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  • Best practice for debug Asserts during Unit testing

    - by Steve Steiner
    Does heavy use of unit tests discourage the use of debug asserts? It seems like a debug assert firing in the code under test implies the unit test shouldn't exist or the debug assert shouldn't exist. "There can be only one" seems like a reasonable principle. Is this the common practice? Or do you disable your debug asserts when unit testing, so they can be around for integration testing? Edit: I updated 'Assert' to debug assert to distinguish an assert in the code under test from the lines in the unit test that check state after the test has run. Also here is an example that I believe shows the dilema: A unit test passes invalid inputs for a protected function that asserts it's inputs are valid. Should the unit test not exist? It's not a public function. Perhaps checking the inputs would kill perf? Or should the assert not exist? The function is protected not private so it should be checking it's inputs for safety.

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  • Framework or tool for "distributed unit testing"?

    - by user262646
    Is there any tool or framework able to make it easier to test distributed software written in Java? My system under test is a peer-to-peer software, and I'd like to perform testing using something like PNUnit, but with Java instead of .Net. The system under test is a framework I'm developing to build P2P applications. It uses JXTA as a lower subsystem, trying to hide some complexities of it. It's currently an academic project, so I'm pursuing simplicity at this moment. In my test, I want to demonstrate that a peer (running in its own process, possibly with multiple threads) can discover another one (running in another process or even another machine) and that they can exchange a few messages. I'm not using mocks nor stubs because I need to see both sides working simultaneously. I realize that some kind of coordination mechanism is needed, and PNUnit seems to be able to do that. I've bumped into some initiatives like Pisces, which "aims to provide a distributed testing environment that extends JUnit, giving the developer/tester an ability to run remote JUnits and create complex test suites that are composed of several remote JUnit tests running in parallel or serially", but this project and a few others I have found seem to be long dead.

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  • Unit Testing - Algorithm or Sample based ?

    - by ohadsc
    Say I'm trying to test a simple Set class public IntSet : IEnumerable<int> { Add(int i) {...} //IEnumerable implementation... } And suppose I'm trying to test that no duplicate values can exist in the set. My first option is to insert some sample data into the set, and test for duplicates using my knowledge of the data I used, for example: //OPTION 1 void InsertDuplicateValues_OnlyOneInstancePerValueShouldBeInTheSet() { var set = new IntSet(); //3 will be added 3 times var values = new List<int> {1, 2, 3, 3, 3, 4, 5}; foreach (int i in values) set.Add(i); //I know 3 is the only candidate to appear multiple times int counter = 0; foreach (int i in set) if (i == 3) counter++; Assert.AreEqual(1, counter); } My second option is to test for my condition generically: //OPTION 2 void InsertDuplicateValues_OnlyOneInstancePerValueShouldBeInTheSet() { var set = new IntSet(); //The following could even be a list of random numbers with a duplicate var values = new List<int> { 1, 2, 3, 3, 3, 4, 5}; foreach (int i in values) set.Add(i); //I am not using my prior knowledge of the sample data //the following line would work for any data CollectionAssert.AreEquivalent(new HashSet<int>(values), set); } Of course, in this example, I conveniently have a set implementation to check against, as well as code to compare collections (CollectionAssert). But what if I didn't have either ? This is the situation when you are testing your real life custom business logic. Granted, testing for expected conditions generically covers more cases - but it becomes very similar to implementing the logic again (which is both tedious and useless - you can't use the same code to check itself!). Basically I'm asking whether my tests should look like "insert 1, 2, 3 then check something about 3" or "insert 1, 2, 3 and check for something in general" EDIT - To help me understand, please state in your answer if you prefer OPTION 1 or OPTION 2 (or neither, or that it depends on the case, etc )

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  • C++ and Dependency Injection in unit testing

