Tag Archive: unit testing
Sep
13
2010
MVC in Games
In the game I’m currently working on, it appears that I’m slowly drifting towards a design that’s a close resemblance of the Model-View-Controller (MVC) pattern, despite originally rejecting the idea because I believed it would require my game world to expose too much of its internal data just so the view could keep track of …
Sep
02
2010
Input Mocking in XNA
I have updated my input library to a level where I think I can release it into the Nuclex Framework now. The design was tailored to make the input manager mockable (replaceable with a dummy object for unit testing), but the effort of mocking the entire input manager (versus just one input device) on an …
Dec
03
2009
The Meaning of 100% Test Coverage
When I release components, example code or even just helper classes, I often tout 100% test coverage as a feature. Which (as I probably also state often enough ), means that my unit tests execute 100% of all lines in the source code. But what advantage does this actually bring to a developer, and, just …

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