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The Maven environment will automatically attempt to run all of the tests contained in any class inheriting from the TestCase class. Because we have two equivalent DAOs for the database functionality, we will provide a class to describe the tests, and derive from this two implementation-specific tests that differ only in their setUp() and tearDown() methods. Maven presumes that any class with a name beginning or ending in Test in the src/main/ test source code directory of a project is a test case to be run. We will therefore name our test case UserAccountDaoTestHelper to avoid its methods being executed prematurely. The abstract test class in Listing 10-2 contains tests to exercise all of the UserAccountDao interface s methods. A test derived from this class must provide an implementation of the DAO itself, against which the tests will run. It must also provide an implementation of a ConfigHelper interface. This is the mock database that our application will run against.

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Notice that you put the message header first ('P') in the ClientPacketWriter or in the ServerPacketWriter, then include the message itself (actionScene.Paused) so that the message is now formatted and ready to be sent. You also added new code in the treatment of the Back key. If it s activated during a network game, it makes the game terminate the connection and return to the network scene, instead of simply returning to the initial scene. Now you need to read this message, interpret it, and change the game state (paused or not) according to the message content. It s good design to keep the method that deals with the messages close to the class that contains the game state itself. In Rock Rain s case, it s the class that represents the action scene. Before you do anything else, you need your NetworkHelper object. So, declare it in the ActionScene class: // Network stuff private readonly NetworkHelper networkHelper; Initialize it in the class constructor: // Get the current server state for a networked multiplayer game networkHelper = (NetworkHelper) Game.Services.GetService(typeof (NetworkHelper)); Now you ll create two methods in the ActionScene class: one to interpret the messages that come from the client, and another one for the server messages. Add the following method in the ActionScene class: /// <summary> /// Handle all data incoming from the client /// </summary> public void HandleClientData() { while (networkHelper.ClientPacketReader.PeekChar() != -1) { char header = networkHelper.ClientPacketReader.ReadChar(); switch (header) { case 'P': Paused = networkHelper.ClientPacketReader.ReadBoolean(); break; } } }

CHAPTER 6 ROCK RAIN LIVE!

package com.apress.timesheets.dao; import import import import import java.util.ArrayList; java.util.List; junit.framework.TestCase; com.apress.timesheets.entity.UserAccount; com.apress.timesheets.entity.UserRole;

This method will be called when you need to interpret any message originating from the remote player (client) The while condition loops through all PacketReaders of the client to read all messages, as demonstrated in the previous chapter, and interprets them accordingly The PeekChar method checks the first character in the message to get the message header, which contains the message type information In the case of a 'P' message, for a pause, all you do is assign the value of the message to the Paused attribute for the scene, which pauses the game or not For the pause message that comes from the server, the code is practically the same: /// <summary> /// Handle all data incoming from the server /// </summary> public void HandleServerData() { while (networkHelperServerPacketReaderPeekChar() != -1) { char header = networkHelperServerPacketReaderReadChar(); switch (header) { case 'P': Paused = networkHelperServerPacketReader.

public abstract class UserAccountDaoTestHelper extends TestCase { private UserAccountDao dao; private ConfigHelper helper; public void testSaveUserRoles() { final UserAccount account = new UserAccount("testuser3"); final UserRole admin = new UserRole("admin"); account.getRoles().add(admin); dao.create(account); helper.clear(); assertNotNull(account.getId()); assertNotNull(admin.getId());

ReadBoolean(); break; } } } The difference is that you now use the server s PacketReader Note that because the server maintains the game state, many new messages are created and interpreted here, while on the client, only this pause message and another message with the position of the remote player are sent We ll go back to these methods later Now you need to call these methods; that is, you need to put all the sending and receiving of the network data in the game s loop As you did in the previous chapter, add this in the Update method of the Game1 class, and use the methods of the NetworkHelper class that send and receive data Put the following code in the Update method of the Game1 class: // Handle the network session if (networkHelperNetworkGameSession != null) { // Only send if we are not the server.

final UserAccount retrievedAccount = dao.read(account.getId()); assertNotNull(retrievedAccount); assertNotNull(retrievedAccount.getRoles()); assertEquals(1, retrievedAccount.getRoles().size()); final UserRole retrievedRole = retrievedAccount.getRoles().iterator().next(); assertEquals(admin.getId(), retrievedRole.getId()); } // READ, UPDATE, DELETE public void testReadById() { final UserAccount account = new UserAccount("testuser4"); dao.create(account); helper.clear(); assertNotNull(account.getId()); final UserAccount retrieved = dao.read(account.getId()); assertNotNull(retrieved); assertEquals(account.getId(), retrieved.getId()); assertEquals(account.getAccountName(), retrieved.getAccountName()); } public void testReadByName() { final UserAccount account = new UserAccount("testuser5"); dao.create(account); helper.clear(); assertNotNull(account.getId()); final UserAccount retrieved = dao.read(account.getAccountName()); assertNotNull(retrieved); assertEquals(account.getId(), retrieved.getId()); assertEquals(account.getAccountName(), retrieved.getAccountName()); }

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