    - by lhumongous
    Suppose I have a C++ class like so: class A { public: A() { } void SetNewB( const B& _b ) { m_B = _b; } private: B m_B; } In order to unit test something like this, I would have to break A's dependency on B. Since class A holds onto an actual object and not a pointer, I would have to refactor this code to take a pointer. Additionally, I would need to create a parent interface class for B so I can pass in my own fake of B when I test SetNewB. In this case, doesn't unit testing with dependency injection further complicate the existing code? If I make B a pointer, I'm now introducing heap allocation, and some piece of code is now responsible for cleaning it up (unless I use ref counted pointers). Additionally, if B is a rather trivial class with only a couple of member variables and functions, why introduce a whole new interface for it instead of just testing with an instance of B? I suppose you could make the argument that it would be easier to refactor A by using an interface. But are there some cases where two classes might need to be tightly coupled?

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  • Unit testing a 'legacy' WPF Application

    - by sc_ray
    The product I have been working on has been in development for the past six years. It started as a generic data entry portal into an insanely complex part WPF/part legacy application. The system has been developed for all these years without a single Unit test in its fold. Now, the point has been raised for a comprehensive unit testing framework. I have been recruited recently to work on this product and have been tasked to get the 'Testing' in order. Since the team that worked on the product for the last six years adopted 'Agile', the project lacks any documentation of the business rules or any design documents. I have been trying to write unit tests for some of the modules. But I am not sure what to Mock, how to setup my Test fixture and eventually what to Test for, since a casual glance of the methods does not reveal its intentions. Also, it has come to my attention that the code was not developed with a particular methodology in mind. Given the situation, I was wondering if the good people of Stackoverflow could provide me with some advise on how to salvage this situation. I have heard about the book 'Working with Legacy Code' that has something to say about this general situation but I was thinking about getting some pointers from individuals who have encountered similar situations within the technology stack(C#,VB,C++,.NET 3.5,WCF,SQL Server 2005).

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  • Integration testing - can it be done right?

    - by Max
    I used TDD as a development style on some projects in the past two years, but I always get stuck on the same point: how can I test the integration of the various parts of my program? What I am currently doing is writing a testcase per class (this is my rule of thumb: a "unit" is a class, and each class has one or more testcases). I try to resolve dependencies by using mocks and stubs and this works really well as each class can be tested independently. After some coding, all important classes are tested. I then "wire" them together using an IoC container. And here I am stuck: How to test if the wiring was successfull and the objects interact the way I want? An example: Think of a web application. There is a controller class which takes an array of ids, uses a repository to fetch the records based on these ids and then iterates over the records and writes them as a string to an outfile. To make it simple, there would be three classes: Controller, Repository, OutfileWriter. Each of them is tested in isolation. What I would do in order to test the "real" application: making the http request (either manually or automated) with some ids from the database and then look in the filesystem if the file was written. Of course this process could be automated, but still: doesn´t that duplicate the test-logic? Is this what is called an "integration test"? In a book i recently read about Unit Testing it seemed to me that integration testing was more of an anti-pattern?

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  • Non-English-based programming languages

    - by Jaime Soto
    The University of Antioquia in Colombia teaches its introductory programming courses in Lexico, a Spanish-based, object-oriented .NET language. The intent is to teach programming concepts in the students' native language before introducing English-based mainstream languages. There are many other Non-English-based programming languages and there is even a related question in Stack Overflow. I have several questions regarding these languages: Has anyone on this site learned to program using a non-English-based language? If so, how difficult was the transition to the first English-based language? Is there any research-based evidence that non-English speakers learn programming faster/better using languages with keywords in their native language instead of English-based languages?

