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  • When mocking a class with Moq, how can I CallBase for just specific methods?

    - by Daryn
    I really appreciate Moq's Loose mocking behaviour that returns default values when no expectations are set. It's convenient and saves me code, and it also acts as a safety measure: dependencies won't get unintentionally called during the unit test (as long as they are virtual). However, I'm confused about how to keep these benefits when the method under test happens to be virtual. In this case I do want to call the real code for that one method, while still having the rest of the class loosely mocked. All I have found in my searching is that I could set mock.CallBase = true to ensure that the method gets called. However, that affects the whole class. I don't want to do that because it puts me in a dilemma about all the other properties and methods in the class that hide call dependencies: if CallBase is true then I have to either Setup stubs for all of the properties and methods that hide dependencies -- Even though my test doesn't think it needs to care about those dependencies, or Hope that I don't forget to Setup any stubs (and that no new dependencies get added to the code in the future) -- Risk unit tests hitting a real dependency. Q: With Moq, is there any way to test a virtual method, when I mocked the class to stub just a few dependencies? I.e. Without resorting to CallBase=true and having to stub all of the dependencies? Example code to illustrate (uses MSTest, InternalsVisibleTo DynamicProxyGenAssembly2) In the following example, TestNonVirtualMethod passes, but TestVirtualMethod fails - returns null. public class Foo { public string NonVirtualMethod() { return GetDependencyA(); } public virtual string VirtualMethod() { return GetDependencyA();} internal virtual string GetDependencyA() { return "! Hit REAL Dependency A !"; } // [... Possibly many other dependencies ...] internal virtual string GetDependencyN() { return "! Hit REAL Dependency N !"; } } [TestClass] public class UnitTest1 { [TestMethod] public void TestNonVirtualMethod() { var mockFoo = new Mock<Foo>(); mockFoo.Setup(m => m.GetDependencyA()).Returns(expectedResultString); string result = mockFoo.Object.NonVirtualMethod(); Assert.AreEqual(expectedResultString, result); } [TestMethod] public void TestVirtualMethod() // Fails { var mockFoo = new Mock<Foo>(); mockFoo.Setup(m => m.GetDependencyA()).Returns(expectedResultString); // (I don't want to setup GetDependencyB ... GetDependencyN here) string result = mockFoo.Object.VirtualMethod(); Assert.AreEqual(expectedResultString, result); } string expectedResultString = "Hit mock dependency A - OK"; }

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  • Element not found blocks execution in Selenium

    - by Mariano
    In my test, I try to verify if certain text exists (after an action) using find_element_by_xpath. If I use the right expression and my test pass, the routine ends correctly in no time. However if I try a wrong text (meaning that the test will fail) it hangs forever and I have to kill the script otherwise it does not end. Here is my test (the expression Thx user, client or password you entered is incorrect does not exist in the system, no matter what the user does): # -*- coding: utf-8 -*- import gettext import unittest from selenium import webdriver class TestWrongLogin(unittest.TestCase): def setUp(self): self.driver = webdriver.Firefox() self.driver.get("http://10.23.1.104:8888/") # let's check the language try: self.lang = self.driver.execute_script("return navigator.language;") self.lang = self.lang("-")[0] except: self.lang = "en" language = gettext.translation('app', '/app/locale', [self.lang], fallback=True) language.install() self._ = gettext.gettext def tearDown(self): self.driver.quit() def test_wrong_client(self): # test wrong client inputElement = self.driver.find_element_by_name("login") inputElement.send_keys("root") inputElement = self.driver.find_element_by_name("client") inputElement.send_keys("Unleash") inputElement = self.driver.find_element_by_name("password") inputElement.send_keys("qwerty") self.driver.find_element_by_name("form.submitted").click() # wait for the db answer self.driver.implicitly_wait(10) ret = self.driver.find_element_by_xpath( "//*[contains(.,'{0}')]".\ format(self._(u"Thx user, client or password you entered is incorrect"))) self.assertTrue(isinstance(ret, webdriver.remote.webelement.WebElement)) if __name__ == '__main__': unittest.main() Why does it do that and how can I prevent it?

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  • Given a short (2-week) sprint, is it ever acceptable to forgo TDD to "get things done"?

