Current Known Bugs list
by mtgrares
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Re: Current Known Bugs list
by silly freak » 09 Oct 2009, 07:18
it seems that some code that checks if the mana cost was paid is a little buggy. maybe there's an if missing to check for lands?
- Code: Select all
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ComputerUtil : payManaCost() cost was not paid for Kher Keep
Detailed error trace:
java.lang.RuntimeException: ComputerUtil : payManaCost() cost was not paid for Kher Keep
at ComputerUtil.payManaCost(ComputerUtil.java:194)
at ComputerUtil.playCards(ComputerUtil.java:37)
at ComputerAI_General.playCards(ComputerAI_General.java:44)
at ComputerAI_General.main1(ComputerAI_General.java:32)
at ComputerAI_Input.think(ComputerAI_Input.java:30)
at ComputerAI_Input.showMessage(ComputerAI_Input.java:22)
at GuiInput.setInput(GuiInput.java:23)
at GuiInput.update(GuiInput.java:17)
at java.util.Observable.notifyObservers(Observable.java:142)
at java.util.Observable.notifyObservers(Observable.java:98)
at MyObservable.updateObservers(MyObservable.java:9)
at Phase.nextPhase(Phase.java:105)
at Phase.nextPhase(Phase.java:109)
at Phase.nextPhase(Phase.java:109)
at Phase.nextPhase(Phase.java:109)
at Phase.nextPhase(Phase.java:109)
at Phase.nextPhase(Phase.java:109)
at GuiDisplay3$25.actionPerformed(GuiDisplay3.java:781)
at javax.swing.AbstractButton.fireActionPerformed(AbstractButton.java:1995)
at javax.swing.AbstractButton$Handler.actionPerformed(AbstractButton.java:2318)
at javax.swing.DefaultButtonModel.fireActionPerformed(DefaultButtonModel.java:387)
at javax.swing.DefaultButtonModel.setPressed(DefaultButtonModel.java:242)
at javax.swing.plaf.basic.BasicButtonListener$Actions.actionPerformed(BasicButtonListener.java:287)
at javax.swing.SwingUtilities.notifyAction(SwingUtilities.java:1636)
at javax.swing.JComponent.processKeyBinding(JComponent.java:2849)
at javax.swing.JComponent.processKeyBindings(JComponent.java:2884)
at javax.swing.JComponent.processKeyEvent(JComponent.java:2812)
at java.awt.Component.processEvent(Component.java:5993)
at java.awt.Container.processEvent(Container.java:2041)
at java.awt.Component.dispatchEventImpl(Component.java:4583)
at java.awt.Container.dispatchEventImpl(Container.java:2099)
at java.awt.Component.dispatchEvent(Component.java:4413)
at java.awt.KeyboardFocusManager.redispatchEvent(KeyboardFocusManager.java:1848)
at java.awt.DefaultKeyboardFocusManager.dispatchKeyEvent(DefaultKeyboardFocusManager.java:704)
at java.awt.DefaultKeyboardFocusManager.preDispatchKeyEvent(DefaultKeyboardFocusManager.java:969)
at java.awt.DefaultKeyboardFocusManager.typeAheadAssertions(DefaultKeyboardFocusManager.java:841)
at java.awt.DefaultKeyboardFocusManager.dispatchEvent(DefaultKeyboardFocusManager.java:668)
at java.awt.Component.dispatchEventImpl(Component.java:4455)
at java.awt.Container.dispatchEventImpl(Container.java:2099)
at java.awt.Window.dispatchEventImpl(Window.java:2475)
at java.awt.Component.dispatchEvent(Component.java:4413)
at java.awt.EventQueue.dispatchEvent(EventQueue.java:599)
at java.awt.EventDispatchThread.pumpOneEventForFilters(EventDispatchThread.java:269)
at java.awt.EventDispatchThread.pumpEventsForFilter(EventDispatchThread.java:184)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(EventDispatchThread.java:174)
at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:169)
at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:161)
at java.awt.EventDispatchThread.run(EventDispatchThread.java:122)
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where's the "trust me, that will work!" switch for the compiler?
