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  • Entity Framework insert error ("The Version field is required.")

    - by Graham
    I am using Silverlight 4 and RIA services. When I try to insert into my database, I get the following error: "Submit operation failed validation. Please inspect Entity.ValidationErrors for each entity in EntitiesInError for more information." Upon inspecting the ValidationErrors, I see: "The Version field is required." Isn't the Version field updated and maintained by the framework? If so, why is it null? If not, how am I supposed to set it?

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  • switch easily between different main()

    - by lezebulon
    I'm using VS2010 I have a project with several headers and one file with the main() function. For testing purposes I'd like to be able to easily another main() function that would instanciate different things than my original main. Is there an easy way to define 2 "main" function, and easily switch between them? The best would be to compile 2 binaries, one that starts at main1() and the other at main2(), or it can be a solution that requires to recompile some files, it doesn't matter

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  • How to set configuration properties in VS once and for all?

    - by atch
    In VS 2010RC I have to specify configuration properties and specifically included path every time I'm creating new project. Is there a way to do it just once for all future projects? I'm asking this for a reason that I'm starting to use Boost libraries and I have to specify all those paths every time I'm creating project which is bit tedious.

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  • Basic data alignment question

    - by Broken Logic
    I've been playing around to see how my computer works under the hood. What I'm interested in is seeing is what happens on the stack inside a function. To do this I've written the following toy program: #include <stdio.h> void __cdecl Test1(char a, unsigned long long b, char c) { char c1; unsigned long long b1; char a1; c1 = 'b'; b1 = 4; a1 = 'r'; printf("%d %d - %d - %d %d Total: %d\n", (long)&b1 - (long)&a1, (long)&c1 - (long)&b1, (long)&a - (long)&c1, (long)&b - (long)&a, (long)&c - (long)&b, (long)&c - (long)&a1 ); }; struct TestStruct { char a; unsigned long long b; char c; }; void __cdecl Test2(char a, unsigned long long b, char c) { TestStruct locals; locals.a = 'b'; locals.b = 4; locals.c = 'r'; printf("%d %d - %d - %d %d Total: %d\n", (long)&locals.b - (long)&locals.a, (long)&locals.c - (long)&locals.b, (long)&a - (long)&locals.c, (long)&b - (long)&a, (long)&c - (long)&b, (long)&c - (long)&locals.a ); }; int main() { Test1('f', 0, 'o'); Test2('f', 0, 'o'); return 0; } And this spits out the following: 9 19 - 13 - 4 8 Total: 53 8 8 - 24 - 4 8 Total: 52 The function args are well behaved but as the calling convention is specified, I'd expect this. But the local variables are a bit wonky. My question is, why wouldn't these be the same? The second call seems to produce a more compact and better aligned stack. Looking at the ASM is unenlightening (at least to me), as the variable addresses are still aliased there. So I guess this is really a question about the assembler itself allocates the stack to local variables. I realise that any specific answer is likely to be platform specific. I'm more interested in a general explanation unless this quirk really is platform specific. For the record though, I'm compiling with VS2010 on a 64bit Intel machine.

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  • How to stop C# compile on first error in VS 2010 (VS 2008 macros don't work)!

    - by Ben Robbins
    At work we have a C# solution with over 80 projects. Is it possible in VS 2010 to automatically stop compilation as soon as an error is encountered rather than the default behaviour which is to continue as far as possible and display a list of errors in the error window? I'm happy for it to stop either as soon as an error is encountered (file-level) or as soon as a project fails to build (project-level). I'd also note that in VS 2008 we used macros similar to some of the answers below but they don't work in VS 2010 (at least I couldn't get them to as the environment events don't seem to fire in VS 2010).

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  • Magick++ in VS2010 - unresolved external symbol

    - by FlashFan
    Hey guys! I'm trying to use ImageMagick Magick++ for a C++ Project in VS2010. I installed the Library from here: klick Then in my Project, I added c:/program files/ImageMagick-6.6.6-Q16/include to the include folders. Then I tried to use Magick++ with this code: #include <Magick++.h> void main(int argc, char ** argv){ InitializeMagick(*argv); } But this does not work! VS2010 returns the following errors: error LNK2001: unresolved external symbol "__declspec(dllimport) void __cdecl Magick::InitializeMagick(char const *)" (__imp_?InitializeMagick@Magick@@YAXPBD@Z) error LNK1120: 1 unresolved externals What am I doing wrong? Thanks very much for your help!

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  • Run-Time Check Failure #2 - Stack around the variable 'indices' was corrupted.

