Search Results

Search found 21563 results on 863 pages for 'game testing'.

Page 203/863 | < Previous Page | 199 200 201 202 203 204 205 206 207 208 209 210  | Next Page >

  • A simple factory_girl question

    - by gmile
    I have two factories (post_factory.rb, comment_factory.rb) in separate files. I'd like to create a bit complex factory, which will create a post with associated comments for me. I created a third file, called complex_factory.rb, and wrote the following code: Factory.define :post_with_comments, :parent => :post do |post| post.after_create { |p| Factory(:user_last_state, :post => p) } end But rake spec raises an error, stating that the file is unaware of post and comment factories. At the very next moment, I naïvely wrote requires at the top: require "post_factory.rb" require "comment_factory.rb" But that didn't gave any proper result. Maybe this requires actually looking the wrong direction? Or they pretty much don't matter (as registering factories for visibility might be more complex that I assume). Am I missing something? Any ideas?

    Read the article

  • Experimenting with data to determine value - migration/methods?

    - by TCK
    Hey guys, I have a LOT of data available to me, and want to experiment with data that isn't currently being used in production. The obvious solution seems to be to make a copy of production data and integrate it with what I want to play around with, but I was wondering if there was a better (less expensive?) way to do this. Both isolation and integration are important. I'd like to be able to keep lightweight/experimental data assets apart from high volume production data, but also be able to integrate (RELATIVELY) painlessly if experimental assets are deemed useful. Thanks.

    Read the article

  • How do I unit test controllers for an asp.net mvc site that uses StructureMap and NHibernate?

    - by Jim Geurts
    I have an asp.net mvc2 application that is using StructureMap 2.6 and NHibernate 3.x. I would like to add unit tests to the application but am sort of at a loss for how to accomplish it. Say I have a basic controller called Posts that has an action called Index. The controller looks something like: public class PostsController : Controller { private readonly IPostService _postService; public PostsController(IPostService postService) { _postService = postService; } public ActionResult Index() { return View(_postService.QueryOver<Post>().Future()); } } If I wanted to create an nunit test that would verify that the index action is returning all of the posts, how do I go about that? If mocking is recommended, do you just assume that interaction with the database will work? Sorry for asking such a broad question, but my web searches haven't turned up anything decent for how to unit test asp.net mvc actions that use StructureMap (or any other IOC) and NHibernate. btw, if you don't like that I return a QueryOver object from my post service, pretend it is an IQueryable object. I'm using it essentially in the same way.

    Read the article

  • Alpha-Beta cutoff

    - by Becky
    I understand the basics of this search, however the beta cut-off part is confusing me, when beta <= value of alphabeta I can either return beta, break, or continue the loop. return beta doesn't seem to work properly at all, it returns the wrong players move for a different state of the board (further into the search tree) break seems to work correctly, it is very fast but it seems a bit TOO fast continue is a lot slower than break but it seems more correct...I'm guessing this is the right way but pseudocode on google all use 'break' but because this is pseudocode I'm not sure what they mean by 'break'

    Read the article

  • Nintendo DSi SDK : Getting Started

    - by Hugoware
    Does anyone have a good starting point for learning about development for the new Nintendo DSi? What kind of hardware do you need to develop and test something like this? Can you develop for the DSi using the standard DS? What language do you need to use? [Bonus Question] : I also heard the new DSi is going to get an App Store similar to Apple - Are developers going to be able to sell games using this?

    Read the article

  • Resharper 4.5 and dotTrace 3.1 integration problem

    - by Ken Egozi
    Hi. I am not able to get Resharper profile a unit test, although I have dotTrace installed on my machine. Actually, the dotTrace button in VisualStudio is also greyed out. the VisualStudio AddIns menu list dotTrace as started. VS2008 sp1 Windows 7 64bit R# 4.5 dotTrace 3.1 I tried Restarts, Reinstall, Re-whatever. Has anyone experienced that also? Does anyone has a solution for that?

    Read the article

  • Proper way to assert type of variable in Python

    - by Morlock
    In using a function, I wish to ensure that the type of the variables are as expected. How to do it right? Here is an example fake function trying to do just this before going on with its role: def my_print(text, begin, end): """Print text in UPPER between 'begin' and 'end' in lower """ for i in (text, begin, end): assert type(i) == type("") out = begin.lower() + text.upper() + end.lower() print out Is this approach valid? Should I use something else than type(i) == type("") ? Should I use try/except instead? Thanks pythoneers

    Read the article

  • How do I test ActionFilterAttributes that work with ModelState?