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Re: Current Known Bugs list
by Marek14 » 09 Oct 2009, 11:28
Well, the mega-random as I envision it has basic land count 30%. Even with 10 extra lands in the 70 cards it would still be ok, I think. Plus, I would probably use this mode exclusively against itself, so any number of lands would be "fair", really. Slightly more complex might be allowing players to set the basics / rest numbers in a menu, or forbid use of nonbasic lands altogether.DennisBergkamp wrote:The modular bug was an easy fix, just a single else in the modular code.
I guess a mega-random option should be possible (might end up with a lot of lands though).
Don't think the AI uses regeneration (since it can't really cast stuff at instant speed), it's possible it might activate the regeneration shield right before attacking though (very stupid and inefficient obviously). Hmm, this might be something I could hack in, much like the AI counterspell functionality.
The purpose is basically to have a testbed where literally ANYTHING can happen, great way to catch strange interactions.
As for AI regeneration, if counterspells work, regeneration could as well.
AI could use a regenerator in these cases:
1. With combat damage on stack, if subject would take lethal damage (but NOT lethal wither damage, as regeneration won't help there).
2. With spell that would destroy it on stack, unless the spell specifically disallows regeneration (like Terror or Wrath of God).
3. With spell that would deal lethal damage to it on stack (with the wither exception, but that's relevant only in some corner cases). Also won't be used against things like Incinerate that stop regeneration.
4. With toughness reduction spell on the stack, if the subject already has some damage and would now die (but would survive without damage). This is a corner case and can be almost certainly omitted.
Regeneration won't be activated
1. on a subject that can't regenerate for some reason (i.e. Hurr Jackal)
2. on an indestructible subject (they never NEED to regenerate)
I'd also suggest that if something can be regenerated for 1 mana, AI WILL keep mana open for 1 regeneration if possible.
Re: Current Known Bugs list
by DennisBergkamp » 09 Oct 2009, 15:04
Hmm, yes I'm seeing the same thing. Also notice how there's no text for the mana abilities on the card either... this is also happening with Mox Diamond.using 1007, i was playing UB Faeries against Lord Of Extinction. I played watery grave twice, once with and once without paying 2 life. I wasn't able to tap any of them. I was able to create mana from my mox, however
edit: restarted the game and ran it in the terminal; no exceptions occured, it was just that nothing happened on my click
This must be related to the manapool update, but I'm not sure what's removing the abilities.
This bug is not related to the manapool update. In fact, I think I know what's going on:it seems that some code that checks if the mana cost was paid is a little buggy. maybe there's an if missing to check for lands?
1. the computer plays a Kher Keep and has one source of red mana available.
2. the computer sees the untapped Kher Keep and the untapped red mana, and thinks it has 1 R, enough to pay for Kher Keep's ability.
3. however, when activating Kher Keep's ability, it taps the land. All of a sudden it only has R. Yikes, and that error will get generated.
Test this with an AI deck consisting of just 1 Kher Keep and 1 Mox Ruby, the same error will occur.
This is actually probably one of the most common "Computer is thinking..." bugs, thanks to your error reporting/handling we know now what it is exactly (there will be a bunch of other cards like these: any land cards that have a tap + pay mana ability). Chris had a similar error about a week ago, but we didn't know what card it was for, so I added the name of the card to the output of that same error for the 1007 version.
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Re: Current Known Bugs list
by Corwin72 » 09 Oct 2009, 15:07
Sacred Forge does not tap for mana any more in the new 10/09/09 build. Hallowed Fountain too.
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Re: Current Known Bugs list
by apthaven » 09 Oct 2009, 15:32
- Code: Select all
An error has occured. You can copy/paste this message or save it to a file.
