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:
>
>>
>>
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>

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