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  • “It’s only test code…”

    - by Chris George
    “Let me hack this in, it’s only test code”, “Don’t worry about getting it reviewed, it’s only test code”, “It doesn’t have to be elegant or efficient, it’s only test code”… do these phrases sound familiar? Chances are if you’ve working with test automation, at one point or other you will have heard these phrases, you have probably even used them yourself! What is certain is that code written under this “it’s only test code” mantra will come back and bite you in the arse! I’ve recently encountered a case where a test was giving a false positive, therefore hiding a real product bug because that test code was very badly written. Firstly it was very difficult to understand what the test was actually trying to achieve let alone how it was doing it, and this complexity masked a simple logic error. These issues are real and they do happen. Let’s take a step back from this and look at what we are trying to do. We are writing test code that tests product code, and we do this to create a suite of tests that will help protect our software against regressions. This test code is making sure that the product behaves as it should by employing some sort of expected result verification. The simple cases of these are generally not a problem. However, automation allows us to explore more complex scenarios in many more permutations. As this complexity increases then so does the complexity of the test code. It is at this point that code which has not been architected properly will cause problems.   Keep your friends close… So, how do we make sure we are doing it right? The development teams I have worked on have always had Test Engineers working very closely with their Software Engineers. This is something that I have always tried to take full advantage of. They are coding experts! So run your ideas past them, ask for advice on how to structure your code, help you design your data structures. This may require a shift in your teams viewpoint, as contrary to this section title and folklore, Software Engineers are not actually the mortal enemy of Test Engineers. As time progresses, and test automation becomes more and more ingrained in what we do, the two roles are converging more than ever. Over the 16 years I have spent as a Test Engineer, I have seen the grey area between the two roles grow significantly larger. This serves to strengthen the relationship and common bond between the two roles which helps to make test code activities so much easier!   Pair for the win Possibly the best thing you could do to write good test code is to pair program on the task. This will serve a few purposes. you will get the benefit of the Software Engineers knowledge and experience the Software Engineer will gain knowledge on the testing process. Sharing the love is a wonderful thing! two pairs of eyes are always better than one… And so are two brains. Between the two of you, I will guarantee you will derive more useful test cases than if it was just one of you.   Code reviews Another policy which certainly pays dividends is the practice of code reviews. By having one of your peers review your code before you commit it serves two purposes. Firstly, it forces you to explain your code. Just the act of doing this will often pick up errors in your code. Secondly, it gets yet another pair of eyes on your code! I cannot stress enough how important code reviews are. The benefits they offer apply as much to product code as test code. In short, Software and Test Engineers should all be doing them! It can be extended even further by getting test code reviewed by a Software Engineer and a Test Engineer, and likewise product code. This serves to keep both functions in the loop with changes going on within your code base.   Learn from your devs I briefly touched on this earlier but I’d like to go into more detail here. Pairing with your Software Engineers when writing your test code is such an amazing opportunity to improve your coding skills. As I sit here writing this article waiting to be called into court for jury service, it reminds me that it takes a lot of patience to be a Test Engineer, almost as much as it takes to be a juror! However tempting it is to go rushing in and start writing your automated tests, resist that urge. Discuss what you want to achieve then talk through the approach you’re going to take. Then code it up together. I find it really enlightening to ask questions like ‘is there a better way to do this?’ Or ‘is this how you would code it?’ The latter question, especially, is where I learn the most. I’ve found that most Software Engineers will be reluctant to show you the ‘right way’ to code something when writing tests because they perceive the ‘right way’ to be too complicated for the Test Engineer (e.g. not mentioning LINQ and instead doing something verbose). So by asking how THEY would code it, it unleashes their true dev-ness and advanced code usually ensues! I would like to point out, however, that you don’t have to accept their method as the final answer. On numerous occasions I have opted for the more simple/verbose solution because I found the code written by the Software Engineer too advanced and therefore I would find it unreadable when I return to the code in a months’ time! Always keep the target audience in mind when writing clever code, and in my case that is mostly Test Engineers.  

