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	<title>Comments on: XNA Framework GameEngine Development. (Part 3, TDD)</title>
	<atom:link href="http://roecode.wordpress.com/2008/01/10/xna-framework-gameengine-development-part-3-tdd/feed/" rel="self" type="application/rss+xml" />
	<link>http://roecode.wordpress.com/2008/01/10/xna-framework-gameengine-development-part-3-tdd/</link>
	<description>The few things I know, I like to share.</description>
	<lastBuildDate>Wed, 04 Nov 2009 15:43:45 +0000</lastBuildDate>
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		<item>
		<title>By: roecode</title>
		<link>http://roecode.wordpress.com/2008/01/10/xna-framework-gameengine-development-part-3-tdd/#comment-810</link>
		<dc:creator>roecode</dc:creator>
		<pubDate>Mon, 19 Oct 2009 15:19:44 +0000</pubDate>
		<guid isPermaLink="false">http://roecode.wordpress.com/2008/01/10/xna-framework-gameengine-development-part-3-tdd/#comment-810</guid>
		<description>That sure sounds like you should take the NUnit classes out, not really used anyway.</description>
		<content:encoded><![CDATA[<p>That sure sounds like you should take the NUnit classes out, not really used anyway.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Iltar van der Berg</title>
		<link>http://roecode.wordpress.com/2008/01/10/xna-framework-gameengine-development-part-3-tdd/#comment-808</link>
		<dc:creator>Iltar van der Berg</dc:creator>
		<pubDate>Sat, 17 Oct 2009 10:06:51 +0000</pubDate>
		<guid isPermaLink="false">http://roecode.wordpress.com/2008/01/10/xna-framework-gameengine-development-part-3-tdd/#comment-808</guid>
		<description>I&#039;m getting this error, I believe this is 64bit related (compiling on 64bit). Set it to x86, but doesn&#039;t work.

I think you should give some info about installing NUnit aswell, took me 1 hour searching tuts to get that working and understand how it works.

RoeEngine2UnitTest.RoeEngineTestCases (TestFixtureSetUp):
System.BadImageFormatException : Could not load file or assembly &#039;RoeEngine2, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null&#039; or one of its dependencies. An attempt was made to load a program with an incorrect format.</description>
		<content:encoded><![CDATA[<p>I&#8217;m getting this error, I believe this is 64bit related (compiling on 64bit). Set it to x86, but doesn&#8217;t work.</p>
<p>I think you should give some info about installing NUnit aswell, took me 1 hour searching tuts to get that working and understand how it works.</p>
<p>RoeEngine2UnitTest.RoeEngineTestCases (TestFixtureSetUp):<br />
System.BadImageFormatException : Could not load file or assembly &#8216;RoeEngine2, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null&#8217; or one of its dependencies. An attempt was made to load a program with an incorrect format.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Ash</title>
		<link>http://roecode.wordpress.com/2008/01/10/xna-framework-gameengine-development-part-3-tdd/#comment-760</link>
		<dc:creator>Ash</dc:creator>
		<pubDate>Thu, 16 Jul 2009 16:03:50 +0000</pubDate>
		<guid isPermaLink="false">http://roecode.wordpress.com/2008/01/10/xna-framework-gameengine-development-part-3-tdd/#comment-760</guid>
		<description>Hi,
Been using these resources and they have been a great help so far.

VS 2008 Pro (and possibly standard) editions now support XNA and Unit Testing.

To use the features, make sure you add a new Visual C# &gt; Test &gt; Test Project into your solution, rather than a generic C# class library.

After you create the test with Kabal&#039;s code, you can use the Test menu (Between tools and window) and select Run &gt; Tests in Current Context (or Run &gt; All Tests in Solution) to initiate the testing procedures.

Microsoft.VisualStudio.QualityTools should already be added as a reference but I include it just in case. It is important that you create a Test Project, not a generic project or VS will not register the tests.

Thanks to Roecode for this awesome engine code.

