In the previous article I made the case for Automated Testing. Today we will talk about the tools.
- What qualities does a strong testing framework have?
- What guidelines should developers use when choosing one?
- Why do those guidelines matter?
- What tools would I recommend?
I will use the terms Harness, Framework and Library interchangeably. Be warned.
All of this and more, after a few choice bold words, a digit, a hash, and a hyphen.
Continue reading “Features of Strong Test Frameworks”
One of the Devs I used to work with has been asking a lot of questions recently, all revolving around what can only be considered the principles I hold dear as a TDD champion. I don’t claim to be a guru, but I hope to be able to start some conversation about the importance of automated testing, some of the principles I hold dear and most of all I intend to engage you readers so I can learn from your experiences and possibly guide you if questions arise.
Let’s dive in.
Continue reading “Write Automated Tests”
XNA is a monster platform. It may not be as feature rich and quick to develop first person shooters in as Crytek, Source or UDK, but it is an awesome sight in and of itself. I have to admit I’ve learned a lot because I chose to start from scratch (on top of XNA of course). One of the subjects I wanted to really dive into this time is Test Driven Development (TDD) for a game, and let me tell you, there is a lot of misinformation out there, and I have had to do a lot of Self Driven Development to learn enough about it to be able to pull things together.
The ultimate objective is always to have 100% test coverage on your code. While I would love to say that I have found a silver bullet and to point to a simple framework to use to pull it off, I cannot. TDD is a dream that I wish could be realized with less ground work. To be perfectly blunt, you have to do a lot of mocking to pull things together and I don’t have the time or drive to do as such.
Continue reading “Hades Progress Report #2 – TDD”