as GameObjects. GameObjectManager adds and removes them from the game world: /// <summary> /// Does the work of removing the GameObject. /// </summary> /// <param name="controller">The GameObject to be removed.</param> private void removeGameObjectFromWorld(GameObjectController controller) { controllers.Remove(controller); worldState.Models.Remove(controller.Model); controller.Model.Body.SetActive(false); } public void addGameObjectToWorld(GameObjectController controller) { controllers.Add(controller); worldState.Models.Add(controller.Model); controller.Model.Body.SetActive(true); } controllers is a collection of GameObjectController instances. worldState.Models is a collection of GameObjectModel instances. When I remove GameObjects from Box2d this way, this method gets called: void IContactListener.EndContact(Contact contact) { GameObjectController collider1 = worldQueryUtils.gameObjectOfBody(contact.GetFixtureA().GetBody()); GameObjectController collider2 = worldQueryUtils.gameObjectOfBody(contact.GetFixtureB().GetBody()); collisionRecorder.removeCollision(collider1, collider2); } worldQueryUtils: // this could be cached if we know bodies never change public GameObjectController gameObjectOfBody(Body body) { return worldQueryEngine.GameObjectsForPredicate(x => x.Model.Body == body).Single(); } This method throws an error: System.InvalidOperationException was unhandled Message="Sequence contains no elements" Source="System.Core" StackTrace: at System.Linq.Enumerable.Single[TSource](IEnumerable`1 source) at etc Why is this happening? What can I do to avoid it? This method has been called many times before the body.SetActive() was called. I feel that this may be messing it up.

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  • Ruby on rails generates tests for you. Do those give a false sense of a safety net?

    - by Hamish Grubijan
    Disclaimer: I have not used RoR, and I have not generated tests. But, I will still dare to post this question. Quality Assurance is theoretically impossible to get 100% right in general (Undecidable problem ;), and it is hard in practice. So many developers do not understand that writing good automated tests is an art, and it is hard. When I hear that RoR generates the tests for you, I get very skeptical. It cannot be that easy. Testing is a general concept; it applies across languages. So does the concept of code contracts, it is similar for languages that support it. Code contracts do not generate themselves. The programmer must add the requirements and the promises manually, after doing some thinking about the algorithm / function. If a human gets it wrong, then the tools will propagate the error. Similarly with testing - it takes human judgement about what should happen. Tests do not write themselves, and we are far from the day when a business analyst can just have a conversation with a computer and tell it informally what the requirements are and have the computer do all the work. There is no magic ... how can RoR generate good tests for you? Please shed some light on this. Opinions are ok, for this is a community wiki. Thanks!

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  • How do I run JUnit from NetBeans?

    - by FarmBoy
    I've been trying to understand how to start writing and running JUnit tests. When I'm reading this article: http://junit.sourceforge.net/doc/testinfected/testing.htm I get the the middle of the page and they write, "JUnit comes with a graphical interface to run tests. Type the name of your test class in the field at the top of the window. Press the Run button." I don't know how to launch this program. I don't even know which package it is in, or how you run a library class from an IDE. Being stuck, I tried this NetBeans tutorial: http://www.netbeans.org/kb/docs/java/junit-intro.html It seemed to be going OK, but then I noticed that the menu options for this tutorial for testing a Java Class Library are different from those for a regular Java application, or for a Java Web App. So the instructions in this tutorial don't apply generally. I'm using NetBeans 6.7, and I've imported JUnit 4.5 into the libraries folder. What would be the normal way to run JUnit, after having written the tests? The JUnit FAQ describes the process from the Console, and I'm willing to do that if that is what is typical, but given all that I can do inside netbeans, it seems hard to believe that there isn't an easier way. Thanks much. EDIT: If I right-click on the project and select "Test" the output is: init: deps-jar: compile: compile-test: test-report: test: BUILD SUCCESSFUL (total time: 0 seconds) This doesn't strike me as the desired output of a test, especially since this doesn't change whether the test condition is true or not. Any ideas?

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  • Will IOC solve our problems?

