Re: A few questions about scripting
Douglas Cox <[email protected]>
| Newsgroups | gmane.games.devel.sweng |
|---|---|
| Message-ID | <[email protected]> |
> > I take it that you don't require unit tests for your gameplay code? > How does one make a unit test for a line of script in a trigger's "OnEnter" event passing values of the wrong type to a function it calls? I'd love to have more unit tests. In fact we're making sure a nice unit testing framework is one of the features of the new code, but I'm not sure how you can have complete coverage. Isn't the unit test in a case like this handled by the compiler verifying your arguments are the correct type? -doug On Wed, Apr 28, 2010 at 6:23 PM, Jon Watte <[email protected]> wrote: > >From what we've seen with a more dynamically typed language, you end up >> having to play half way through a level to realize that you passed in the >> wrong parameter and get an exception/assert. I'd > > > I take it that you don't require unit tests for your gameplay code? > > I used to be pro-strong-typing, too, before I understood what "sufficient > test coverage" really means. In fact, I'm still kind-of for strong typing in > many cases, because it does serve as helpful support (Python purists would > say "crutch") in many cases. > > Sincerely, > > jw > > > -- > Americans might object: there is no way we would sacrifice our living > standards for the benefit of people in the rest of the world. Nevertheless, > whether we get there willingly or not, we shall soon have lower consumption > rates, because our present rates are unsustainable. > > > > On Wed, Apr 28, 2010 at 1:03 PM, Douglas Cox <[email protected]> wrote: > >> >> > _______________________________________________ > Sweng-Gamedev mailing list > [email protected] > http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com > > _______________________________________________ Sweng-Gamedev mailing list [email protected] http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com