    - by Ben Aston
    Given a short sprint, is it ever acceptable to forgo TDD to "get things done" within the sprint. For example a given piece of work might need say 1/3 of the sprint to design the object model around an existing implementation. Under this scenario you might well end up with implemented code, say half way through the sprint, without any tests (implementing unit tests during this "design" stage would add significant effort and the tests would likely be thrown away a few times until the final "design" is settled upon). You might then spend a day or two in the second week adding in unit / integration tests after the fact. Is this acceptable?

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  • Can I write a test without any assert in it ?

    - by stratwine
    Hi, I'd like to know if it is "ok" to write a test without any "assert" in it. So the test would fail only when an exception / error has occured. Eg: like a test which has a simple select query, to ensure that the database configuration is right. So when I change some db-configuration, I re-run this test and check if the configuration is right. ? Thanks!

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  • Rails test across multiple environments

    - by DSimon
    Is there some way to change Rails environments mid-way through a test? Or, alternately, what would be the right way to set up a test suite that can start up Rails in one environment, run the first half of my test in it, then restart Rails in another environment to finish the test? The two environments have separate databases. Some necessary context: I'm writing a Rails plugin that allows multiple installations of a Rails app to communicate with each other with user assistance, so that a user without Internet access can still use the app. They'll run a local version of an app, and upload their work to the online app by saving a file to a thumbdrive and taking it to an Internet cafe. The plugin adds two special environments to Rails: "offline-production" and "offline-test". I want to write functional tests that involve both the "test" and "offline-test" environments, to represent the main online version of the app and the local offline version of the app respectively.

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  • How do I connect StaticListableBeanFactory with ClassPathXmlApplicationContext?

    - by Aaron Digulla
    In the setup of my test cases, I have this code: ApplicationContext context = new ClassPathXmlApplicationContext( "spring/common.xml" ); StaticListableBeanFactory testBeanFactory = new StaticListableBeanFactory(); How do I connect the two in such a way that tests can register beans in the testBeanFactory during setup and the rest of the application uses them instead of the ones defined in common.xml? Note: I need to mix a static (common.xml) and a dynamic configuration. I can't use XML for the latter because that would mean to write 1000 XML files.

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  • Connection between Properties of Entities in Data Oriented Design

    - by sharethis
    I want to start with an example illustrating my question. The following way it is done in the most games. class car { vec3 position; vec3 rotation; mesh model; imge texture; void move(); // modify position and rotation void draw(); // use model, texture, ... }; vector<car> cars; for(auto i = cars.begin(); i != cars.end(); ++i) { i->move(); i->draw(); } Data oriented design means to process the same calculation on the hole batch of data at once. This way it takes more advantage out of the processor cache. struct movedata { vec3 position; vec3 rotation; }; struct drawdata { mesh model; imge texture; }; vector<movedata> movedatas; vector<drawdata> drawdatas; for(auto i = movedatas.begin(); i != movedatas.end(); ++i) { // modify position and rotation } for(auto i = drawdatas.begin(); i != drawdatas.end(); ++i) { // use model, texture, ... } But there comes a point where you need to find other properties according to an entity. For example if the car crashes, I do not need the drawdata and the movedata any more. So I need to delete the entries of this entity in all vectors. The entries are not linked by code. So my question is the following. How are properties of the same entity conceptually linked in a data oriented design?

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  • How can I change a connection string, or other app settings, at test time in Visual Studio 2008?

    - by David
    I need to test a class library project in VS. This project, itself, does not have a web.config file, but the classes do on the web server to which it's deployed. I access these like this: ConfigurationManager.ConnectionStrings["stringname"].ConnectionString; Can I adjust these strings while running unit tests in VS? Should I have considered a different design method to avoid this problem?

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  • Python: How to run unittest.main() for all source files in a subdirectory?

    - by Pete
    I am developing a Python module with several source files, each with its own test class derived from unittest right in the source. Consider the directory structure: dirFoo\ test.py dirBar\ __init__.py Foo.py Bar.py To test either Foo.py or Bar.py, I would add this at the end of the Foo.py and Bar.py source files: if __name__ == "__main__": unittest.main() And run Python on either source, i.e. $ python Foo.py ........... ---------------------------------------------------------------------- Ran 11 tests in 2.314s OK Ideally, I would have "test.py" automagically search dirBar for any unittest derived classes and make one call to "unittest.main()". What's the best way to do this in practice? I tried using Python to call execfile for every *.py file in dirBar, which runs once for the first .py file found & exits the calling test.py, plus then I have to duplicate my code by adding unittest.main() in every source file--which violates DRY principles.