Please report this, plus what you tried to do, to:
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String index out of range: 2
Detailed error trace:
java.lang.StringIndexOutOfBoundsException: String index out of range: 2
at java.lang.String.charAt(Unknown Source)
at ManaPool.oraclize(ManaPool.java:98)
at ManaPool.subtractMana(ManaPool.java:212)
at Input_PayManaCostUtil.tapCard(Input_PayManaCostUtil.java:10)
at Input_PayManaCost.selectCard(Input_PayManaCost.java:42)
at GuiInput.selectCard(GuiInput.java:35)
at GuiDisplay3$8.mousePressed(GuiDisplay3.java:309)
at java.awt.Component.processMouseEvent(Unknown Source)
at javax.swing.JComponent.processMouseEvent(Unknown Source)
at java.awt.Component.processEvent(Unknown Source)
at java.awt.Container.processEvent(Unknown Source)
at java.awt.Component.dispatchEventImpl(Unknown Source)
at java.awt.Container.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.LightweightDispatcher.retargetMouseEvent(Unknown Source)
at java.awt.LightweightDispatcher.processMouseEvent(Unknown Source)
at java.awt.LightweightDispatcher.dispatchEvent(Unknown Source)
at java.awt.Container.dispatchEventImpl(Unknown Source)
at java.awt.Window.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.run(Unknown Source)
I too also can confirm Corwin72's bug report of the said lands not tapping for mana (and all the similar lands like Breeding Pool, etc...)
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Re: Current Known Bugs list
by silly freak » 09 Oct 2009, 15:34
maybe the kher keep and similar issues can be fixed by hacking canPlayAI?
edit: also had problems with animated lands (Faerie Conclave)
edit: also had problems with animated lands (Faerie Conclave)
Last edited by silly freak on 09 Oct 2009, 15:37, edited 1 time in total.
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where's the "trust me, that will work!" switch for the compiler?
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Re: Current Known Bugs list
by Chris H. » 09 Oct 2009, 15:35
`DennisBergkamp wrote:This is actually probably one of the most common "Computer is thinking..." bugs, thanks to your error reporting/handling we know now what it is exactly (there will be a bunch of other cards like these: any land cards that have a tap + pay mana ability). Chris had a similar error about a week ago, but we didn't know what card it was for, so I added the name of the card to the output of that same error for the 1007 version.
I would like to thank SIlly Freak for the error handler. It will take awhile for people to get used to it as it is still a new feature and many lay people may have difficulty understanding what these messages mean.
And, ahem, this provides a good lead in to a question that I would like to ask.

The Menu in the New Game window has a new command labeled Stack Report. I was curious and I have selected this option several times. I get a lengthy message displayed when I do, yet there is no similar information displayed in the system's Console window on my Mac.
I will include the message below:
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An error has occured. You can copy/paste this message or save it to a file.