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  • XNA 3D model collision is inaccurate

    - by Daniel Lopez
    I am creating a classic game in 3d that deals with asteriods and you have to shoot them and avoid being hit from them. I can generate the asteroids just fine and the ship can shoot bullets just fine. But the asteroids always hit the ship even it doesn't look they are even close. I know 2D collision very well but not 3D so can someone please shed some light to my problem. Thanks in advance. Code For ModelRenderer: using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace _3D_Asteroids { class ModelRenderer { private float aspectratio; private Model model; private Vector3 camerapos; private Vector3 modelpos; private Matrix rotationy; float radiansy = 0; private bool isalive; public ModelRenderer(Model m, float AspectRatio, Vector3 initial_pos, Vector3 initialcamerapos) { isalive = true; model = m; if (model.Meshes.Count == 0) { throw new Exception("Invalid model because it contains zero meshes!"); } modelpos = initial_pos; camerapos = initialcamerapos; aspectratio = AspectRatio; return; } public float RadiusOfSphere { get { return model.Meshes[0].BoundingSphere.Radius; } } public BoundingBox BoxBounds { get { return BoundingBox.CreateFromSphere(model.Meshes[0].BoundingSphere); } } public BoundingSphere SphereBounds { get { return model.Meshes[0].BoundingSphere; } } public Vector3 CameraPosition { set { camerapos = value; } get { return camerapos; } } public bool IsAlive { get { return isalive; } } public Vector3 ModelPosition { set { modelpos = value; } get { return modelpos; } } public void RotateY(float radians) { radiansy += radians; rotationy = Matrix.CreateRotationY(radiansy); } public Matrix RotationY { set { rotationy = value; } get { return rotationy; } } public float AspectRatio { set { aspectratio = value; } get { return aspectratio; } } public void Kill() { isalive = false; } public void Draw(float scale) { Matrix world; if (rotationy == new Matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)) { world = Matrix.CreateScale(scale) * Matrix.CreateTranslation(modelpos); } else { world = rotationy * Matrix.CreateScale(scale) * Matrix.CreateTranslation(modelpos); } Matrix view = Matrix.CreateLookAt(camerapos, Vector3.Zero, Vector3.Up); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), this.AspectRatio, 1f, 100000f); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = world; effect.View = view; effect.Projection = projection; } mesh.Draw(); } } public void Draw() { Matrix world; if (rotationy == new Matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)) { world = Matrix.CreateTranslation(modelpos); } else { world = rotationy * Matrix.CreateTranslation(modelpos); } Matrix view = Matrix.CreateLookAt(camerapos, Vector3.Zero, Vector3.Up); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), this.AspectRatio, 1f, 100000f); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = world; effect.View = view; effect.Projection = projection; } mesh.Draw(); } } } Code For Game1: using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace _3D_Asteroids { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; int score = 0, lives = 5; SpriteBatch spriteBatch; GameState gstate = GameState.OnMenuScreen; Menu menu = new Menu(Color.Yellow, Color.White); SpriteFont font; Texture2D background; ModelRenderer ship; Model b, a; List<ModelRenderer> bullets = new List<ModelRenderer>(); List<ModelRenderer> asteriods = new List<ModelRenderer>(); float time = 0.0f; int framecount = 0; SoundEffect effect; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 796; graphics.ApplyChanges(); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); font = Content.Load<SpriteFont>("Fonts\\Lucida Console"); background = Content.Load<Texture2D>("Textures\\B1_stars"); Model p1 = Content.Load<Model>("Models\\p1_wedge"); b = Content.Load<Model>("Models\\pea_proj"); a = Content.Load<Model>("Models\\asteroid1"); effect = Content.Load<SoundEffect>("Audio\\tx0_fire1"); ship = new