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  • Lock mouse in center of screen, and still use to move camera Unity

    - by Flotolk
    I am making a program from 1st person point of view. I would like the camera to be moved using the mouse, preferably using simple code, like from XNA var center = this.Window.ClientBounds; MouseState newState = Mouse.GetState(); if (Keyboard.GetState().IsKeyUp(Keys.Escape)) { Mouse.SetPosition((int)center.X, (int)center.Y); camera.Rotation -= (newState.X - center.X) * 0.005f; camera.UpDown += (newState.Y - center.Y) * 0.005f; } Is there any code that lets me do this in Unity, since Unity does not support XNA, I need a new library to use, and a new way to collect this input. this is also a little tougher, since I want one object to go up and down based on if you move it the mouse up and down, and another object to be the one turning left and right. I am also very concerned about clamping the mouse to the center of the screen, since you will be selecting items, and it is easiest to have a simple cross-hairs in the center of the screen for this purpose. Here is the code I am using to move right now: using UnityEngine; using System.Collections; [AddComponentMenu("Camera-Control/Mouse Look")] public class MouseLook : MonoBehaviour { public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 } public RotationAxes axes = RotationAxes.MouseXAndY; public float sensitivityX = 15F; public float sensitivityY = 15F; public float minimumX = -360F; public float maximumX = 360F; public float minimumY = -60F; public float maximumY = 60F; float rotationY = 0F; void Update () { if (axes == RotationAxes.MouseXAndY) { float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX; rotationY += Input.GetAxis("Mouse Y") * sensitivityY; rotationY = Mathf.Clamp (rotationY, minimumY, maximumY); transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0); } else if (axes == RotationAxes.MouseX) { transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0); } else { rotationY += Input.GetAxis("Mouse Y") * sensitivityY; rotationY = Mathf.Clamp (rotationY, minimumY, maximumY); transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0); } while (Input.GetKeyDown(KeyCode.Space) == true) { Screen.lockCursor = true; } } void Start () { // Make the rigid body not change rotation if (GetComponent<Rigidbody>()) GetComponent<Rigidbody>().freezeRotation = true; } } This code does everything except lock the mouse to the center of the screen. Screen.lockCursor = true; does not work though, since then the camera no longer moves, and the cursor does not allow you to click anything else either.

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  • Can I use Wubi install on Windows 7 FDE?

    - by Michael Chapman
    I have a windows machine using Truecrypt 7.1a FDE. I would like to use wubi to install Ubuntu within windows. Will doing this cause any issues with my system booting up? From what I understand Wubi does not modify any bootloaders. All it does is modify some boot settings within windows. So in theory the Truecrypt custom bootloader will remain the same, and after I get through the truecrypt prompt, have the option of windows or Ubuntu right?

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  • SSMS Built in Reports for Server and Database Monitoring

    - by GrumpyOldDBA
    This is a long post which I hope will format correctly – I’ve placed a pdf version for download here  http://www.grumpyolddba.co.uk/sql2008/ssmsreports_grumpyolddba.pdf I sometimes discover that the built in reports for SQL Server within SSMS are an unknown, sometimes this is because not all the right components were installed during the server build, other times is because generally there’s never been great reporting for the DBA from the SQL Team so no-one expects to find anything useful for...(read more)

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  • Emaroo 1.4.0 Released

    - by WeigeltRo
    Emaroo is a free utility for browsing most recently used (MRU) lists of various applications. Quickly open files, jump to their folder in Windows Explorer, copy their path - all with just a few keystrokes or mouse clicks. tl;dr: Emaroo 1.4.0 is out, go download it on www.roland-weigelt.de/emaroo   Why Emaroo? Let me give you a few examples. Let’s assume you have pinned Emaroo to the first spot on the task bar so you can start it by hitting Win+1. To start one of the most recently used Visual Studio solutions you type Win+1, [maybe arrow key down a few times], Enter This means that you can start the most recent solution simply by Win+1, Enter What else? If you want to open an Explorer window at the file location of the solution, you type Ctrl+E instead of Enter.   If you know that the solution contains “foo” in its name, you can type “foo” to filter the list. Because this is not a general purpose search like e.g. the Search charm, but instead operates only on the MRU list of a single application, you usually have to type only a few characters until you can press Enter or Ctrl+E.   Ctrl+C copies the file path of the selected MRU item, Ctrl+Shift+C copies the directory If you have several versions of Visual Studio installed, the context menu lets you open a solution in a higher version.   Using the context menu, you can open a Visual Studio solution in Blend. So far I have only mentioned Visual Studio, but Emaroo knows about other applications, too. It remembers the last application you used, you can change between applications with the left/right arrow or accelerator keys. Press F1 or click the Emaroo icon (the tab to the right) for a quick reference. Which applications does Emaroo know about? Emaroo knows the MRU lists of Visual Studio 2008/2010/2012/2013 Expression Blend 4, Blend for Visual Studio 2012, Blend for Visual Studio 2013 Microsoft Word 2007/2010/2013 Microsoft Excel 2007/2010/2013 Microsoft PowerPoint 2007/2010/2013 Photoshop CS6 IrfanView (most recently used directories) Windows Explorer (directories most recently typed into the address bar) Applications that are not installed aren’t shown, of course. Where can I download it? On the Emaroo website: www.roland-weigelt.de/emaroo Have fun!