Please report this, plus what you tried to do, to:
http://www.slightlymagic.net/forum/viewforum.php?f=26
If you don't want to register an account, you can mail it directly to
mtgrares@yahoo.com
You requested a full error report
Detailed error trace:
Reference Handler (2):
java.lang.Object.wait(Native Method)
java.lang.Object.wait(Object.java:485)
java.lang.ref.Reference$ReferenceHandler.run(Reference.java:116)
Java2D Disposer (12):
java.lang.Object.wait(Native Method)
java.lang.ref.ReferenceQueue.remove(ReferenceQueue.java:118)
java.lang.ref.ReferenceQueue.remove(ReferenceQueue.java:134)
sun.java2d.Disposer.run(Disposer.java:125)
java.lang.Thread.run(Thread.java:637)
TimerQueue (16):
java.lang.Object.wait(Native Method)
javax.swing.TimerQueue.run(TimerQueue.java:236)
java.lang.Thread.run(Thread.java:637)
Signal Dispatcher (5):
AWT-AppKit (10):
AWT-Shutdown (14):
java.lang.Object.wait(Native Method)
java.lang.Object.wait(Object.java:485)
sun.awt.AWTAutoShutdown.run(AWTAutoShutdown.java:259)
java.lang.Thread.run(Thread.java:637)
Finalizer (3):
java.lang.Object.wait(Native Method)
java.lang.ref.ReferenceQueue.remove(ReferenceQueue.java:118)
java.lang.ref.ReferenceQueue.remove(ReferenceQueue.java:134)
java.lang.ref.Finalizer$FinalizerThread.run(Finalizer.java:159)
AWT-EventQueue-0 (13):
java.lang.Thread.dumpThreads(Native Method)
java.lang.Thread.getAllStackTraces(Thread.java:1511)
forge.error.ErrorViewer.printError(ErrorViewer.java:142)
forge.error.ErrorViewer.showErrorAllThreads(ErrorViewer.java:98)
forge.error.ErrorViewer$ShowAllThreadsAction.actionPerformed(ErrorViewer.java:212)
javax.swing.AbstractButton.fireActionPerformed(AbstractButton.java:2028)
javax.swing.AbstractButton$Handler.actionPerformed(AbstractButton.java:2351)
javax.swing.DefaultButtonModel.fireActionPerformed(DefaultButtonModel.java:387)
javax.swing.DefaultButtonModel.setPressed(DefaultButtonModel.java:242)
javax.swing.AbstractButton.doClick(AbstractButton.java:389)
javax.swing.plaf.basic.BasicMenuItemUI.doClick(BasicMenuItemUI.java:1225)
com.apple.laf.AquaMenuItemUI.doClick(AquaMenuItemUI.java:120)
javax.swing.plaf.basic.BasicMenuItemUI$Handler.mouseReleased(BasicMenuItemUI.java:1266)
java.awt.Component.processMouseEvent(Component.java:6348)
javax.swing.JComponent.processMouseEvent(JComponent.java:3267)
java.awt.Component.processEvent(Component.java:6113)
java.awt.Container.processEvent(Container.java:2085)
java.awt.Component.dispatchEventImpl(Component.java:4714)
java.awt.Container.dispatchEventImpl(Container.java:2143)
java.awt.Component.dispatchEvent(Component.java:4544)
java.awt.LightweightDispatcher.retargetMouseEvent(Container.java:4618)
java.awt.LightweightDispatcher.processMouseEvent(Container.java:4282)
java.awt.LightweightDispatcher.dispatchEvent(Container.java:4212)
java.awt.Container.dispatchEventImpl(Container.java:2129)
java.awt.Window.dispatchEventImpl(Window.java:2475)
java.awt.Component.dispatchEvent(Component.java:4544)
java.awt.EventQueue.dispatchEvent(EventQueue.java:635)
java.awt.EventDispatchThread.pumpOneEventForFilters(EventDispatchThread.java:296)
java.awt.EventDispatchThread.pumpEventsForFilter(EventDispatchThread.java:211)
java.awt.EventDispatchThread.pumpEventsForHierarchy(EventDispatchThread.java:201)
java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:196)
java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:188)
java.awt.EventDispatchThread.run(EventDispatchThread.java:122)
DestroyJavaVM (15):
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Re: Current Known Bugs list
by DennisBergkamp » 09 Oct 2009, 15:50
Adding this line in ComputerUtil.canPayCost(SpellAbility sa) right after "CardList land = getAvailableMana();"maybe the kher keep and similar issues can be fixed by hacking canPlayAI?
edit: also had problems with animated lands (Faerie Conclave)
- Code: Select all
if(sa.getSourceCard().isLand() /*&& sa.isTapAbility()*/)
{
land.remove(sa.getSourceCard());
}

I don't need the sa.isTapAbility() in the check, because currently only the creature lands (Blinkmoth Nexus, Faerie Conclave, Forbidding Watchtower, etc. - which, incidently currently are also having trouble tapping for mana, but that's a different story ) are abilities in lands that do not tap and require mana. And they wouldn't make sense to use anyway if they're gonna end up being tapped.