Ash</description>
		<content:encoded><![CDATA[<p>Hi,<br />
Been using these resources and they have been a great help so far.</p>
<p>VS 2008 Pro (and possibly standard) editions now support XNA and Unit Testing.</p>
<p>To use the features, make sure you add a new Visual C# &gt; Test &gt; Test Project into your solution, rather than a generic C# class library.</p>
<p>After you create the test with Kabal&#8217;s code, you can use the Test menu (Between tools and window) and select Run &gt; Tests in Current Context (or Run &gt; All Tests in Solution) to initiate the testing procedures.</p>
<p>Microsoft.VisualStudio.QualityTools should already be added as a reference but I include it just in case. It is important that you create a Test Project, not a generic project or VS will not register the tests.</p>
<p>Thanks to Roecode for this awesome engine code.</p>
<p>Ash</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Arrival</title>
		<link>http://roecode.wordpress.com/2008/01/10/xna-framework-gameengine-development-part-3-tdd/#comment-625</link>
		<dc:creator>Arrival</dc:creator>
		<pubDate>Mon, 29 Dec 2008 16:45:08 +0000</pubDate>
		<guid isPermaLink="false">http://roecode.wordpress.com/2008/01/10/xna-framework-gameengine-development-part-3-tdd/#comment-625</guid>
		<description>Great articles. I found NUnit Working great with Visual C# Express Edition. For quick testing just set Tools-&gt;External Tools:
Command: ...\bin\nunit.exe, Arguments: /run $(ProjectDir)/$(ProjectFileName), Initial Directory: $(ProjectDir)</description>
		<content:encoded><![CDATA[<p>Great articles. I found NUnit Working great with Visual C# Express Edition. For quick testing just set Tools-&gt;External Tools:<br />
Command: &#8230;\bin\nunit.exe, Arguments: /run $(ProjectDir)/$(ProjectFileName), Initial Directory: $(ProjectDir)</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: TianYu</title>
		<link>http://roecode.wordpress.com/2008/01/10/xna-framework-gameengine-development-part-3-tdd/#comment-599</link>
		<dc:creator>TianYu</dc:creator>
		<pubDate>Mon, 17 Nov 2008 07:29:55 +0000</pubDate>
		<guid isPermaLink="false">http://roecode.wordpress.com/2008/01/10/xna-framework-gameengine-development-part-3-tdd/#comment-599</guid>
		<description>Some people can no longer share RoeEngine2 the use of the TestDrien.net experience? 
Would like to thank</description>
		<content:encoded><![CDATA[<p>Some people can no longer share RoeEngine2 the use of the TestDrien.net experience?<br />
Would like to thank</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Shane</title>
		<link>http://roecode.wordpress.com/2008/01/10/xna-framework-gameengine-development-part-3-tdd/#comment-557</link>
		<dc:creator>Shane</dc:creator>
		<pubDate>Wed, 27 Aug 2008 21:57:57 +0000</pubDate>
		<guid isPermaLink="false">http://roecode.wordpress.com/2008/01/10/xna-framework-gameengine-development-part-3-tdd/#comment-557</guid>
		<description>I&#039;m using NUnit as well, but I want to test the update method of all of my components so this is what I do.  Inherit the test fixture as a Game class, and usually each test will call this.Run().

Here&#039;s an example of the FpsCounter test: (I changed some namespaces around)

using System;
using System.Collections.Generic;
using System.Text;
using System.Reflection;
using NUnit.Framework;

using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Engine.Components;

namespace UnitTests
{
    [TestFixture]
    public class FpsCounterTest : Microsoft.Xna.Framework.Game
    {
        private static FpsCounter _fpsCounter = null;
        private int loopCounter = 0;

        public FpsCounterTest()
        {
            Initialize();
        }

        [SetUp]
        protected void SetUp()
        {
            _fpsCounter = new FpsCounter(this);
            Components.Add(_fpsCounter);   
        }

        [Test]
        public void CounterTest()
        {
            _fpsCounter.Updated += this.Updated(null, null);
            this.Run();
        }

        private EventHandler Updated(object o1, object o2)
        {
            return null;
        }

        #region Inherited Methods
        protected override void Initialize()
        {
        }

        protected override void LoadContent()
        {
        }

        protected override void UnloadContent()
        {
        }

        protected override void Update(GameTime gameTime)
        {
            _fpsCounter.Update(gameTime);
        }

        protected override void Draw(GameTime gameTime)
        {
            base.Draw(gameTime);

            // This is the new, but temporary line of code.   
            loopCounter++;
            if (loopCounter &gt;= 20)
            {
                Assert.AreEqual(_fpsCounter.FPS, 0);
                this.Exit();
            }
        }