ModelRenderer(p1, GraphicsDevice.Viewport.AspectRatio, new Vector3(0, 0, 0), new Vector3(0, 0, 9000)); } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { KeyboardState state = Keyboard.GetState(PlayerIndex.One); switch (gstate) { case GameState.OnMenuScreen: { if (state.IsKeyDown(Keys.Enter)) { switch (menu.SelectedChoice) { case MenuChoices.Play: { gstate = GameState.GameStarted; break; } case MenuChoices.Exit: { this.Exit(); break; } } } if (state.IsKeyDown(Keys.Down)) { menu.MoveSelectedMenuChoiceDown(gameTime); } else if(state.IsKeyDown(Keys.Up)) { menu.MoveSelectedMenuChoiceUp(gameTime); } else { menu.KeysReleased(); } break; } case GameState.GameStarted: { foreach (ModelRenderer bullet in bullets) { if (bullet.ModelPosition.X < (ship.ModelPosition.X + 4000) && bullet.ModelPosition.Z < (ship.ModelPosition.X + 4000) && bullet.ModelPosition.X > (ship.ModelPosition.Z - 4000) && bullet.ModelPosition.Z > (ship.ModelPosition.Z - 4000)) { bullet.ModelPosition += (bullet.RotationY.Forward * 120); } else if (collidedwithasteriod(bullet)) { bullet.Kill(); } else { bullet.Kill(); } } foreach (ModelRenderer asteroid in asteriods) { if (ship.SphereBounds.Intersects(asteroid.BoxBounds)) { lives -= 1; asteroid.Kill(); // This always hits no matter where the ship goes. } else { asteroid.ModelPosition -= (asteroid.RotationY.Forward * 50); } } for (int index = 0; index < asteriods.Count; index++) { if (asteriods[index].IsAlive == false) { asteriods.RemoveAt(index); } } for (int index = 0; index < bullets.Count; index++) { if (bullets[index].IsAlive == false) { bullets.RemoveAt(index); } } if (state.IsKeyDown(Keys.Left)) { ship.RotateY(0.1f); if (state.IsKeyDown(Keys.Space)) { if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0; } } else if (state.IsKeyDown(Keys.Right)) { ship.RotateY(-0.1f); if (state.IsKeyDown(Keys.Space)) { if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0; } } else if (state.IsKeyDown(Keys.Up)) { ship.ModelPosition += (ship.RotationY.Forward * 50); if (state.IsKeyDown(Keys.Space)) { if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0; } } else if (state.IsKeyDown(Keys.Space)) { time += gameTime.ElapsedGameTime.Milliseconds; if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0.0f; } if ((framecount % 60) == 0) { createasteroid(); framecount = 0; } framecount++; break; } } base.Update(gameTime); } void firebullet() { if (bullets.Count < 3) { ModelRenderer bullet = new ModelRenderer(b, GraphicsDevice.Viewport.AspectRatio, ship.ModelPosition, new Vector3(0, 0, 9000)); bullet.RotationY = ship.RotationY; bullets.Add(bullet); } } void createasteroid() { if (asteriods.Count < 2) { Random random = new Random(); float z = random.Next(-13000, -11000); float x = random.Next(-9000, -8000); Random random2 = new Random(); int degrees = random.Next(0, 45); float radians = MathHelper.ToRadians(degrees); ModelRenderer asteroid = new ModelRenderer(a, GraphicsDevice.Viewport.AspectRatio, new Vector3(x, 0, z), new Vector3(0,0, 9000)); asteroid.RotateY(radians); asteriods.Add(asteroid); } } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); switch (gstate) { case GameState.OnMenuScreen: { spriteBatch.Begin(); spriteBatch.Draw(background, Vector2.Zero, Color.White); menu.DrawMenu(ref spriteBatch, font, new Vector2(GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height / 2) - new Vector2(50f), 100f); spriteBatch.End(); break; } case GameState.GameStarted: { spriteBatch.Begin(); spriteBatch.Draw(background, Vector2.Zero, Color.White); spriteBatch.DrawString(font, "Score: " + score.ToString() + "\nLives: " + lives.ToString(), Vector2.Zero, Color.White); spriteBatch.End(); ship.Draw(); foreach (ModelRenderer bullet in bullets) { bullet.Draw(); } foreach (ModelRenderer asteroid in asteriods) { asteroid.Draw(0.1f); } break; } } base.Draw(gameTime); } bool collidedwithasteriod(ModelRenderer bullet) { foreach (ModelRenderer asteroid in asteriods) { if (bullet.SphereBounds.Intersects(asteroid.BoxBounds)) { score += 10; asteroid.Kill(); return true; } } return false; } } } }