    - by numerical25
    well I think I know what the problem is. I am just having a hard time debugging it. I am working with the directx api and I am trying to generate a plane along the x and z axis according to a book I have. The problem is when I am creating my indices. I think I am setting values out of the bounds of the indices array. I am just having a hard time figuring out what I did wrong. I am unfamiliar with the this method of generating a plane. so its a little difficult for me. below is my code. Take emphasis on the indices loop. #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 D3DXMatrixIdentity(&WorldMatrix); D3DXMatrixLookAtLH(&ViewMatrix, new D3DXVECTOR3(0.0f, 10.0f, -20.0f), new D3DXVECTOR3(0.0f, 0.0f, 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() { VertexPos vertices[NUM_VERTSX * NUM_VERTSY]; for(int z=0; z < NUM_VERTSY; ++z) { for(int x = 0; x < NUM_VERTSX; ++x) { vertices[x + z * NUM_VERTSX].pos.x = (float)x * CELL_WIDTH; vertices[x + z * NUM_VERTSX].pos.z = (float)z * CELL_HEIGHT; vertices[x + z * NUM_VERTSX].pos.y = 0.0f; vertices[x + z * NUM_VERTSX].color = D3DXVECTOR4(1.0, 0.0f, 0.0f, 0.0f); } } DWORD indices[NUM_VERTSX * NUM_VERTSY]; int curIndex = 0; for(int z=0; z < NUM_ROWS; ++z) { for(int x = 0; x < NUM_COLS; ++x) { int curVertex = x + (z * NUM_VERTSX); indices[curIndex] = curVertex; indices[curIndex + 1] = curVertex + NUM_VERTSX; indices[curIndex + 2] = curVertex + 1; indices[curIndex + 3] = curVertex + 1; indices[curIndex + 4] = curVertex + NUM_VERTSX; indices[curIndex + 5] = curVertex + NUM_VERTSX + 1; curIndex += 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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  • Breakpoint when variable takes on a certain value.

    - by Mick
    I have something analogous to the following code... void function(int x) { // complicated operation on x blah blah } It all appears to be working fine except when x happens to be a particular value, say "273". But x being 273 is a rare event, 99.999% of the time it is some other value. Now I wish to observe the events when this function is called with x=273, so I would like to insert a breakpoint that gets hit only with x is that value. Perhaps I could do it like this: void function(int x) { if (x == 273) { // put breakpoint on this line. } // complicated operation on x blah blah } The problem is that presumably the compiler will optimise away this "if" statement because it doesn't do anything. So my question is what should I put within the "if" statement to to make sure it gets compiled in to something... or should I be tracing the x==273 case in some completely different way.

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  • Need help understanding .net ThreadPool

    - by Meredith
    I am trying to understand what ThreadPool does, I have this .NET example: class Program { static void Main() { int c = 2; // Use AutoResetEvent for thread management AutoResetEvent[] arr = new AutoResetEvent[50]; for (int i = 0; i < arr.Length; ++i) { arr[i] = new AutoResetEvent(false); } // Set the number of minimum threads ThreadPool.SetMinThreads(c, 4); // Enqueue 50 work items that run the code in this delegate function for (int i = 0; i < arr.Length; i++) { ThreadPool.QueueUserWorkItem(delegate(object o) { Thread.Sleep(100); arr[(int)o].Set(); // Signals completion }, i); } // Wait for all tasks to complete WaitHandle.WaitAll(arr); } } Does this run 50 "tasks", in groups of 2 (int c) until they all finish? Or I am not understanding what it really does.

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  • How to detect a Socket disconnection?

    - by AngryHacker
    I've implemented a task using the async Sockets pattern in Silverlight 3. I started with Michael Schwarz's implementation and built on top of that. So basically, my Silverlight app establishes a persistent socket connection to a device and then data flows both ways as necessary between the device and the Silverlight app. One thing I am struggling with is how to detect disconnection. I could think of 2 approaches: Keep-Alive. I know this can be done at the Sockets level, but I am not sure how to do this in an async model. How would the Socket class let me know there has been a disconnection. Manual keep alive. Basically, I am having the Silverlight app send a dummy packet every 20 seconds or so. If it fails, I'd assume disconnection. However, incredibly, SocketAsyncEventArgs.SocketError always reports success, even if I simply unplug the device that the Silverlight app is connected to. I am not sure whether this is a bug or what or perhaps I need to upgrade to SL4. Any ideas, direction or implementation would be appreciated.

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  • VS2010 possible to convert projects back to VS2008?

    - by JL
    As you all know the VS 2010 RC is out for MSDN subcribers. Unfortunately I guess I have the same problem as some of you, in that the company I work for wants to continue keeping our projects on VS 2008. I would like to know if its possible for me to work with VS 21010, then later convert my projects back to VS2008? I intend to use v3 of the framework for this particular project. Thanks in advance..

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  • How to setup Expression Blend 3 add-in window at certain position ?

