JUnit 3 or 4?
Post MTG Forge Related Programming Questions Here
Moderators: timmermac, Blacksmith, KrazyTheFox, Agetian, friarsol, CCGHQ Admins
7 posts
• Page 1 of 1
JUnit 3 or 4?
by Braids » 22 Jun 2011, 22:30
Does anyone have a preference of using JUnit 3 over JUnit 4? I have to update the project's preferences to use one or the other.
"That is the dumbest thing I've ever seen." --Rob Cashwalker, regarding Innistrad double-sided cards. One of the first times he and I have ever agreed on something. 

-
Braids - Programmer
- Posts: 556
- Joined: 22 Jun 2011, 00:39
- Location: Unknown. Hobby: Driving myself and others to constructive madness.
- Has thanked: 1 time
- Been thanked: 1 time
Re: JUnit 3 or 4?
by DennisBergkamp » 22 Jun 2011, 23:11
Welcome!
I've never used either, so it's fine for me either way. 4 I guess (since it's newer, and maybe better?).
I've never used either, so it's fine for me either way. 4 I guess (since it's newer, and maybe better?).
-
DennisBergkamp - AI Programmer
- Posts: 2602
- Joined: 09 Sep 2008, 15:46
- Has thanked: 0 time
- Been thanked: 0 time
Re: JUnit 3 or 4?
by Rob Cashwalker » 23 Jun 2011, 13:49
What is it and what did we use it for previously?
The Force will be with you, Always.
-
Rob Cashwalker - Programmer
- Posts: 2167
- Joined: 09 Sep 2008, 15:09
- Location: New York
- Has thanked: 5 times
- Been thanked: 40 times
Re: JUnit 3 or 4?
by friarsol » 23 Jun 2011, 14:17
Java's standard Unit Testing, and we didn't use it at all before.Rob Cashwalker wrote:What is it and what did we use it for previously?
Braids, I'm sure using 4 should be just fine.
- friarsol
- Global Moderator
- Posts: 7593
- Joined: 15 May 2010, 04:20
- Has thanked: 243 times
- Been thanked: 965 times
Re: JUnit 3 or 4?
by Braids » 23 Jun 2011, 16:23
thanks for the feed back. version 4 it is.
"That is the dumbest thing I've ever seen." --Rob Cashwalker, regarding Innistrad double-sided cards. One of the first times he and I have ever agreed on something. 

-
Braids - Programmer
- Posts: 556
- Joined: 22 Jun 2011, 00:39
- Location: Unknown. Hobby: Driving myself and others to constructive madness.
- Has thanked: 1 time
- Been thanked: 1 time
Re: JUnit 3 or 4?
by Braids » 01 Jul 2011, 01:26
it turns out the correct answer to this question is neither. Dave (jendave) strongly prefers TestNG over JUnit. i believe that at present, the maven build freaks out when it encounters something that needs JUnit.
"That is the dumbest thing I've ever seen." --Rob Cashwalker, regarding Innistrad double-sided cards. One of the first times he and I have ever agreed on something. 

-
Braids - Programmer
- Posts: 556
- Joined: 22 Jun 2011, 00:39
- Location: Unknown. Hobby: Driving myself and others to constructive madness.
- Has thanked: 1 time
- Been thanked: 1 time
Re: JUnit 3 or 4?
by Braids » 13 Jul 2011, 14:07
just another note about writing unit tests. some tests need to bootstrap most of the game in order to run. this includes constructing a { new CardFactory(ForgeProps.getFile(CARDSFOLDER)) } and calling { Gui_NewGame.loadDynamicGamedata() }. these operations can take a long time. on my least powerful computer, they take over 80 sec. during that time, it looks like TestNG is frozen. the problem is definitely not in TestNG, because i can run test/java/TinyTest.java very quickly.
Dave suggest that we need "mocks" and "dependency injectors" to make unit testing more feasible, and i agree. a mock is a simpler version of a class that that mimics some of its behaviors. a dependency injector is a means to tell the code to use a mock instead of the real thing. i suspect we'll be creating some alternative constructors for dependency injection; anything more fancy than that becomes difficult to understand.
earlier i was trying to avoid using a mock CardFactory by making CardFactory load its cards lazily. i will probably end up creating one that loads a few actual cards to avoid changing CardFactory.
anyway, this is the sort of thing i plan to be working on now. it will give me a better idea of how to set up the game state properly.
Dave suggest that we need "mocks" and "dependency injectors" to make unit testing more feasible, and i agree. a mock is a simpler version of a class that that mimics some of its behaviors. a dependency injector is a means to tell the code to use a mock instead of the real thing. i suspect we'll be creating some alternative constructors for dependency injection; anything more fancy than that becomes difficult to understand.
earlier i was trying to avoid using a mock CardFactory by making CardFactory load its cards lazily. i will probably end up creating one that loads a few actual cards to avoid changing CardFactory.
anyway, this is the sort of thing i plan to be working on now. it will give me a better idea of how to set up the game state properly.
"That is the dumbest thing I've ever seen." --Rob Cashwalker, regarding Innistrad double-sided cards. One of the first times he and I have ever agreed on something. 

-
Braids - Programmer
- Posts: 556
- Joined: 22 Jun 2011, 00:39
- Location: Unknown. Hobby: Driving myself and others to constructive madness.
- Has thanked: 1 time
- Been thanked: 1 time
7 posts
• Page 1 of 1
Who is online
Users browsing this forum: No registered users and 43 guests