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  • OpenTK C# Loading Model (3DS?) for display and animation

    - by Randomman159
    For the last few days i have been searching for a model importer that support skeletal movement using OpenTK (C#, OpenGL). I am avoiding writing it myself because firstly i am only just learning OpenGL, but also because i don't see why there's a necessity in recreating the wheel. What do you guys use to import your models? I find it interesting that 90% of OpenTK users will import models for various projects, yet i havn't found a single working importer. Could any of you share your code or point me in the direction of a good loader? 3DS files would be best, but anything that can be exported from an autodesk program would be fine, as long as it uses skeleton animation. Thanks for any help :)

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  • ASP.NET MVC Html.ValidationSummary(true) does not display model errors

    - by msi
    I have some problem with Html.ValidationSummary. I don't want to display property errors in ValidationSummary. And when I set Html.ValidationSummary(true) it does not display error messages from ModelState. When there is some Exception in controller action on string MembersManager.RegisterMember(member); catch section adds an error to the ModelState: ModelState.AddModelError("error", ex.Message); But ValidationSummary does not display this error message. When I set Html.ValidationSummary(false) all messages are displaying, but I don't want to display property errors. How can I fix this problem? Here is the code I'm using: Model: public class Member { [Required(ErrorMessage = "*")] [DisplayName("Login:")] public string Login { get; set; } [Required(ErrorMessage = "*")] [DataType(DataType.Password)] [DisplayName("Password:")] public string Password { get; set; } [Required(ErrorMessage = "*")] [DataType(DataType.Password)] [DisplayName("Confirm Password:")] public string ConfirmPassword { get; set; } } Controller: [HttpPost] public ActionResult Register(Member member) { try { if (!ModelState.IsValid) return View(); MembersManager.RegisterMember(member); } catch (Exception ex) { ModelState.AddModelError("error", ex.Message); return View(member); } } View: <% using (Html.BeginForm("Register", "Members", FormMethod.Post, new { enctype = "multipart/form-data" })) {%> <p> <%= Html.LabelFor(model => model.Login)%> <%= Html.TextBoxFor(model => model.Login)%> <%= Html.ValidationMessageFor(model => model.Login)%> </p> <p> <%= Html.LabelFor(model => model.Password)%> <%= Html.PasswordFor(model => model.Password)%> <%= Html.ValidationMessageFor(model => model.Password)%> </p> <p> <%= Html.LabelFor(model => model.ConfirmPassword)%> <%= Html.PasswordFor(model => model.ConfirmPassword)%> <%= Html.ValidationMessageFor(model => model.ConfirmPassword)%> </p> <div> <input type="submit" value="Create" /> </div> <%= Html.ValidationSummary(true)%> <% } %>

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  • Unit testing ASP.NET MVC 2 routes with areas bails out on AreaRegistration.RegisterAllAreas()

    - by Sandor Drieënhuizen
    I'm unit testing my routes in ASP.NET MVC 2. I'm using MSTest and I'm using areas as well. When I call AreaRegistration.RegisterAllAreas() however, it throws this exception: System.InvalidOperationException: System.InvalidOperationException: This method cannot be called during the application's pre-start initialization stage.. OK, so I reckon I can't call it from my class initializer. But when can I call it? I don't have an Application_Start in my test obviously.

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  • ASP.NET MVC how to bind custom model to view

    - by Smallville
    I would like bind an array data to view in ASP.NET MVC, how can I do that? sorry for not clear about my question. Right now, I creat a custom object(not array), I tried to pass it to View, but the error shows "The model item passed into the dictionary is of type 'ContactView' but this dictionary requires a model item of type 'System.Collections.Generic.IEnumerable"

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  • I keep on getting "save operation failure" after any change on my XCode Data Model

