Re: Unit testing for roguelikes?



On 2008-02-20 14:26:41, Gerry Quinn <gerryq@xxxxxxxxx> wrote:

In article , konijn@xxxxxxxxx says...
On 2008-02-19 21:00:26, miller.paul.w@xxxxxxxxx wrote:

Automated unit tests are a great way to catch a large class of silly,
low-level bugs in your code. Some folks even go so far as to write
tests for functionality before the actual code implementing that
functionality ("test-driven development").

So, how many roguelike developers are familiar with unit testing? Do
you use it in your personal projects? If so, do you write the tests
first? I'm interested in taking a look at some well-tested roguelike
code (preferably in a language that's not C, C++, or Java). Can
anyone point me in the right direction?

Check out Tyrant, it has a slew of JUnit tests.
http://sourceforge.net/projects/tyrant/

Still has bugs though!

I hope no one is so deluded to think unit tests prevent all bugs. If you find
bugs, please do write me an email or put them in the tracker.

Part of the reason why many roguelikes fail is because their developers think
they're above unit testing.

/me grins and ducks

I think a lot of us think it's a good idea in principle, but question
its practical value.

Of course, its value might be a function of a particular coder's style
(as well as skill).

Eh. I think the value is in function of how many people work on the same source
code. and how many operating systems are supported. That is why most of people
here dont need it.


- Gerry Quinn
--
Lair of the Demon Ape (a coffee-break roguelike)


--
* Go to Hell (http://hellband.googlepages.com/index.html), now version 0.8.6! *
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