    - by j23tom..pl
    For example in Sketchflow add-in there is ApplicationFlowPane (derrived from PrototypingPane) which registers itself using IWindowService like this: service.RegisterPalette(this.PaletteRegistryName, this, this.Caption, this.KeyBinding); But i can't see where it is defined that it is docked on bottom pane. Before someone replies that it's at: %AppData%\Microsoft\Expression\Blend3\Workspaces No it's not there because those files do not exists at first run. The question is how can i put my window at certain position with Expression Blend 3 plug-in api ? update 1: It seems that to achive what i want i have to change design.xaml (where workspaces are defined) which is loaded from satellite assembly Microsoft.Expression.Blend.resources.dll (method load in class FrameworkPackage in Microsoft.Expression.Blend.dll). But since this dll is strongly named i can't change it. So now the question is. Is there any other way I can change Design Workspace at runtime ?

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  • Can TFS workspaces be used without being tied to a specific machine?

    - by GWLlosa
    So I've got a situation where we have a project with 10 developers. Each developer, when they come in for the day, is randomly issued a machine to use for development that day. The machine names are different, say DEV01 - DEV10. At the time that they are issued to the developers, the machines are identical, and no changes the developers make during the day are persisted on the machines (source code changes are stored in TFS, not locally). These are of course actually virtual machines, but that's not really relevant to the point at hand. The problem is that each morning, the developers run into 3 issues: 1) The machine that they are assigned may not be the same machine they were last assigned to. For example, DevMan A might have used DEV04 yesterday, and received DEV06 today. His workspace definitions are now tied to DEV06; he must create a new workspace, or migrate the old workspace to DEV04. 2) The machine that they are assigned may have been in use yesterday, and some of the mappings may conflict. For example, DevMan A might have DEV04 today, and wish to create a workspace mapping the project folder to "C:\MyProj\Solution". However, DevMan B had DEV04 yesterday, and he used the same project folder. TFS now complains. 3) This may be the first time they are on a given machine. They now need to recreate for this machine all of their source-control mappings for the new machine. All of these issues can be resolved in a straightforward fashion on a case-by-case basis, but it does sap some productivity from the morning. We'd much prefer if the TFS workspace definitions could be 'relaxed', such that they did not include the machine name in the definition somehow. Barring that, if anyone is aware of a solution to the above problems that can run automatically, or with limited user intervention, that would also be ideal.

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  • Weird characters at the beginning of a LPTSTR? C++

    - by extintor
    I am using this code to get the windows version: define BUFSIZE 256 bool config::GetOS(LPTSTR OSv) { OSVERSIONINFOEX osve; BOOL bOsVersionInfoEx; ZeroMemory(&osve, sizeof(OSVERSIONINFOEX)); osve.dwOSVersionInfoSize = sizeof(OSVERSIONINFOEX); if( !(bOsVersionInfoEx = GetVersionEx ((OSVERSIONINFO *) &osve)) ) return false; TCHAR buf[BUFSIZE]; StringCchPrintf(buf, BUFSIZE, TEXT("%u.%u.%u.%u"), osve.dwPlatformId, osve.dwMajorVersion, osve.dwMinorVersion, osve.dwBuildNumber); StringCchCat(OSv, BUFSIZE, buf); return true; } And I am testing it with: LPTSTR OSv= new TCHAR[BUFSIZE]; config c; c.GetOS(OSv); MessageBox(OSv, 0, 0); And in the msgbox I get something like this äì5.1.20 (where 5.1.20 is = to OSv) but the first 2 or 3 chars are some weird characters that I don't know when they came from. Even stranger, if I call that second piece again it shows it ok, it only show the weird characters the first time I execute it. Does someone has an idea what's going on here?

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  • VC++ how to change a picturebox from header file

    - by JimboJones
    HI, Just ran into a problem. How to I change a picturebox's picture from within a different header file. If I do it in the same .h file as the Form I am working on I use: sq1-Image = bi; (which loads in a bitmap) but when I do it from another header (i've included the correct header file), I get "sq1 is an undeclared identifier" and "left of '-image' must point to a class/struct/union/generic" What I'm looking for is something like Form1::sq1-Image = bi; Basically I just want to point the program to change picturebox from another location....Is this possible? How can I do this? Cheers!

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  • Why does C++ linking use virtually no CPU?

    - by John
    On a native C++ project, linking right now can take a minute or two, yet during this time CPU drops from 100% during compilation to virtually zero. Does this mean linking is primarily a disk activity? If so, is this the main area an SSD would make big changes? But, why aren't all my OBJ files (or as many as possible) kept in RAM after compilation to avoid this? With 4Gb of RAM I should be able to save a lot of disk access and make it CPU-bound again, no?

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  • problem using enum in another cpp file

    - by Faisal Arshad
    Hi i a have created a global.h file in which i define enum Token I get the garbage value of token if i use the value of Token other than glabal.cpp file i have also include the "global.h" file in other file where i am using the Token value how can i correct this problem.