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  • Is there a way to extract the message from a JavaScript dialog in Chrome?

    - by Samuel
    I’ve been working on an extension for automating tests in Chrome, and I came across an obscure issue with JavaScript dialogs. The message shown in the dialog can’t be readily retrieved/copied. I’ve used the GetWindowText and InternalGetWindowText functions, but they only return the title of the dialog and the text from the buttons, not the actual message itself. I even looked at programs that extract text from forms, but no luck. So does anyone know of a way to retrieve the text from these JavaScript dialogs in Chrome?

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  • Where should I put common utility functions for Perl .t tests?

    - by zedoo
    I am getting started with Test::More, already have a few .t test scripts. Now I'd like to define a function that will only be used for the tests, but across different .t files. Where's the best place to put such a function? Define another .t without any tests and require it where needed? (As a sidenote I use the module structure created by Module::Starter)

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  • Access violation writing location, in my loop

    - by numerical25
    The exact error I am getting is First-chance exception at 0x0096234a in chp2.exe: 0xC0000005: Access violation writing location 0x002b0000. Windows has triggered a breakpoint in chp2.exe. And the breakpoint stops here for(DWORD i = 0; i < m; ++i) { //we are start at the top of z float z = halfDepth - i*dx; for(DWORD j = 0; j < n; ++j) { //to the left of us float x = -halfWidth + j*dx; float y = 0.0f; vertices[i*n+j].pos = D3DXVECTOR3(x, y, z); //<----- Right here vertices[i*n+j].color = D3DXVECTOR4(1.0f, 0.0f, 0.0f, 0.0f); } } I am not sure what I am doing wrong. below is the code in its entirety #include "MyGame.h" //#include "CubeVector.h" /* This code sets a projection and shows a turning cube. What has been added is the project, rotation and a rasterizer to change the rasterization of the cube. The issue that was going on was something with the effect file which was causing the vertices not to be rendered correctly.*/ typedef struct { ID3D10Effect* pEffect; ID3D10EffectTechnique* pTechnique; //vertex information ID3D10Buffer* pVertexBuffer; ID3D10Buffer* pIndicesBuffer; ID3D10InputLayout* pVertexLayout; UINT numVertices; UINT numIndices; }ModelObject; ModelObject modelObject; // World Matrix D3DXMATRIX WorldMatrix; // View Matrix D3DXMATRIX ViewMatrix; // Projection Matrix D3DXMATRIX ProjectionMatrix; ID3D10EffectMatrixVariable* pProjectionMatrixVariable = NULL; //grid information #define NUM_COLS 16 #define NUM_ROWS 16 #define CELL_WIDTH 32 #define CELL_HEIGHT 32 #define NUM_VERTSX (NUM_COLS + 1) #define NUM_VERTSY (NUM_ROWS + 1) bool MyGame::InitDirect3D() { if(!DX3dApp::InitDirect3D()) { return false; } D3D10_RASTERIZER_DESC rastDesc; rastDesc.FillMode = D3D10_FILL_WIREFRAME; rastDesc.CullMode = D3D10_CULL_FRONT; rastDesc.FrontCounterClockwise = true; rastDesc.DepthBias = false; rastDesc.DepthBiasClamp = 0; rastDesc.SlopeScaledDepthBias = 0; rastDesc.DepthClipEnable = false; rastDesc.ScissorEnable = false; rastDesc.MultisampleEnable = false; rastDesc.AntialiasedLineEnable = false; ID3D10RasterizerState *g_pRasterizerState; mpD3DDevice->CreateRasterizerState(&rastDesc, &g_pRasterizerState); mpD3DDevice->RSSetState(g_pRasterizerState); // Set up the World Matrix //The first line of code creates your identity matrix. Second line of code //second combines your camera position, target location, and which way is up respectively D3DXMatrixIdentity(&WorldMatrix); D3DXMatrixLookAtLH(&ViewMatrix, new D3DXVECTOR3(200.0f, 60.0f, -20.0f), new D3DXVECTOR3(200.0f, 50.0f, 0.0f), new D3DXVECTOR3(0.0f, 1.0f, 0.0f)); // Set up the projection matrix D3DXMatrixPerspectiveFovLH(&ProjectionMatrix, (float)D3DX_PI * 0.5f, (float)mWidth/(float)mHeight, 0.1f, 100.0f); if(!CreateObject()) { return false; } return true; } //These are actions that take place after the clearing of the buffer and before the present void MyGame::GameDraw() { static float rotationAngle = 0.0f; // create the