So yes, I would also like to thank you for adding the error handler, I probably never would have found this bug if it weren't for that

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Re: Current Known Bugs list
by silly freak » 09 Oct 2009, 16:03
thanks for the help and the compliments^^, I like to be helpful. I usually run forge from eclipse, so I see all the errors anyway. but I though most of the time you don't have console output, so I tried the feature, and it worked with no problems
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where's the "trust me, that will work!" switch for the compiler?
Laterna Magica - blog, forum, project, 2010/09/06 release!
where's the "trust me, that will work!" switch for the compiler?
Laterna Magica - blog, forum, project, 2010/09/06 release!
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Re: Current Known Bugs list
by DennisBergkamp » 09 Oct 2009, 16:12
True, I see all the errors myself as well... but I don't play that often, so I don't run into too many of them 

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Re: Current Known Bugs list
by DennisBergkamp » 09 Oct 2009, 17:00
By the way, the reason some of the land cards are not tapping for mana anymore is because of
Not sure what's the best solution here, maybe for now I could create a clearSpellNotManaAbility() or something, which would only clear the spellAbilities, and replace the clearSpellAbility() with that method on the lands we are currently having trouble with.
- Code: Select all
card.clearSpellAbility();
- Code: Select all
public void clearSpellAbility() {spellAbility.clear(); manaAbility.clear();}
Not sure what's the best solution here, maybe for now I could create a clearSpellNotManaAbility() or something, which would only clear the spellAbilities, and replace the clearSpellAbility() with that method on the lands we are currently having trouble with.
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Re: Current Known Bugs list
by nantuko84 » 09 Oct 2009, 17:27
Hi everyone!
> DennisBergkamp
have you tried my code? Really interested on the results
I'd like to share my today's thoughts about bugs:
this afternoon I was playing MagicWars and found out that card that was played hunder times doesn't work ;( It was developed at the very beginnig of the project and now it's unplayable. It made me feel dissappoined, but also led me to think about bugs.
Have you ever read about bug driven development? It is when you don't bring new features any more but fix tons of bugs every day. One day you realize that this is really annoying.
Now you have almost hundred pages here! Just think about this. And I'm sure that 95 page doesn't mean that bugs from 1-90 pages were fixed
And now I have similar situation in my project. You know some new cards change game engine that is the cause for new bugs, and unfortunately it can be predicted. You can manage that when you have 30 cards - just play with them. You can do that with 200 cards - just ask other players to play and fix incoming bugs. But what to do with 1000 cards? 2000 cards?
1. Stop further development and concentrate on current bugs. ??? It's not the option. This will clean current version but only temporarily
2. Create tests. They really save your time. I know that you have too many cards to write tests for all of them, but there is no need for that. May be just start writing them for those that have bugs?
And I do believe as you have AI and manapool, it is not so hard to implement. I'd even estimate this for few days. What you need is to put permanent into play directly (find Spell_Permanent and call .resolve() for every card in the list), then put some mana to manapool and give one card to AI. It will play it and all you need is to check the table.
Once you find new bug, you just create new test case. And that's it!
Does this sound reasonable? For me it's more reasonable than spending time for bug fixing.
And may be one day I will implement AI as well as you and will use it for my module and regressive tests whilst looking at your possibility to create test framework through green glasses
just kidding
> DennisBergkamp
have you tried my code? Really interested on the results

I'd like to share my today's thoughts about bugs:
this afternoon I was playing MagicWars and found out that card that was played hunder times doesn't work ;( It was developed at the very beginnig of the project and now it's unplayable. It made me feel dissappoined, but also led me to think about bugs.
Have you ever read about bug driven development? It is when you don't bring new features any more but fix tons of bugs every day. One day you realize that this is really annoying.