    - by Tomas Lycken
    As suggested by (among others) Kazi Manzur Rashid in this blog post, I am using ActionFilterAttributes to transfer model state from one request to another when redirecting. However, I find myself unable to write a unit test that test the behavior of these attributes. As an example, this what I want the test for the ImportModelStateAttribute to do: Setup the filterContext so that TempData[myKey] contains some fake "exported" ModelState (that is, a ModelStateDictionary I create myself, and add one error to) Make ModelState contain one model error. Call OnActionExecuting. Verify the two dictionaries are merged, and ModelState now contains both errors. I'm at a loss already on the second step.

    Read the article

  • Did test server port change in Rails 2.3?

    - by kareem
    I upgraded rails to 2.3.2 from 2.1.1 yesterday and a bunch of my tests started failing. When I was running under 2.1.1, the test server was running on port 3000 so I had a HOST_DOMAIN variable that included the port - HOST_DOMAIN = "localhost.tst:3000". This is so my assert_redirected_to's would succeed. Now, however, it seems that the test server is running on port 80, so the port in HOST_DOMAIN is causing tests to fail. There's no specific reason I'm keeping the port in HOST_DOMAIN. I more want to know whether something in Rails 2.3 changed the port the test server runs on and where I can read more about why. I've searched a ton and can't find anything, so I'm going to my go-to place to ask development questions :) Thanks in advance.

    Read the article

  • Static variables in Java for a test oObject creator

    - by stevebot
    Hey, I have something like the following TestObjectCreator{ private static Person person; private static Company company; static { person = new Person() person.setName("Joe"); company = new Company(); company.setName("Apple"); } public Person createTestPerson(){ return person; } public Person createTestCompany(){ return company; } } By applying static{} what am I gaining? I assume the objects are singletons as a result. However, if I did the following: Person person = TestObjectCreator.createTestPerson(); person.setName("Jill"); Person person2 = TestObjectCreator.createTestPerson(); would person2 be named Jill or Joe?

    Read the article

  • A RenderTargetView cannot be created from a NULL Resource

    - by numerical25
    I am trying to create my render target view but I get this error from direct X A RenderTargetView cannot be created from a NULL Resource To my knowledge it seems that I must fill the rendertarget pointer with data before passing it. But I am having trouble figure out how. Below is my declaration and implementation declaration #pragma once #include "stdafx.h" #include "resource.h" #include "d3d10.h" #include "d3dx10.h" #include "dinput.h" #define MAX_LOADSTRING 100 class RenderEngine { protected: RECT m_screenRect; //direct3d Members ID3D10Device *m_pDevice; // The IDirect3DDevice10 // interface ID3D10Texture2D *m_pBackBuffer; // Pointer to the back buffer ID3D10RenderTargetView *m_pRenderTargetView; // Pointer to render target view IDXGISwapChain *m_pSwapChain; // Pointer to the swap chain RECT m_rcScreenRect; // The dimensions of the screen ID3DX10Font *m_pFont; // The font used for rendering text // Sprites used to hold font characters ID3DX10Sprite *m_pFontSprite; ATOM RegisterEngineClass(); void Present(); public: static HINSTANCE m_hInst; HWND m_hWnd; int m_nCmdShow; TCHAR m_szTitle[MAX_LOADSTRING]; // The title bar text TCHAR m_szWindowClass[MAX_LOADSTRING]; // the main window class name void DrawTextString(int x, int y, D3DXCOLOR color, const TCHAR *strOutput); //static functions static LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam); static INT_PTR CALLBACK About(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam); bool InitWindow(); bool InitDirectX(); bool InitInstance(); int Run(); RenderEngine() { m_screenRect.right = 800; m_screenRect.bottom = 600; } }; my implementation bool RenderEngine::InitDirectX() { //potential error. You did not set to zero memory and you did not set the scaling property DXGI_MODE_DESC bd; bd.Width = m_screenRect.right; bd.Height = m_screenRect.bottom; bd.Format = DXGI_FORMAT_R8G8B8A8_UNORM; bd.RefreshRate.Numerator = 60; bd.RefreshRate.Denominator = 1; DXGI_SAMPLE_DESC sd; sd.Count = 1; sd.Quality = 0; DXGI_SWAP_CHAIN_DESC swapDesc; ZeroMemory(&swapDesc, sizeof(swapDesc)); swapDesc.BufferDesc = bd; swapDesc.SampleDesc = sd; swapDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; swapDesc.OutputWindow = m_hWnd; swapDesc.BufferCount = 1; swapDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD, swapDesc.Windowed = true; swapDesc.Flags = 0; HRESULT hr; hr = D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, D3D10_CREATE_DEVICE_DEBUG, D3D10_SDK_VERSION , &swapDesc, &m_pSwapChain, &m_pDevice); if(FAILED(hr)) return false; // Create a render target view hr = m_pDevice->CreateRenderTargetView( m_pBackBuffer, NULL, &m_pRenderTargetView); // FAILS RIGHT HERE // if(FAILED(hr)) return false; return true; }