rotation matrix using the rotation angle D3DXMatrixRotationY(&WorldMatrix, rotationAngle); rotationAngle += (float)D3DX_PI * 0.0f; // Set the input layout mpD3DDevice->IASetInputLayout(modelObject.pVertexLayout); // Set vertex buffer UINT stride = sizeof(VertexPos); UINT offset = 0; mpD3DDevice->IASetVertexBuffers(0, 1, &modelObject.pVertexBuffer, &stride, &offset); mpD3DDevice->IASetIndexBuffer(modelObject.pIndicesBuffer, DXGI_FORMAT_R32_UINT, 0); // Set primitive topology mpD3DDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); // Combine and send the final matrix to the shader D3DXMATRIX finalMatrix = (WorldMatrix * ViewMatrix * ProjectionMatrix); pProjectionMatrixVariable->SetMatrix((float*)&finalMatrix); // make sure modelObject is valid // Render a model object D3D10_TECHNIQUE_DESC techniqueDescription; modelObject.pTechnique->GetDesc(&techniqueDescription); // Loop through the technique passes for(UINT p=0; p < techniqueDescription.Passes; ++p) { modelObject.pTechnique->GetPassByIndex(p)->Apply(0); // draw the cube using all 36 vertices and 12 triangles mpD3DDevice->DrawIndexed(modelObject.numIndices,0,0); } } //Render actually incapsulates Gamedraw, so you can call data before you actually clear the buffer or after you //present data void MyGame::Render() { DX3dApp::Render(); } bool MyGame::CreateObject() { //dx will represent the width and the height of the spacing of each vector float dx = 1; //Below are the number of vertices //m is the vertices of each row. n is the columns DWORD m = 30; DWORD n = 30; //This get the width of the entire land //30 - 1 = 29 rows * 1 = 29 * 0.5 = 14.5 float halfWidth = (n-1)*dx*0.5f; float halfDepth = (m-1)*dx*0.5f; float vertexsize = m * n; VertexPos vertices[80]; for(DWORD i = 0; i < m; ++i) { //we are start at the top of z float z = halfDepth - i*dx; for(DWORD j = 0; j < n; ++j) { //to the left of us float x = -halfWidth + j*dx; float y = 0.0f; vertices[i*n+j].pos = D3DXVECTOR3(x, y, z); vertices[i*n+j].color = D3DXVECTOR4(1.0f, 0.0f, 0.0f, 0.0f); } } int k = 0; DWORD indices[540]; for(DWORD i = 0; i < n-1; ++i) { for(DWORD j = 0; j < n-1; ++j) { indices[k] = (i * n) + j; indices[k + 1] = (i * n) + j + 1; indices[k + 2] = (i + 1) * n + j; indices[k + 3] = (i + 1) * n + j; indices[k + 4] = (i * n) + j + 1; indices[k + 5] = (i + 1) * n + j+ 1; k += 6; } } //Create Layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = (sizeof(layout)/sizeof(layout[0])); modelObject.numVertices = sizeof(vertices)/sizeof(VertexPos); //Create buffer desc D3D10_BUFFER_DESC bufferDesc; bufferDesc.Usage = D3D10_USAGE_DEFAULT; bufferDesc.ByteWidth = sizeof(VertexPos) * modelObject.numVertices; bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = 0; bufferDesc.MiscFlags = 0; D3D10_SUBRESOURCE_DATA initData; initData.pSysMem = vertices; //Create the buffer HRESULT hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pVertexBuffer); if(FAILED(hr)) return false; modelObject.numIndices = sizeof(indices)/sizeof(DWORD); bufferDesc.ByteWidth = sizeof(DWORD) * modelObject.numIndices; bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER; initData.pSysMem = indices; hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pIndicesBuffer); if(FAILED(hr)) return false; ///////////////////////////////////////////////////////////////////////////// //Set up fx files LPCWSTR effectFilename = L"effect.fx"; modelObject.pEffect = NULL; hr = D3DX10CreateEffectFromFile(effectFilename, NULL, NULL, "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, mpD3DDevice, NULL, NULL, &modelObject.pEffect, NULL, NULL); if(FAILED(hr)) return false; pProjectionMatrixVariable = modelObject.pEffect->GetVariableByName("Projection")->AsMatrix(); //Dont sweat the technique. Get it! LPCSTR effectTechniqueName = "Render"; modelObject.pTechnique = modelObject.pEffect->GetTechniqueByName(effectTechniqueName); if(modelObject.pTechnique == NULL) return false; //Create Vertex layout D3D10_PASS_DESC passDesc; modelObject.pTechnique->GetPassByIndex(0)->GetDesc(&passDesc); hr = mpD3DDevice->CreateInputLayout(layout, numElements, passDesc.pIAInputSignature, passDesc.IAInputSignatureSize, &modelObject.pVertexLayout); if(FAILED(hr)) return false; return true; }