    - by user127954
    Just trying to implement unit testing into a brownfield type system. Be aware i'm relatively new into the unit testing world. Its going to be a gradual migration of course because there are just so many areas of pain. The current problem i'm trying to solve is we followed a lot of bad practices from our VB6 days and in the conversion of our app to .Net. We have LOT AN LOTS of shared/static functions which call other shared functions and those call others and so on. Sometimes depedencies are passed in as parameters and sometimes they are just newed up within the calling function. I've already instructed our developers to stop creating shared functions and instead create instance members and only use those instance members off of interfaces but that doesn't alleviate the current situation. So you must recursively pass in each and every dependency at the top layer for each function in your code path and method signatures are turning into a mess. I'm hoping this is something that IOC will fix. Currently we are using NUnit/Moq and i'm starting to investigate StructureMap. So far i understand that you pretty much tell StructureMap for x interface i want to default to the concrete class y: ObjectFactory.Initialize(x=>{x.ForRequestType<IInterface>().TheDefaultIsConcreteType<MyClass>()}); Then to runtime: var mytype = ObjectFactory.GetInstance<IInterface>(); the IOC container will initialize the correct type for you. Not sure yet how to swap a fake in for the concrete type but hopefully thats simple. Again will IOC solve the problems i was talking about above? Is there a specific IOC framework that will do it better than StructureMap or can they all handle this situation. Any help would be much appreciated.

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  • externalizing junit stub objects.

    - by Ajay
    Hi!    In my project we created stub files for testing junits in java(factories) itself. However, we have to externalize these stubs. After seeing a number of serializers/deserializers, we settled on using XStream to serialize and deserialize these stub objects. XStream works like a charm. Its pretty good at what it claims to be. Previously, we had a single factory class say AFactory which produced all the stubs needed for testing different test cases. Now when externalizing each of the stub generated, we hit a road block. We had to create 1 xml file for each stub produced by the factory. For example, public final class AFactory{ public static A createStub1(){ /*Code here */} public static A createStub2(){ /*Code here */} public static A createStub3(){ /*Code here */} } Now, when trying to move this stubs to external files, we had to create 1 xml file for each stub created(A-stub1.xml, A-stub2.xml and A-stub3.xml). The problem with this approach is that, it leads to proliferation of xml stub files. I was thinking, how about keeping all the stubs related to a single bean class in a single xml file. <?xml version="1.0"?> <stubs class="A"> <stub id="stub1"> <!-- Here comes the externalized xml stub representation --> </stub> <stub id="stub2"> </stub> </stubs> Is there a framework which allows you keep all the stub in xml representation in a single xml file as above ? Or What do you guys suggest should be the right approach to adhere to ?

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  • java.lang.IllegalStateException: missing behavior definition for the preceding method call getMessag

    - by user362199
    Hi All, I'm using EasyMock(version 2.4) and TestNG for writing UnitTest. I have a following scenario and I cannot change the way class hierarchy is defined. I'm testing ClassB which is extending ClassA. ClassB look like this public class ClassB extends ClassA { public ClassB() { super("title"); } @Override public String getDisplayName() { return ClientMessages.getMessages("ClassB.title"); } } ClassA code public abstract class ClassA { private String title; public ClassA(String title) { this.title = ClientMessages.getMessages(title); } public String getDisplayName() { return this.title; } } ClientMessages class code public class ClientMessages { private static MessageResourse messageResourse; public ClientMessages(MessageResourse messageResourse) { this.messageResourse = messageResourse; } public static String getMessages(String code) { return messageResourse.getMessage(code); } } MessageResourse Class code public class MessageResourse { public String getMessage(String code) { return code; } } Testing ClassB import static org.easymock.classextension.EasyMock.createMock; import org.easymock.classextension.EasyMock; import org.testng.Assert; import org.testng.annotations.Test; public class ClassBTest { private MessageResourse mockMessageResourse = createMock(MessageResourse.class); private ClassB classToTest; private ClientMessages clientMessages; @Test public void testGetDisplayName() { EasyMock.expect(mockMessageResourse.getMessage("ClassB.title")).andReturn("someTitle"); clientMessages = new ClientMessages(mockMessageResourse); classToTest = new ClassB(); Assert.assertEquals("someTitle" , classToTest.getDisplayName()); EasyMock.replay(mockMessageResourse); } } When I'm running this this test I'm getting following exception: java.lang.IllegalStateException: missing behavior definition for the preceding method call getMessage("title") While debugging what I found is, it's not considering the mock method call mockMessageResourse.getMessage("ClassB.title") as it has been called from the construtor (ClassB object creation). Can any one please help me how to test in this case. Thanks.