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  • "Pointers" with $ Syntax in /etc/environment

    - by Tyson Trautmann
    Is it valid to have "pointers" in /etc/environment using $FOO syntax? Right now my /etc/environment looks like this: JAVA_HOME=/usr/lib/jvm/java-6-openjdk MAVEN_HOME=/usr/bin/apache-maven/apache-maven-3.0.4 M2_HOME=$MAVEN_HOME M2=$MAVEN_HOME/bin PATH=/bin:/usr/local/sbin:/usr/local/bin:/usr/sbin:/usr/bin:/sbin:/bin:/usr/games:$JAVA_HOME/bin:$MAVEN_HOME/bin I'm not getting the results that I'm expecting though: ~$ echo $JAVA_HOME /usr/lib/jvm/java-6-openjdk ~$ echo $MAVEN_HOME /usr/bin/apache-maven/apache-maven-3.0.4 ~$ echo $PATH /usr/lib/lightdm/lightdm:/usr/local/sbin:/usr/local/bin:/usr/sbin:/usr/bin:/sbin/bin:/usr/games:$JAVA_HOME/bin:$MAVEN_HOME/bin

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  • Character jump animation is not working when i hit the space bar

    - by muzzy
    i am having an issue with my game in XNA. My jump sprite sheet for my character does not trigger when i hit the space bar. I cant seem to find the problem. Please help me. I am also put the code below to make things easier. namespace WindowsGame4 { public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; // start of new code Texture2D playerWalk; // sprite sheet of walk cycle (14 frames) Texture2D idle; // idle animation Texture2D jump; // jump animation Vector2 playerPos; // to hold x and y position info for the player Point frameDimensions; // to hold width and height values for the frames int presentFrame; // to record which frame we are on at any given time int noOfFrames; // to hold the total number of frames in the spritesheet int elapsedTime; // to know how long each frame has been shown int frameDuration; // to hold info about how long each frame should be shown SpriteEffects flipDirection; // SpriteEffects object int speed; //rate of movement int upMovement; int downMovement; int rightMovement; int leftMovement; int jumpApex; string state; //this is going to be "idle","walking" or "jumping". KeyboardState previousKeyboardState; Vector2 originalPlayerPos; Vector2 movementDirection; Vector2 movementSpeed; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } protected override void Initialize() { // textures will be defined in the LoadContent() method playerPos = new Vector2(0, 200); // starting position for the player is at the left of the screen, and a Y position of 200 frameDimensions = new Point(55, 65); // each frame in the idle sprite sheet is 55 wide by 65 high presentFrame = 0; // start at frame 0 noOfFrames = 5; // there are 5 frames in the idle cycle elapsedTime = 0; // set elapsed time to start at 0 frameDuration = 80; // 80 milliseconds is how long each frame will show for (the higher the number, the slower the animation) flipDirection = SpriteEffects.None; // set the value of flipDirection to none speed = 200; upMovement = -2; downMovement = 2; rightMovement = 1; leftMovement = -1; jumpApex = 100; state = "idle"; previousKeyboardState = Keyboard.GetState(); originalPlayerPos = Vector2.Zero; movementDirection = Vector2.Zero; movementSpeed = Vector2.Zero; base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); playerWalk = Content.Load<Texture2D>("sprites/walkSmall"); // load the walk cycle spritesheet idle = Content.Load<Texture2D>("sprites/idleCycle"); // load the idle cycle sprite sheet jump = Content.Load<Texture2D>("sprites/jump"); // load the jump cycle sprite sheet } protected override void UnloadContent() // we're not using this method at the moment { } protected override void Update(GameTime gameTime) // Update method - used it to call a number of other methods { if (Keyboard.GetState().IsKeyDown(Keys.Escape)) { this.Exit(); // Exit the game if the Escape key is pressed } KeyboardState presentKeyboardState = Keyboard.GetState(); UpdateMovement(presentKeyboardState, gameTime); UpdateIdle(presentKeyboardState, gameTime); UpdateJump(presentKeyboardState); UpdateAnimation(gameTime); playerPos += movementDirection * movementSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds; previousKeyboardState = presentKeyboardState; base.Update(gameTime); } private void UpdateAnimation(GameTime gameTime) { elapsedTime += gameTime.ElapsedGameTime.Milliseconds; if (elapsedTime > frameDuration) { elapsedTime -= frameDuration; elapsedTime = elapsedTime - frameDuration; presentFrame++; if (presentFrame > noOfFrames) if (state != "jumping") { presentFrame = 0; } else { presentFrame = 8; } } } protected void UpdateMovement(KeyboardState presentKeyboardState, GameTime gameTime) { if (state == "idle") { movementSpeed = Vector2.Zero; movementDirection = Vector2.Zero; if (presentKeyboardState.IsKeyDown(Keys.Left)) { state = "walking"; movementSpeed.X = speed; movementDirection.X = leftMovement; flipDirection = SpriteEffects.FlipHorizontally; } if (presentKeyboardState.IsKeyDown(Keys.Right)) { state = "walking"; movementSpeed.X = speed; movementDirection.X = rightMovement; flipDirection = SpriteEffects.None; } } } private void UpdateIdle(KeyboardState presentKeyboardState, GameTime gameTime) { if ((presentKeyboardState.IsKeyUp(Keys.Left) && previousKeyboardState.IsKeyDown(Keys.Left) || presentKeyboardState.IsKeyUp(Keys.Right) && previousKeyboardState.IsKeyDown(Keys.Right) && state != "jumping")) { state = "idle"; } } private void UpdateJump(KeyboardState presentKeyboardState) { if (state == "walking" || state == "idle") { if (presentKeyboardState.IsKeyDown(Keys.Space) && !presentKeyboardState.IsKeyDown(Keys.Space)) { presentFrame = 1; DoJump(); } } if (state == "jumping") { if (originalPlayerPos.Y - playerPos.Y > jumpApex) { movementDirection.Y = downMovement; } if (playerPos.Y > originalPlayerPos.Y) { playerPos.Y = originalPlayerPos.Y; state = "idle"; movementDirection = Vector2.Zero; } } } private void DoJump() { if (state != "jumping") { state = "jumping"; originalPlayerPos = playerPos; movementDirection.Y = upMovement; movementSpeed = new Vector2(speed, speed); } } protected override void Draw(GameTime gameTime) // Draw method { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); // begin the spritebatch if (state == "walking") { noOfFrames = 14; frameDimensions = new Point(55, 65); Vector2 playerWalkPos = new Vector2(playerPos.X, playerPos.Y - 28); spriteBatch.Draw(playerWalk, playerWalkPos, new Rectangle((presentFrame * frameDimensions.X), 0, frameDimensions.X, frameDimensions.Y), Color.White, 0, Vector2.Zero, 1, flipDirection, 0); } if (state == "idle") { noOfFrames = 5; frameDimensions = new Point(55, 65); Vector2 idlePos = new Vector2(playerPos.X, playerPos.Y - 28); spriteBatch.Draw(idle, idlePos, new Rectangle((presentFrame * frameDimensions.X), 0, frameDimensions.X, frameDimensions.Y), Color.White, 0, Vector2.Zero, 1, flipDirection, 0); } if (state == "jumping") { noOfFrames = 9; frameDimensions = new Point(55, 92); Vector2 jumpPos = new Vector2(playerPos.X, playerPos.Y - 28); spriteBatch.Draw(jump, jumpPos, new Rectangle((presentFrame * frameDimensions.X), 0, frameDimensions.X, frameDimensions.Y), Color.White, 0, Vector2.Zero, 1, flipDirection, 0); } spriteBatch.End(); // end the spritebatch commands base.Draw(gameTime); } } }

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  • System Settings -> Additional Drivers is empty. How then do I install proprietary drivers?

    - by learner
    I use Ubuntu 12.04. My graphics card is Geforce GT540M. I opened Synaptic Package manager and installed the following: nvidia-common nvidia-settings-update nvidia-common nvidia-current nvidia-current-updates The following were installed before(when unity launcher looked normal): jockey-common psensor nvidia-settings jockey-gtk xserver-xorg-video-nouveau My intention was to use the right Nvidia drivers. But apparently it didn't rightly install the drivers and now I have Unity 2D running!