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  • How to prevent overdrawing?

    - by afriza
    This is a difficult question to search in Google since it has other meaning in finance. Of course, what I mean here is "Drawing" as in .. computer graphics.. not money.. I am interested in preventing overdrawing for both 3D Drawing and 2D Drawing. (should I make them into two different questions?)

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  • How to test soft deletion event listner without setting up NHibernate Sessions

    - by isuruceanu
    I have overridden the default NHibernate DefaultDeleteEventListener according to this source: http://nhforge.org/blogs/nhibernate/archive/2008/09/06/soft-deletes.aspx so I have protected override void DeleteEntity( IEventSource session, object entity, EntityEntry entityEntry, bool isCascadeDeleteEnabled, IEntityPersister persister, ISet transientEntities) { if (entity is ISoftDeletable) { var e = (ISoftDeletable)entity; e.DateDeleted = DateTime.Now; CascadeBeforeDelete(session, persister, entity, entityEntry, transientEntities); CascadeAfterDelete(session, persister, entity, transientEntities); } else { base.DeleteEntity(session, entity, entityEntry, isCascadeDeleteEnabled, persister, transientEntities); } } How can I test only this piece of code, without configuring an NHIbernate Session?

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  • C# why unit test has this strange behaviour?

    - by 5YrsLaterDBA
    I have a class to encrypt the connectionString. public class SKM { private string connStrName = "AndeDBEntities"; internal void encryptConnStr() { if(isConnStrEncrypted()) return; ... } private bool isConnStrEncrypted() { bool status = false; // Open app.config of executable. System.Configuration.Configuration config = ConfigurationManager.OpenExeConfiguration(ConfigurationUserLevel.None); // Get the connection string from the app.config file. string connStr = config.ConnectionStrings.ConnectionStrings[connStrName].ConnectionString; status = !(connStr.Contains("provider")); Log.logItem(LogType.DebugDevelopment, "isConnStrEncrypted", "SKM::isConnStrEncrypted()", "isConnStrEncrypted=" + status); return status; } } Above code works fine in my application. But not in my unit test project. In my unit test project, I test the encryptConnStr() method. it will call isConnStrEncrypted() method. Then exception (null pointer) will be thrown at this line: string connStr = config.ConnectionStrings.ConnectionStrings[connStrName].ConnectionString; I have to use index like this to pass the unit test: string connStr = config.ConnectionStrings.ConnectionStrings[0].ConnectionString; I remember it worked several days ago at the time I added above unit test. But now it give me an error. The unit test is not integrated with our daily auto build yet. We only have ONE connectionStr. It works with product but not in unit test. Don't know why. Anybody can explain to me?

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  • Configure lua prosody for localhost only

    - by Alfred
    I want to use prosody or maybe another xmpp server to test my xmpp bot. I want it to only accept connection from the address/localhost(don't want to configure firewall to block access). I would like to know the easiest way to accomplish this.

