[TFUI] Re: [TDD] Re: A better way to test the GUI?
"Phlip" <[email protected]>
| Newsgroups | gmane.comp.programming.test-first-user-interfaces,gmane.comp.programming.test-driven-development |
|---|---|
| Message-ID | <000d01c50815$48199a20$0102a8c0@DF619121> |
Charlie Poole wrote:
> > Is my estimate correct that there is no widespread, commonly
> > available canvas control available for the Java GUIs and C# GUIs?
> >
> > This is not rocket surgery. If you don't need super-advanced
> > real-time visualizations, then you don't need raw paint
> > commands. The effort to mock those commands exceeds the
> > effort to build a simple canvas control, like Tk Canvas.
>
> I'm not entirely sure what you mean by a canvas control. I was
> responding
> to the notion that it's relatively simple to mock the Graphics object.
> Maybe
> that's not what you meant though...
Divide all of TFUI into two kinds: Reusing controls that animate data (such
as edit fields and combo boxes), and building new controls that animate data
(such as heat maps, contour maps, etc.).
To build a new control, you can use a canvas control, or you can use raw
paint commands. The latter is typically "non-retained", so you must work
extra to retain those graphic commands, so tests can query they were on
track.
When a canvas control treats graphic commands as objects, it can, for
example, create a rectangle, and then seamlessly move that rectangle around,
change its attributes, etc. The canvas handles the low-level details,
including retaining commands. The rectangle is an object, with properties to
query. This makes test-first very very easy.
Try this sample code: Learning the Ruby to support it is easier than
learning to retain graphic commands for raw paint events.
http://www.rubygarden.org/ruby?SvgCanvas
--
Phlip
http://industrialxp.org/community/bin/view/Main/TestFirstUserInterfaces
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