    - by Philip Schoch
    I started using Core Data for iPhone development. I started out by creating a very simple entity (called Evaluation) with just one string property (called evaluationTopic). I had following code for inserting a fresh string: - (void)insertNewObject { // Create a new instance of the entity managed by the fetched results controller. NSManagedObjectContext *context = [fetchedResultsController managedObjectContext]; NSEntityDescription *entity = [[fetchedResultsController fetchRequest] entity]; NSManagedObject *newManagedObject = [NSEntityDescription insertNewObjectForEntityForName:[entity name] inManagedObjectContext:context]; // If appropriate, configure the new managed object. [newManagedObject setValue:@"My Repeating String" forKey:@"evaluationTopic"]; // Save the context. NSError *error; if (![context save:&error]) { // Handle the error... } [self.tableView reloadData]; } This worked perfectly fine and by pushing the +button a new "My Repeating String" would be added to the table view and be in persistent store. I then pressed "Design - Add Model Version" in XCode. I added three entities to the existing entity and also added new properties to the existing "Evaluation" entity. Then, I created new files off the entities by pressing "File - New File - Managed Object Classes" and created a new .h and .m file for my four entities, including the "Evaluation" entity with Evaluation.h and Evaluation.m. Now I changed the model version by setting "Design - Data Model - Set Current Version". After having done all this, I changed my insertMethod: - (void)insertNewObject { // Create a new instance of the entity managed by the fetched results controller. NSManagedObjectContext *context = [fetchedResultsController managedObjectContext]; NSEntityDescription *entity = [[fetchedResultsController fetchRequest] entity]; Evaluation *evaluation = (Evaluation *) [NSEntityDescription insertNewObjectForEntityForName:[entity name] inManagedObjectContext:context]; // If appropriate, configure the new managed object. [evaluation setValue:@"My even new string" forKey:@"evaluationSpeechTopic"]; // Save the context. NSError *error; if (![context save:&error]) { // Handle the error... } [self.tableView reloadData]; } This does not work though! Every time I want to add a row the simulator crashes and I get the following: "NSInternalInconsistencyException', reason: 'This NSPersistentStoreCoordinator has no persistent stores. It cannot perform a save operation.'" I had this error before I knew about creating new version after changing anything on the datamodel, but why is this still coming up? Do I need to do any mapping (even though I just added entities and properties that did not exist before?). In the Apple Dev tutorial it sounds very easy but I have been struggling with this for long time, never worked after changing model version.

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  • Django - testing using large tables of static data

    - by Michael B
    I am using "manage.py test" along with a JSON fixture I created using using 'dumpdata' My problem is that several of the tables in the fixture are very large (for example one containing the names of all cities in the US) which makes running a test incredibly slow. Seeing as several of these tables are never modified by the program (eg - the city names will never need to be modified), it doesn't make much sense to create and tear down these tables for every test run. Is there a better way to be testing this code using this kind of data?

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  • Unit testing in Web2py

    - by Wraith
    I'm following the instructions from this post but cannot get my methods recognized globally. The error message: ERROR: test_suggest_performer (__builtin__.TestSearch) ---------------------------------------------------------------------- Traceback (most recent call last): File "applications/myapp/tests/test_search.py", line 24, in test_suggest_performer suggs = suggest_flavors("straw") NameError: global name 'suggest_flavors' is not defined My test file: import unittest from gluon.globals import Request db = test_db execfile("applications/myapp/controllers/search.py", globals()) class TestSearch(unittest.TestCase): def setUp(self): request = Request() def test_suggest_flavors(self): suggs = suggest_flavors("straw") self.assertEqual(len(suggs), 1) self.assertEqual(suggs[0][1], 'Strawberry') My controller: def suggest_flavors(term): return [] Has anyone successfully completed unit testing like this in web2py?

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  • load testing of "cookieless Session" asp.net

    - by anshu
    I have been trying using MS VSTS 2008, no luck so far.. After the redirection from server to accomodate the sessionID in URL, the test fails during the first time recording. I am open to looking at other tools which are not very expensive. Does anyone have any experience using any tool for testing cookieless sessionID website?