    Read the article

  • Inspect in memory hsqldb while debugging

    - by Albert
    We're using hdsqldb in memory to run junit tests which operate against a database. The db is setup before running each test via a spring configuration. All works fine. Now when a tests fails it can be convinient to be able to inspect the values in the in memory database. Is this possible? If so how? Our url is: jdbc.url=jdbc:hsqldb:mem:testdb;sql.enforce_strict_size=true The database is destroyed after each tests. But when the debugger is running the database should also still be alive. I've tried connecting with the sqldb databaseManager. That works, but I don't see any tables or data. Any help is highly appreciated!

    Read the article

  • Mocking using 'traditional' Record/Replay vs Moq model

    - by fung
    I'm new to mocks and am deciding on a mock framework. The Moq home quotes Currently, it's the only mocking library that goes against the generalized and somewhat unintuitive (especially for novices) Record/Reply approach from all other frameworks. Can anyone explain simply what the Record/Replay approach is and how Moq differs? What are the pros and cons of each especially from the point of deciding a framework? Thanks.

    Read the article

  • ReSharper wrapping test result stacktraces?

    - by lance
    ReSharper 4.5's test runner will run MSTest tests out of the box, and that's what I'm doing. When a test fails, I click on the test to see the stacktrace and the failure reason. The pane I'm clicking in to do this is the "Unit Test Sessions" pane. The lower half of this pane (or the right half, if you have it configured that way) shows the reason and stacktrace for the failure. This section/pane does not word wrap, so I have to use the mouse to scroll left and right all the time. How can I make this reason/stacktrace pane word wrap?

    Read the article

  • cannot retrieve effect.fx file

    - by numerical25
    I am having issues loading my effect.fx from directx. When I step into my application, my ID3D10Effect *m_pDefaultEffect; pointer remains empty. the address remains at 0x000000 below is my code #pragma once #include "stdafx.h" #include "resource.h" #include "d3d10.h" #include "d3dx10.h" #include "dinput.h" #define MAX_LOADSTRING 100 class RenderEngine { protected: RECT m_screenRect; //direct3d Members ID3D10Device *m_pDevice; // The IDirect3DDevice10 // interface ID3D10Texture2D *m_pBackBuffer; // Pointer to the back buffer ID3D10RenderTargetView *m_pRenderTargetView; // Pointer to render target view IDXGISwapChain *m_pSwapChain; // Pointer to the swap chain RECT m_rcScreenRect; // The dimensions of the screen ID3D10Texture2D *m_pDepthStencilBuffer; ID3D10DepthStencilState *m_pDepthStencilState; ID3D10DepthStencilView *m_pDepthStencilView; //transformation matrixs D3DXMATRIX g_mtxWorld; D3DXMATRIX g_mtxView; D3DXMATRIX g_mtxProj; //Effect members ID3D10Effect *m_pDefaultEffect; ID3D10EffectTechnique *m_pDefaultTechnique; ID3DX10Font *m_pFont; // The font used for rendering text // Sprites used to hold font characters ID3DX10Sprite *m_pFontSprite; ATOM RegisterEngineClass(); void DoFrame(float); bool LoadEffects(); public: static HINSTANCE m_hInst; HWND m_hWnd; int m_nCmdShow; TCHAR m_szTitle[MAX_LOADSTRING]; // The title bar text TCHAR m_szWindowClass[MAX_LOADSTRING]; // the main window class name void DrawTextString(int x, int y, D3DXCOLOR color, const TCHAR *strOutput); //static functions static LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam); static INT_PTR CALLBACK About(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam); bool InitWindow(); bool InitDirectX(); bool InitInstance(); int Run(); void ShutDown(); RenderEngine() { m_screenRect.right = 800; m_screenRect.bottom = 600; } }; below is the implementation bool RenderEngine::LoadEffects() { HRESULT hr; ID3D10Blob *pErrors = 0; // Create the default rendering effect hr = D3DX10CreateEffectFromFile(L"effect.fx", NULL, NULL, "fx_4_0", D3D10_SHADER_DEBUG, 0, m_pDevice, NULL, NULL, &m_pDefaultEffect, &pErrors, NULL); if(pErrors)// at this point, m_pDefaultEffect is still empty but pErrors returns data which means there is {//errors return false; //ends here } //m_pDefaultTechnique = m_pDefaultEffect->GetTechniqueByName("DefaultTechnique"); return true; } My directx Device does work. My effect.fx file is in the same folder as my solution files (.cpp and header files)