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  • asp.net mvc - How to create fake test objects quickly and efficiently

    - by Simon G
    Hi, I'm currently testing the controller in my mvc app and I'm creating a fake repository for testing. However I seem to be writing more code and spending more time for the fakes than I do on the actual repositories. Is this right? The code I have is as follows: Controller public partial class SomeController : Controller { IRepository repository; public SomeController(IRepository rep) { repository = rep; } public virtaul ActionResult Index() { // Some logic var model = repository.GetSomething(); return View(model); } } IRepository public interface IRepository { Something GetSomething(); } Fake Repository public class FakeRepository : IRepository { private List<Something> somethingList; public FakeRepository(List<Something> somethings) { somthingList = somthings; } public Something GetSomething() { return somethingList; } } Fake Data class FakeSomethingData { public static List<Something> CreateSomethingData() { var somethings = new List<Something>(); for (int i = 0; i < 100; i++) { somethings.Add(new Something { value1 = String.Format("value{0}", i), value2 = String.Format("value{0}", i), value3 = String.Format("value{0}", i) }); } return somethings; } } Actual Test [TestClass] public class SomethingControllerTest { SomethingController CreateSomethingController() { var testData = FakeSomethingData.CreateSomethingData(); var repository = new FakeSomethingRepository(testData); SomethingController controller = new SomethingController(repository); return controller; } [TestMethod] public void SomeTest() { // Arrange var controller = CreateSomethingController(); // Act // Some test here // Arrange } } All this seems to be a lot of extra code, especially as I have more than one repository. Is there a more efficient way of doing this? Maybe using mocks? Thanks

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  • Basic jUnit Questions

    - by Epitaph
    I was testing a String multiplier class with a multiply() method that takes 2 numbers as inputs (as String) and returns the result number (as String) `public String multiply(String num1, String num2); I have done the implementation and created a test class with the following test cases involving the input String parameter as 1) valid numbers 2) characters 3) special symbol 4) empty string 5) Null value 6) 0 7) Negative number 8) float 9) Boundary values 10) Numbers that are valid but their product is out of range 11) numbers will + sign (+23) 1) I'd like to know if "each and every" assertEquals() should be in it's own test method? Or, can I group similar test cases like testInvalidArguments() to contains all asserts involving invalid characters since ALL of them throw the same NumberFormatException ? 2) If testing an input value like character ("a"), do I need to include test cases for ALL scenarios? "a" as the first argument "a" as the second argument "a" and "b" as the 2 arguments 3) As per my understanding, the benefit of these unit tests is to find out the cases where the input from a user might fail and result in an exception. And, then we can give the user with a meaningful message (asking them to provide valid input) instead of an exception. Is that the correct? And, is it the only benefit? 4) Are the 11 test cases mentioned above sufficient? Did I miss something? Did I overdo? When is enough? 5) Following from the above point, have I successfully tested the multiply() method?

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  • Defining jUnit Test cases Correctly

    - by Epitaph
    I am new to Unit Testing and therefore wanted to do some practical exercise to get familiar with the jUnit framework. I created a program that implements a String multiplier public String multiply(String number1, String number2) In order to test the multiplier method, I created a test suite consisting of the following test cases (with all the needed integer parsing, etc) @Test public class MultiplierTest { Multiplier multiplier = new Multiplier(); // Test for 2 positive integers assertEquals("Result", 5, multiplier.multiply("5", "1")); // Test for 1 positive integer and 0 assertEquals("Result", 0, multiplier.multiply("5", "0")); // Test for 1 positive and 1 negative integer assertEquals("Result", -1, multiplier.multiply("-1", "1")); // Test for 2 negative integers assertEquals("Result", 10, multiplier.multiply("-5", "-2")); // Test for 1 positive integer and 1 non number assertEquals("Result", , multiplier.multiply("x", "1")); // Test for 1 positive integer and 1 empty field assertEquals("Result", , multiplier.multiply("5", "")); // Test for 2 empty fields assertEquals("Result", , multiplier.multiply("", "")); In a similar fashion, I can create test cases involving boundary cases (considering numbers are int values) or even imaginary values. 1) But, what should be the expected value for the last 3 test cases above? (a special number indicating error?) 2) What additional test cases did I miss? 3) Is assertEquals() method enough for testing the multiplier method or do I need other methods like assertTrue(), assertFalse(), assertSame() etc 4) Is this the RIGHT way to go about developing test cases? How am I "exactly" benefiting from this exercise? 5)What should be the ideal way to test the multiplier method? I am pretty clueless here. If anyone can help answer these queries I'd greatly appreciate it. Thank you.