Now you have almost hundred pages here! Just think about this. And I'm sure that 95 page doesn't mean that bugs from 1-90 pages were fixed

And now I have similar situation in my project. You know some new cards change game engine that is the cause for new bugs, and unfortunately it can be predicted. You can manage that when you have 30 cards - just play with them. You can do that with 200 cards - just ask other players to play and fix incoming bugs. But what to do with 1000 cards? 2000 cards?
1. Stop further development and concentrate on current bugs. ??? It's not the option. This will clean current version but only temporarily
2. Create tests. They really save your time. I know that you have too many cards to write tests for all of them, but there is no need for that. May be just start writing them for those that have bugs?
And I do believe as you have AI and manapool, it is not so hard to implement. I'd even estimate this for few days. What you need is to put permanent into play directly (find Spell_Permanent and call .resolve() for every card in the list), then put some mana to manapool and give one card to AI. It will play it and all you need is to check the table.
Once you find new bug, you just create new test case. And that's it!
Does this sound reasonable? For me it's more reasonable than spending time for bug fixing.
And may be one day I will implement AI as well as you and will use it for my module and regressive tests whilst looking at your possibility to create test framework through green glasses

Re: Current Known Bugs list
by mtgrares » 09 Oct 2009, 17:57
(I also posted this in the MagicWars forum.)
I saw your comments about MTG Forge's SVN and bug testing. MTG Forge has a culture of bugs. We really don't mind them and hopefully the major bugs will eventually get fixed. There is a balance between more bugs versus more cards and most people seem to prefer more cards (and more bugs).
We also don't use the SVN because right now because it is too much work. Only a few people post code updates and it is easier to just integrate them manually. Eventually we will probably use some type of source code control. Right now all of the code updates are handled by DennisBergkamp so the decision is really up to him.
Writing test cases for cards sounds really good but personally I don't want to write them and right now there isn't an easy way to write them because I didn't plan on them.
I saw your comments about MTG Forge's SVN and bug testing. MTG Forge has a culture of bugs. We really don't mind them and hopefully the major bugs will eventually get fixed. There is a balance between more bugs versus more cards and most people seem to prefer more cards (and more bugs).
We also don't use the SVN because right now because it is too much work. Only a few people post code updates and it is easier to just integrate them manually. Eventually we will probably use some type of source code control. Right now all of the code updates are handled by DennisBergkamp so the decision is really up to him.
Writing test cases for cards sounds really good but personally I don't want to write them and right now there isn't an easy way to write them because I didn't plan on them.
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Re: Current Known Bugs list
by DennisBergkamp » 09 Oct 2009, 18:57
Nantuko,
No I haven't tried it yet (but I definitely will!).
Setting up some kind of testing suite for Forge would be good, but I'm not sure how... I do know there is something in place already (RunTest.java), but it's not very complete (and could use a lot more cards/cases).
The use of an SVN might be a lot more viable now, since we have more and more people changing and submitting code. Back in the day when the SVN was submitted, I think we only had like 3 people working on stuff.
I don't really know how to use it though, if you could show me where/how I will give it a shot. Does it connect directly into Eclipse, or how does it work?
No I haven't tried it yet (but I definitely will!).
Setting up some kind of testing suite for Forge would be good, but I'm not sure how... I do know there is something in place already (RunTest.java), but it's not very complete (and could use a lot more cards/cases).
The use of an SVN might be a lot more viable now, since we have more and more people changing and submitting code. Back in the day when the SVN was submitted, I think we only had like 3 people working on stuff.
I don't really know how to use it though, if you could show me where/how I will give it a shot. Does it connect directly into Eclipse, or how does it work?
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Re: Current Known Bugs list
by silly freak » 09 Oct 2009, 19:13
we're probably using SVN this year at school, so once i'm familiar with it i'd like to share my experiences and help with setting it up. svn would be really cool, daily access to the newest bugfixes me thinks^^
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where's the "trust me, that will work!" switch for the compiler?
Laterna Magica - blog, forum, project, 2010/09/06 release!
where's the "trust me, that will work!" switch for the compiler?
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