    Read the article

  • TicTacToe AI Making Incorrect Decisions

    - by Chris Douglass
    A little background: as a way to learn multinode trees in C++, I decided to generate all possible TicTacToe boards and store them in a tree such that the branch beginning at a node are all boards that can follow from that node, and the children of a node are boards that follow in one move. After that, I thought it would be fun to write an AI to play TicTacToe using that tree as a decision tree. TTT is a solvable problem where a perfect player will never lose, so it seemed an easy AI to code for my first time trying an AI. Now when I first implemented the AI, I went back and added two fields to each node upon generation: the # of times X will win & the # of times O will win in all children below that node. I figured the best solution was to simply have my AI on each move choose and go down the subtree where it wins the most times. Then I discovered that while it plays perfect most of the time, I found ways where I could beat it. It wasn't a problem with my code, simply a problem with the way I had the AI choose it's path. Then I decided to have it choose the tree with either the maximum wins for the computer or the maximum losses for the human, whichever was more. This made it perform BETTER, but still not perfect. I could still beat it. So I have two ideas and I'm hoping for input on which is better: 1) Instead of maximizing the wins or losses, instead I could assign values of 1 for a win, 0 for a draw, and -1 for a loss. Then choosing the tree with the highest value will be the best move because that next node can't be a move that results in a loss. It's an easy change in the board generation, but it retains the same search space and memory usage. Or... 2) During board generation, if there is a board such that either X or O will win in their next move, only the child that prevents that win will be generated. No other child nodes will be considered, and then generation will proceed as normal after that. It shrinks the size of the tree, but then I have to implement an algorithm to determine if there is a one move win and I think that can only be done in linear time (making board generation a lot slower I think?) Which is better, or is there an even better solution?

    Read the article

  • ExpectedException on TestMethod Visual Studio 2010

    - by Joop
    Today I upgraded my solution with all the underlying projects from VS2008 to VS2010. Everything went well except for my unit tests. First of all only the web projects had as target framework .NET 4. All the other projects still had .NET 3.5. I changed them all to .NET 4. Now when I debug my unit tests it breaks on every exception. In 2008 it just wouldn't pass and tell me that an exception occurred. Even when I have the ExpectedException attribute defined it stops debugging on every exception. And example of one of my tests: [TestMethod] [ExpectedException(typeof(EntityDoesNotExistException))] public void ConstructorTest() { AddressType type = new AddressType(int.MaxValue); } The EntityDoesNotExistException is a custom exception and inherits Exception.

    Read the article

  • How to run White + SL4 UATs through TeamCity?

    - by Duncan Bayne
    After experiencing a series of unpleasant issues with TFS, including source code orruption and project management inflexibility, we (meaning the project team of which I'm a part) have decided to move from TFS 2010 to TeamCity + SVN + V1. I've managed to get our MSTest component and unit tests running as part of every build. However, our UATs are failing, and I was hoping for some advice from the TeamCity community as to best practices w.r.t. running web servers and interacting with the desktop. Each of our UAT fixtures starts a web server to host the site, like this: public static void StartWebServer() { var pathToSite = @"C:\projects\myproject\FrontEnd\MyProject.FrontEnd.Web"; var webServer = new Process { StartInfo = new ProcessStartInfo { Arguments = string.Format("/port:9150 /path:\"{0}\"", pathToSite), FileName = @"C:\Program Files (x86)\Common Files\microsoft shared\DevServer\10.0\WebDev.WebServer40.EXE" } }; webServer.Start(); } Needless to say, this doesn't work when running through TeamCity, as the pathToSite value is different each time. I'm hoping there is a way of determining the path into which the the code is checked out prior to building? That would allow me to point the web server at the right place. The other issue is that our UATs use White to drive the Silverlight UI through an instance of Internet Explorer: _browserWindow = InternetExplorer.Launch("http://localhost:9150/index.html#/Home", "Home - Windows Internet Explorer"); _document = _browserWindow.SilverlightDocument; I've ensured that the TeamCity service is granted the ability to interact with the desktop, and I've set the build agent machine up to log in automatically (an open session is a pre-requisite for White to work properly). Is that all I need to do or are there additional steps required?

    Read the article

  • Automating an application

    - by dacman
    I've always wondered the best way to automate use of a GUI in windows. When I was about 15, I wrote a little application that used some simple windows api functions to automatically click on certain locations on the screen based on a script. This could be used to automate GUI apps, but surely it's not the best way. So, my question is: What's the best way to automate use of a GUI in windows? Are there certain windows API functions that would be beneficial? If the program were to crash, how could you detect that? Thanks!

    Read the article

< Previous Page | 199 200 201 202 203 204 205 206 207 208 209 210  | Next Page >