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  • TDD test data loading methods

    - by Dave Hanson
    I am a TDD newb and I would like to figure out how to test the following code. I am trying to write my tests first, but I am having trouble for creating a test that touches my DataAccessor. I can't figure out how to fake it. I've done the extend the shipment class and override the Load() method; to continue testing the object. I feel as though I end up unit testing my Mock objects/stubs and not my real objects. I thought in TDD the unit tests were supposed to hit ALL of the methods on the object; however I can never seem to test that Load() code only the overriden Mock Load My tests were write an object that contains a list of orders based off of shipment number. I have an object that loads itself from the database. public class Shipment { //member variables protected List<string> _listOfOrders = new List<string>(); protected string _id = "" //public properties public List<string> ListOrders { get{ return _listOfOrders; } } public Shipment(string id) { _id = id; Load(); } //PROBLEM METHOD // whenever I write code that needs this Shipment object, this method tries // to hit the DB and fubars my tests // the only way to get around is to have all my tests run on a fake Shipment object. protected void Load() { _listOfOrders = DataAccessor.GetOrders(_id); } } I create my fake shipment class to test the rest of the classes methods .I can't ever test the Real load method without having an actual DB connection public class FakeShipment : Shipment { protected new void Load() { _listOfOrders = new List<string>(); } } Any thoughts? Please advise. Dave

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  • The 10.6.3 os x update broke simulated key-presses for Nestopia.

    - by Lou Z.
    The iPhone app that I released is a wireless game controller, it translates touches on the device into key-presses on the networked Mac. This allowed for playing emulator (e.g. Nestopia) games using the iPhone as a controller. Of course, the day that I released it coincided with an os x update. After installing this update, the simulated key-presses no longer work in Nestopia! The crazier thing is, when I go to 'File Open' within Nestopia, I can cycle through the file list by hitting the up-arrow on my iphone controller; i.e. the simulated key-presses work in menu items, but not in the game itself. The code that I use to simulate keys is below. Given the list of changes here, can anyone identify which change would cause this problem? Thanks!! #define UP false #define DOWN true -(void)sendKey:(CGKeyCode)keycode andKeyDirection:(BOOL)keydirection{ CGEventRef eventRef = CGEventCreateKeyboardEvent(NULL, keycode, keydirection); CGEventPost(kCGSessionEventTap, eventRef); CFRelease(eventRef); }

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  • How can I test this SQL Server performance Utility?

    - by Martin Smith
    As part of my MSc I need to do a three month project later this year. I have decided to do something which will likely be useful for me in the workplace and spend the time getting to understand SQL Server internals. The deliverable for this project will be a performance advisor looking at a variety of different rules. Some static such as finding redundant indexes, some more dynamic such as using XEvents to find outlying invocations of stored procedure execution times when certain parameters are passed. I am struggling to come up with a good way of testing this though. I can obviously design a "bad" database and a synthetic workload that my tool will pick up issues on but I also need to demonstrate that it has real world utility. Looking at the self tuning database literature it is common to use TPC benchmarks but I've had a look at the TPCC site and it looks very time consuming to implement and not that good a fit to my project's testing needs in any event (I would still be able to "rig" it by the decisions I made on indexing or physical architecture). Plan A would be to find willing beta tester(s) but in the event that isn't possible I will need a fallback plan. The best idea I have come up with so far is to use the various MS sample applications as examples of real world applications. e.g. http://msftdpprodsamples.codeplex.com/ http://www.asp.net/community/projects/ Does anyone have any better suggestions?

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  • Why not lump all service classes into a Factory method (instead of injecting interfaces)?