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  • Is Guest Posting in SEO Blogs Worth Your While?

    Guest blogging is hot right now. Everyone is talking about the advantages of guest posting, the best ways to write a rocking guest posts, how to use guest blogging for SEO, link building and so on. But is guest posting really worth your while and does it deliver on the promises?

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  • How to share a folder without any issues when we have >20 machines in LAN ?

    - by Gaurang Agrawal
    Till date I have been sharing files through workgroup , using samba but I presume that this is not the right way as I had been facing so many issues with one or another computer . Machines are having same workgroup but even then problems are there . What will be the best way to handle this kind of issue ? PS : I am helping a school migrate from Windows to Ubuntu 12.04 LTS ( Teachers collaborate by working on different files saved in a shared folder in one of the computer )

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  • CSS alignment differs per page, cant find reason [migrated]

    - by Floran
    I list products on my homepage and on a company details page. I use the exact same HTML, but for some reason the product appears different: The productname is "Artikel 1". Here the product is displayed correctly: http://www.zorgbeurs.nl/ Notice how the green price area is right below the product. But here: http://www.zorgbeurs.nl/bedrijven/76/mymedical the green price area is all the way at the bottom of the page. Why?

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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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  • Key Components of Keyword Domination

    What stumps most online entrepreneurs is how to figure out what keywords are the most important for their online business? Of course, most of the time business owners can figure out a handful of good keywords. It's not that hard when you have the right tools in place to help you choose the best ones. You can create a very powerful tool with only a spreadsheet.

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  • Component-based Rendering

    - by Kikaimaru
    I have component Renderer, that Draws Texture2D (or sprite) According to component-based architecture i should have only method OnUpdate, and there should be my rendering code, something like spriteBatch.Draw(Texture, Vector2.Zero, Color.White) But first I need to do spriteBatch.Begin();. Where should i call it? And how can I make sure it's called before any Renderer components OnUpdate method? (i need to do more stuff then just Begin() i also need to set right rendertarget for camera etc.)

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  • Finding the endpoint of a named bone in Irrlicht

    - by Boreal
    I'm making a tank game that will have multiple tanks. I want to be able to define the weapon placements using bones that I can add right inside the modelling program (Blender to be exact). All tanks will have a bone called Body and a bone called Turret, and then names like Cannon0 and PickupGun for where the shots will be fired from that are attached to the Turret bone. Is there some way to find the absolute end position of a bone that I choose by name?

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  • How to set MANPATH without overriding defaults?

    - by balki
    I have added extra directories to $PATH by exporting PATH=/my/dirs:$PATH But I am not sure if I should do the same to MANPATH. Because default MANPATH is empty yet man command works. I found a command called manpath and its manual says If $MANPATH is set, manpath will simply display its contents and issue a warning.. Does this mean setting MANPATH is not the right way to add directories for man command to search for manual pages?

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  • Intersection points of plane set forming convex hull

    - by Toji
    Mostly looking for a nudge in the right direction here. Given a set of planes (defined as a normal and distance from origin) that form a convex hull, I would like to find the intersection points that form the corners of that hull. More directly, I'm looking for a way to generate a point cloud appropriate to provide to Bullet. Bonus points if someone knows of a way I could give bullet the plane list directly, since I somewhat suspect that's what it's building on the backend anyway.

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  • Looking for a disk manager that has options for setting allocation sizes in paritions

    - by mango
    I'm looking for a GUI program that is compatible with Ubuntu 13.10 - Server X86-64 that has all the features of Gparted but also allows for setting custom allocation sizes when creating a partition. Eg: Ability to create a 4gb Fat32 parition with 32 kilobyte allocation size. Please don't suggest a terminal only application, no matter how awesome it might be, because that's not what I asked. Wow, I come off like a right up prick when I write, eh?

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  • How does Google+ embed link works?

    - by Drake
    I am trying to understand how does embed link works in Google+ Stream. I manage a site and usually every post contains some text and at least an image. But when I try to embed the link to a certain article on my blog the embed feature does not show the article text and images, but instead it shows the header image of my site plus some other header text content. Do you know how should I tag or code the article part so that Google+ parser recognize the right thing I want to show?

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