        #endregion
    }
}



In components, a lot of your code is in the update method, so this should be ran and tested.  This will allow you to do that.</description>
		<content:encoded><![CDATA[<p>I&#8217;m using NUnit as well, but I want to test the update method of all of my components so this is what I do.  Inherit the test fixture as a Game class, and usually each test will call this.Run().</p>
<p>Here&#8217;s an example of the FpsCounter test: (I changed some namespaces around)</p>
<p>using System;<br />
using System.Collections.Generic;<br />
using System.Text;<br />
using System.Reflection;<br />
using NUnit.Framework;</p>
<p>using Microsoft.Xna.Framework;<br />
using Microsoft.Xna.Framework.Graphics;<br />
using Engine.Components;</p>
<p>namespace UnitTests<br />
{<br />
    [TestFixture]<br />
    public class FpsCounterTest : Microsoft.Xna.Framework.Game<br />
    {<br />
        private static FpsCounter _fpsCounter = null;<br />
        private int loopCounter = 0;</p>
<p>        public FpsCounterTest()<br />
        {<br />
            Initialize();<br />
        }</p>
<p>        [SetUp]<br />
        protected void SetUp()<br />
        {<br />
            _fpsCounter = new FpsCounter(this);<br />
            Components.Add(_fpsCounter);<br />
        }</p>
<p>        [Test]<br />
        public void CounterTest()<br />
        {<br />
            _fpsCounter.Updated += this.Updated(null, null);<br />
            this.Run();<br />
        }</p>
<p>        private EventHandler Updated(object o1, object o2)<br />
        {<br />
            return null;<br />
        }</p>
<p>        #region Inherited Methods<br />
        protected override void Initialize()<br />
        {<br />
        }</p>
<p>        protected override void LoadContent()<br />
        {<br />
        }</p>
<p>        protected override void UnloadContent()<br />
        {<br />
        }</p>
<p>        protected override void Update(GameTime gameTime)<br />
        {<br />
            _fpsCounter.Update(gameTime);<br />
        }</p>
<p>        protected override void Draw(GameTime gameTime)<br />
        {<br />
            base.Draw(gameTime);</p>
<p>            // This is the new, but temporary line of code.<br />
            loopCounter++;<br />
            if (loopCounter &gt;= 20)<br />
            {<br />
                Assert.AreEqual(_fpsCounter.FPS, 0);<br />
                this.Exit();<br />
            }<br />
        }</p>
<p>        #endregion<br />
    }<br />
}</p>
<p>In components, a lot of your code is in the update method, so this should be ran and tested.  This will allow you to do that.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Getting up with XNA GS 2.0 [UPDATED] - Kartones Blog</title>
		<link>http://roecode.wordpress.com/2008/01/10/xna-framework-gameengine-development-part-3-tdd/#comment-261</link>
		<dc:creator>Getting up with XNA GS 2.0 [UPDATED] - Kartones Blog</dc:creator>
		<pubDate>Tue, 19 Feb 2008 20:54:19 +0000</pubDate>
		<guid isPermaLink="false">http://roecode.wordpress.com/2008/01/10/xna-framework-gameengine-development-part-3-tdd/#comment-261</guid>
		<description>[...] I: Basic engine skeleton Part II: An FPS counter GameComponent Part III: Applying TDD (Test Driven Development) Part IV: ShaderManager GameComponent Part V: TextureManager GameComponent Part VI: Input [...]</description>
		<content:encoded><![CDATA[<p>[...] I: Basic engine skeleton Part II: An FPS counter GameComponent Part III: Applying TDD (Test Driven Development) Part IV: ShaderManager GameComponent Part V: TextureManager GameComponent Part VI: Input [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: roecode</title>
		<link>http://roecode.wordpress.com/2008/01/10/xna-framework-gameengine-development-part-3-tdd/#comment-57</link>
		<dc:creator>roecode</dc:creator>
		<pubDate>Fri, 25 Jan 2008 16:47:33 +0000</pubDate>
		<guid isPermaLink="false">http://roecode.wordpress.com/2008/01/10/xna-framework-gameengine-development-part-3-tdd/#comment-57</guid>
		<description>Glad you found it, I hope you didn&#039;t mind the lack of response.  Some things you just have to discover for yourself to understand.</description>
		<content:encoded><![CDATA[<p>Glad you found it, I hope you didn&#8217;t mind the lack of response.  Some things you just have to discover for yourself to understand.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: You</title>
		<link>http://roecode.wordpress.com/2008/01/10/xna-framework-gameengine-development-part-3-tdd/#comment-52</link>
		<dc:creator>You</dc:creator>
		<pubDate>Mon, 21 Jan 2008 20:16:11 +0000</pubDate>
		<guid isPermaLink="false">http://roecode.wordpress.com/2008/01/10/xna-framework-gameengine-development-part-3-tdd/#comment-52</guid>
		<description>nvm.... it&#039;s in the save refrence screen, lol thank&#039;s</description>
		<content:encoded><![CDATA[<p>nvm&#8230;. it&#8217;s in the save refrence screen, lol thank&#8217;s</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: You</title>
		<link>http://roecode.wordpress.com/2008/01/10/xna-framework-gameengine-development-part-3-tdd/#comment-51</link>
		<dc:creator>You</dc:creator>
		<pubDate>Mon, 21 Jan 2008 20:12:36 +0000</pubDate>
		<guid isPermaLink="false">http://roecode.wordpress.com/2008/01/10/xna-framework-gameengine-development-part-3-tdd/#comment-51</guid>
		<description>nvm i found that all i need is to add a reference

but i still could not resolve (the type or namespace name ‘RoeEngine2′ could not be found (are you missing a using directive or an assembly reference?)).

thank for any help you can provide.

Btw, nice guide.</description>
		<content:encoded><![CDATA[<p>nvm i found that all i need is to add a reference</p>
<p>but i still could not resolve (the type or namespace name ‘RoeEngine2′ could not be found (are you missing a using directive or an assembly reference?)).</p>
<p>thank for any help you can provide.</p>
<p>Btw, nice guide.</p>
]]></content:encoded>
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