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  • Entitiy Framework: "Update Database from Model" instead of "Generate Database from Model"

    - by David
    Hey everyone, I have created a Entity Framework 4 model with Visual Studio 2010 and generated a database from it. Now I found myself adding new properties (with default values), changing documentation of columns, changing names of columns, changing types of columns several times. All tasks that do not require much "extra work" in order not to be possible to be achieved automatically (in my humble opinion). Everytime I did "Generate Database from Model" and lost of course the table data. Is there a way just to update the database's architecture so to say - leaving the table data untouched? Maybe with some user interaction especially when changing types etc.? Or would this functionality be simply too difficult to be realized to work in a reliable way? Thanks in advance! Cheers, David

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  • What resources will help me understand the data model for QC 10.0 in order to write my SQL queries?

    - by srihari
    I am a fresher in Quality Center 10.0 HP software testing tool. As per my understanding in order to generate reports from QC and to troubleshoot the scenarios, we need to write SQL queries in the QC back end database. In my case it is SQL db. I downloaded the database reference help file but I could not understand from where I can start. It just gave the table name and its information. For a starter like me are there any online tutorials or helpful websites,hands on exercises,scenario's where I can better understand how to write queries for the QC data model? I am very confident about the SQL coding itself, what I want to know is how to query on the QC database tables based on the scenarios that occur in QC tool. Please suggest. Thanks, Srihari

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  • Testing devise with shoulda

    - by cristian
    Hello, I'm having some difficulties in testing devise with shoulda: 2) Error: test: handle :index logged as admin should redirect to Daily page. (Admin::DailyClosesControllerTest): NoMethodError: undefined method `env' for nil:NilClass devise (1.0.6) [v] lib/devise/test_helpers.rb:52:in `setup_controller_for_warden' I have this in my test_helper: include Devise::TestHelpers Thoughts ? Thanks in advance, Cristi

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  • CSharp: Testing a Generic Class

    - by Jonas Gorauskas
    More than a question, per se, this is an attempt to compare notes with other people. I wrote a generic History class that emulates the functionality of a browser's history. I am trying to wrap my head around how far to go when writing unit tests for it. I am using NUnit. Please share your testing approaches below. The full code for the History class is here (http://pastebin.com/ZGKK2V84).

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  • Override variables while testing a standalone Perl script

    - by BrianH
    There is a Perl script in our environment that I now need to maintain. It is full of bad practices, including using (and re-using) global variables throughout the script. Before I start making changes to the script, I was going to try to write some test scripts so I can have a good regression base. To do this, I was going to use a method described on this page. I was starting by writing tests for a single subroutine. I put this line somewhat near the top of the script I am testing: return 1 if ( caller() ); That way, in my test script, I can require 'script_to_test.pl'; and it won't execute the whole script. The first subroutine I was going to test makes a lot of use of global variables that are set throughout the script. My thought was to try to override these variables in my test script, something like this: require_ok('script_to_test.pl'); $var_from_other_script = 'Override Value'; ok( sub_from_other_script() ); Unfortunately (for me), the script I am testing has a massive "my" block at the top, where it declares all variables used in the script. This prevents my test script from seeing/changing the variables in the script I'm running tests against. I've played with Exporter, Test::Mock..., and some other modules, but it looks like if I want to be able to change any variables I am going to have to modify the other script in some fashion. My goal is to not change the other script, but to get some good tests running so when I do start changing the other script, I can make sure I didn't break anything. The script is about 10,000 lines (3,000 of them in the main block), so I'm afraid that if I start changing things, I will affect other parts of the code, so having a good test suite would help. Is this possible? Can a calling script modify variables in another script declared with "my"? And please don't jump in with answers like, "Just re-write the script from scratch", etc. That may be the best solution, but it doesn't answer my question, and we don't have the time/resources for a re-write.

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  • Spring.NET and ADO.NET Entity Data Model

    - by Jason
    Having defined an ADO.NET Entity Data Model, I can then instantiate it in a Repository class to query against the database. using (ApplicationEntities ctx = new ApplicationEntities()) { // query, CRUD, etc } However, that particular line of code becomes boilerplate in most of the methods in the repository class. Is it possible to just use Spring.NET to inject the Entity Data Model, either in the class or, even better, in an abstract parent class that all the repositories inherit from?

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