    - by Andrew
    We are building an ASP.NET project, and encapsulating all of our business logic in service classes. Some is in the domain objects, but generally those are rather anemic (due to the ORM we are using, that won't change). To better enable unit testing, we define interfaces for each service and utilize D.I.. E.g. here are a couple of the interfaces: IEmployeeService IDepartmentService IOrderService ... All of the methods in these services are basically groups of tasks, and the classes contain no private member variables (other than references to the dependent services). Before we worried about Unit Testing, we'd just declare all these classes as static and have them call each other directly. Now we'll set up the class like this if the service depends on other services: public EmployeeService : IEmployeeService { private readonly IOrderService _orderSvc; private readonly IDepartmentService _deptSvc; private readonly IEmployeeRepository _empRep; public EmployeeService(IOrderService orderSvc , IDepartmentService deptSvc , IEmployeeRepository empRep) { _orderSvc = orderSvc; _deptSvc = deptSvc; _empRep = empRep; } //methods down here } This really isn't usually a problem, but I wonder why not set up a factory class that we pass around instead? i.e. public ServiceFactory { virtual IEmployeeService GetEmployeeService(); virtual IDepartmentService GetDepartmentService(); virtual IOrderService GetOrderService(); } Then instead of calling: _orderSvc.CalcOrderTotal(orderId) we'd call _svcFactory.GetOrderService.CalcOrderTotal(orderid) What's the downfall of this method? It's still testable, it still allows us to use D.I. (and handle external dependencies like database contexts and e-mail senders via D.I. within and outside the factory), and it eliminates a lot of D.I. setup and consolidates dependencies more. Thanks for your thoughts!

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  • Web Automation Tool

    - by Aaron
    I've realized I need a full-fledged browser automation tool for testing user interactions with our JavaScript widget library. I was using qunit, starting with unit testing and then I unwisely started incorporating more and more functional tests. That was a bad idea: trying to simulate a lot of user actions with JavaScript. The timing issues have gotten out of control and have made the suite too brittle. Now I spend more time fixing the tests, then I do developing. Is it possible to find a browser automation tool that works in: Windows XP: IE6,7,8, FF3 OSX: Safari, FF3 ? I've looked into SeleniumIDE and RC, but there seems to be some IE8 problems. I've also seen some things about Google's WebDriver, which confusingly seems to work with Selenium. Our organziation has licenses for IBM's Rational Functional Tester, but I don' think that will work on the MAC. The idea is to try to run tests on all the browsers our organization supports. Doable? Are my requirements unrealistic? Any recommendations as far as software to try? Thanks!

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  • Code Own Socket Server or Use Red5/ElectroServer on Amazon EC2?

    - by Travis
    I've been thinking for a long time about working on a multiplayer game in Flash. I need updates frequently enough that ajax requests won't work so I need to use a socket server. The system will eventually have enough objects/players that I would consider it an MMO. I would like to set up a scalable system on Amazon's EC2. (Which probably effects my choice of server) This architecture would hopefully allow the game to grow without many changes over time. (Using a domain decomposition technique or something similar) Heres my internal debate: Should I a. Code my own socket server in C++ or Java? b. Use the free and open source Red5 socket server for Flash? or c. Pay the licensing fees and go for Electroserver? I consider myself a decent developer, but am at an impasse as to what road to go down. I'm not sure if I, could develop/would need, the features of one of the prepackaged socket servers. I'm also not sure if the prepackaged servers would work well in an Amazon EC2 environment and take full advantage of its features. Any help or guidance would be greatly appreciated.

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  • Animation not playing

    - by Tate Allen
    Hello again, I didn't say this last time but I am relatively new to iPhone programming and extremely new to iPhone game development so bear with me. In my game, when I tilt the device, the character moves and faces the correct direction, but does not animate. I am using an animated UIImageView. Here is the code: float newX = character.center.x + (accel.x * 12); if (newX 30 && newX < 290) character.center = CGPointMake(newX, character.center.y); if (accel.x < 0) { NSArray *imgArray = [[NSArray alloc] initWithObjects: [UIImage imageNamed:@"run3left.png"], [UIImage imageNamed:@"run1left.png"], [UIImage imageNamed:@"run2left.png"], [UIImage imageNamed:@"run1left.png"], nil]; character.animationImages = imgArray; character.animationDuration = 0.5; character.contentMode = UIViewContentModeBottomLeft; [self.view addSubview:character]; [character startAnimating]; } if (accel.x > 0) { NSArray *imgArray = [[NSArray alloc] initWithObjects: [UIImage imageNamed:@"run3.png"], [UIImage imageNamed:@"run1.png"], [UIImage imageNamed:@"run2.png"], [UIImage imageNamed:@"run1.png"], nil]; character.animationImages = imgArray; character.animationDuration = 0.5; character.contentMode = UIViewContentModeBottomLeft; [self.view addSubview:character]; [character startAnimating]; } }

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