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The underlying mock object used in the two preceding examples was itself a database implementation. This goes against the grain of what I was saying earlier about the need to test components in isolation from the actual implementation of their dependencies. We have clearly used an actual implementation of a database in the test implementations. Strictly speaking, therefore, this is not a unit test it is an integration test. I talk more about these in the section Integration Testing later in this chapter. Why have I chosen to do this Databases provide a layer of enormously complicated functionality; as a result, the number of ways in which a DAO implementation can interact with its underlying layer is vast. We can create a mock object to emulate the one specific way in which we really interact with the database, and that would be a legitimate unit test, but unfortunately it makes the test extremely brittle. A correct change to the implementation will require a corresponding change to the mock object. In the end, we would be testing not that the unit behaved in the way that it was supposed to, but that it was implemented in the way we anticipated. The behavior could be entirely erroneous. So in the case of the database-based unit tests, I have chosen a halfway house. The mock object is itself a database, but it is an extremely limited embedded database. It will hopefully behave a lot like the real database implementation (such as MySQL, PostgreSQL, Oracle, or

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experience the game play of your game and adjust it to make it fun on your target device whether it is an Xbox 360, a PC, or a Zune. Through such tests, game designers adjust the difficulty of their game so that it is not so hard that the player does not want to play it anymore, but not so easy that the player loses interest in it. Remember that how you react to your game and your experience determine what type of game developer you are.

SQL Server) that we might use in the production environment, but it is self-contained within the testing environment, will run quickly, and allows us to control the table structure and contents from the test implementation.

You will now work in the Player class, which implements the ship controlled by the player. For the Zune version, remove the multiplayer support and keyboard support. Then remove the HandlePlayer1KeyBoard and HandlePlayer2KeyBoard methods and their references. Also remove the playerIndex attribute, which indicates which player is associated with the object instance. Remember that since you now have only one player playing the game at a time, keeping track of which player is which is no longer necessary. After that, you also need to update some methods that control the class behavior. The HandleInput method no longer needs to receive PlayerIndex as a parameter (because you have only one player) and no longer needs to call the methods for dealing with keyboard input. Because the HandleInput method happens to be where gamepad directions are set up, you will add the ability to move the ship with only the directional pad for the older versions of the Zune. You also need new movement values because of the screen size. After some tests, we discovered 3 is good enough. Your method should look as follows: /// <summary> /// Get the ship position /// </summary> protected void HandleInput() { // Move the ship with Xbox controller GamePadState gamepadstatus = GamePad.GetState(PlayerIndex.One); if (gamepadstatus.DPad.Left == ButtonState.Pressed) { position.X -= 3; }

Note Tests that must be changed with every modification, that run slowly against a real database, or that

if (gamepadstatus.DPad.Right == ButtonState.Pressed) { position.X += 3; } if (gamepadstatus.DPad.Down == ButtonState.Pressed) { position.Y += 3; } if (gamepadstatus.DPad.Up == ButtonState.Pressed) { position.Y -= 3; } // Check the thumbstick also position.Y += (int)((gamepadstatus.ThumbSticks.Left.Y * 3) * -2); position.X += (int)((gamepadstatus.ThumbSticks.Left.X * 3) * 2); } Similarly, the Update method no longer needs to inform the PlayerIndex (again, remember that you have only one player in this game), so it should be as follows: /// <summary> /// Update the ship position, points and power /// </summary> public override void Update(GameTime gameTime) { HandleInput(); UpdateShip(gameTime); base.Update(gameTime); } Again, you must change the class constructor to update the frames according to the new texture and remove the widescreen support used for the Xbox 360 version: public Player(Game game, ref Texture2D theTexture) : base(game) { texture = theTexture; position = new Vector2(); // Create the source rectangle. // This represents where the sprite picture is in surface spriteRectangle = new Rectangle(86,11,24,22); screenBounds = new Rectangle(0, 0, Game.Window.ClientBounds.Width, Game.Window.ClientBounds.Height); }

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