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  • show two detail section's data in crystal report

    - by Parkash
    How can display two detail section's data after completion of first detail section in crystal report of vb2005 like detail of first detailsection #one row.........................." #second row........................." #three row.........................." detail of second detailsection #"one row.............." #"second row..............." #"data of third row.............."

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  • How can i learn Table Name in database an column name?

    - by Phsika
    How can i learn table Name in database an how can i learn any Table's Column name? SELECT Col.COLUMN_NAME, Col.DATA_TYPE FROM INFORMATION_SCHEMA.COLUMNS AS Col LEFT OUTER JOIN INFORMATION_SCHEMA.CONSTRAINT_COLUMN_USAGE AS Usg ON Col.TABLE_NAME = Usg.TABLE_NAME AND Col.COLUMN_NAME = Usg.COLUMN_NAME LEFT OUTER JOIN INFORMATION_SCHEMA.TABLE_CONSTRAINTS AS Con ON Usg.CONSTRAINT_NAME = Con.CONSTRAINT_NAME WHERE Col.TABLE_NAME = 'Addresses_Temp' AND Con.Constraint_TYPE = 'PRIMARY KEY' But it returns to me empty data:(

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  • Outlook 2007 VSTO Add-in deployed by click-once doesn't detect published updates

    - by Matt
    I have created an outlook 2007 add-in project in vs2008, targeting .net 3.5, then migrated the project to vs2010. I have then published the project from vs2010 to a web site, and installed the add-in using click-once to a virtual machine running xp, .net 3.5 sp1, and outlook 2007. This all works great and I can see my add-in within outlook. Publish update settings are set to update the add-in at startup rather than every 7 days. However when I then make a simple change to the add-in, update the AssemblyVersion and AssemblyFileVersion of the add-in project, and then publish the updates, when I run outlook it doesn't detect that there is a new version, and just runs the current one that is installed. I can see that the publish has generated a new setup.exe and added a new folder to the 'Application Files' folder with the current (autogenerated) publish version. Can anyone suggest anything how I can get the update to be deployed to the client?

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  • How to display only selected data in combo box at run time from database?

    - by Joy1979
    I am new to .Net and I am working on one task. Below is my scenario. I have 2 tables: Table 1: Students StudentID StudentDetail 1 StudentName 2 StudentGrade Table 2: Student_data StudentDetail StudentRecords StudentName John (Default) StudentName Jacob StudentName Smith StudentGrade A (default) StudentGrade B StudentGrade C Question: When window form loads (run time) I need to display StudentRecords in combo box with StudentName = "John" and StudentGrade = "A" as default followed by other values. StudentName and StudentRecords are in Labels and values are in a ComboBox. I am using VB.Net and VS 2010 with SQL 2008r2. I would appreciate any step by step help. Apologies If my request is simple.

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  • Unit Testing - Am I doing it right?

    - by baron
    Hi everyone, Basically I have been programing for a little while and after finishing my last project can fully understand how much easier it would have been if I'd have done TDD. I guess I'm still not doing it strictly as I am still writing code then writing a test for it, I don't quite get how the test becomes before the code if you don't know what structures and how your storing data etc... but anyway... Kind of hard to explain but basically lets say for example I have a Fruit objects with properties like id, color and cost. (All stored in textfile ignore completely any database logic etc) FruitID FruitName FruitColor FruitCost 1 Apple Red 1.2 2 Apple Green 1.4 3 Apple HalfHalf 1.5 This is all just for example. But lets say I have this is a collection of Fruit (it's a List<Fruit>) objects in this structure. And my logic will say to reorder the fruitids in the collection if a fruit is deleted (this is just how the solution needs to be). E.g. if 1 is deleted, object 2 takes fruit id 1, object 3 takes fruit id2. Now I want to test the code ive written which does the reordering, etc. How can I set this up to do the test? Here is where I've got so far. Basically I have fruitManager class with all the methods, like deletefruit, etc. It has the list usually but Ive changed hte method to test it so that it accepts a list, and the info on the fruit to delete, then returns the list. Unit-testing wise: Am I basically doing this the right way, or have I got the wrong idea? and then I test deleting different valued objects / datasets to ensure method is working properly. [Test] public void DeleteFruit() { var fruitList = CreateFruitList(); var fm = new FruitManager(); var resultList = fm.DeleteFruitTest("Apple", 2, fruitList); //Assert that fruitobject with x properties is not in list ? how } private static List<Fruit> CreateFruitList() { //Build test data var f01 = new Fruit {Name = "Apple",Id = 1, etc...}; var f02 = new Fruit {Name = "Apple",Id = 2, etc...}; var f03 = new Fruit {Name = "Apple",Id = 3, etc...}; var fruitList = new List<Fruit> {f01, f02, f03}; return fruitList; }

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