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  • Unit Test Sessions Window Closes when debugging

    - by Daniel Dyson
    When I select an NUnit test in the Unit Test Sessions window and click debug, the window disappears. My breakpoints are hit, but if I hit F5, the Unit Test Sessions window does not return until the test returns a result or I stop the debugging session. This is preventing me from viewing any console output during tests. Any ideas?

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  • Second Unit Test Not Running

    - by TomJ
    I am having trouble getting my Method B test to run. The logic is fine, but when the unit tests are run, only Method A will run. If Method A and B are switched in terms of spots, only Method B will run. So clearly the code is wrong at some point. Do I need to call method B's test from inside method A in order to get both unit tests to run? I'm pretty new to C#, so forgive my basic question. using redacted; using Microsoft.VisualStudio.TestTools.UnitTesting; using System; namespace UnitTests { [TestClass()] public class ClassTest { public TestContext TestContext{get;set;} [TestMethod()] public void MethodATest() { the unit test } [TestMethod()] public void MethodBTest() { the unit test } } }

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  • Execute JavaScript from within a C# assembly

    - by ScottKoon
    I'd like to execute JavaScript code from within a C# assembly and have the results of the JavaScript code returned to the calling C# code. It's easier to define things that I'm not trying to do: I'm not trying to call a JavaScript function on a web page from my code behind. I'm not trying to load a WebBrowser control. I don't want to have the JavaScript perform an AJAX call to a server. What I want to do is write unit tests in JavaScript and have then unit tests output JSON, even plain text would be fine. Then I want to have a generic C# class/executible that can load the file containing the JS, run the JS unit tests, scrap/load the results, and return a pass/fail with details during a post-build task. I think it's possible using the old ActiveX ScriptControl, but it seems like there ought to be a .NET way to do this without using SilverLight, the DLR, or anything else that hasn't shipped yet. Anyone have any ideas? update: From Brad Abrams blog namespace Microsoft.JScript.Vsa { [Obsolete("There is no replacement for this feature. Please see the ICodeCompiler documentation for additional help. http://go.microsoft.com/fwlink/?linkid=14202")] Clarification: We have unit tests for our JavaScript functions that are written in JavaScript using the JSUnit framework. Right now during our build process, we have to manually load a web page and click a button to ensure that all of the JavaScript unit tests pass. I'd like to be able to execute the tests during the post-build process when our automated C# unit tests are run and report the success/failure alongside of out C# unit tests and use them as an indicator as to whether or not the build is broken.

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  • How to test Gem Extensions in Rails

    - by rube_noob
    I have written an extension to an existing gem (that is stored in lib) and a corresponding test for my extension. How could I go about running the gem's tests as well as my own automatically. What is the best practice for this case?

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  • Fluent NHibernate CheckProperty and Dates

    - by Chris C
    I setup a NUnit test as such: new PersistenceSpecification<MyTable>(_session) .CheckProperty(c => c.ActionDate, DateTime.Now); When I run the test via NUnit I get the following error: SomeNamespace.MapTest: System.ApplicationException : Expected '2/23/2010 11:08:38 AM' but got '2/23/2010 11:08:38 AM' for Property 'ActionDate' The ActionDate field is a datetime field in a SQL 2008 database. I use Auto Mapping and declare the ActionDate as a DateTime property in C#. If I change the test to use DateTime.Today the tests pass. My question is why is the test failing with DateTime.Now? Is NHibernate losing some precision when saving the date to the database and if so how do prevent the lose? Thank you.

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  • How do I fix my Unit Test to have global access to everything?

    - by SLC
    Usually when you add one (in Visual Basic), it pops up a message asking if you want to enable an option that lets the test access things like private methods etc. However, I am editing a solution that does not have this enabled. I'd like to enable it so my unit tests will work, but I can't find the setting. Can anyone tell me how to enable it after the project has been created?

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  • How can I measure file access performance (and volume) of a (Java) application

    - by stmoebius
    Given an application, how can I measure the amount of data read and written by that application? the time spent reading/writing to disk? The specific application is Java-based (JBoss), and multi-threaded, and running as a service on Windows 7/2008 x64. The overall goal I have is determining whether and why file access is a bottleneck in my application. Therefore, running the application in a defined and repeatable scenario is a given. File access may be local as well as on network shares. Windows performance monitor appears to be too hard to use (unless someone can point me to a helpful explanation). Any ideas?

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