<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	>
<channel>
	<title>Comments on: Testing Practice: Use your eyes, when necessary</title>
	<atom:link href="http://op.closedformodification.com/2006/03/07/testing-practice-use-your-eyes-when-necessary/feed/" rel="self" type="application/rss+xml" />
	<link>http://op.closedformodification.com/2006/03/07/testing-practice-use-your-eyes-when-necessary/</link>
	<description>A practical view on programming, software development in general, and anything that is related in sometimes surprising ways</description>
	<pubDate>Wed, 08 Sep 2010 08:12:47 +0000</pubDate>
	<generator>http://wordpress.org/?v=2.7</generator>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
		<item>
		<title>By: On Programming &#187; Blog Archive &#187; From manual to automatic testing - A case study</title>
		<link>http://op.closedformodification.com/2006/03/07/testing-practice-use-your-eyes-when-necessary/comment-page-1/#comment-30</link>
		<dc:creator>On Programming &#187; Blog Archive &#187; From manual to automatic testing - A case study</dc:creator>
		<pubDate>Mon, 14 Aug 2006 18:21:18 +0000</pubDate>
		<guid isPermaLink="false">http://op.closedformodification.com/?p=9#comment-30</guid>
		<description>&lt;p&gt;[...] I recently implemented &#8220;picking&#8221; in the publicly available parts of the Doom 3 engine. Picking in 3D games (or applications) means that the mouse cursor position is mapped to a point in 3D space, that intersects with an imaginary ray sent from the current mouse position into the 3D world. It can be used, for example, to pick up objects in the world and drag them around. In this post I would like to describe how I used testing in implementing this technique, by first implementing a &#8220;spike&#8221; solution with visual testing, and then using data from this solution to implement a piece of code that is fully tested without manual intervention. This is an exercise in arriving from an unreliable testing method, that is, looking at the screen, to a reliable one, using data that a machine can process automatically. I briefly touched on the same topic here. [...]&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>[...] I recently implemented &#8220;picking&#8221; in the publicly available parts of the Doom 3 engine. Picking in 3D games (or applications) means that the mouse cursor position is mapped to a point in 3D space, that intersects with an imaginary ray sent from the current mouse position into the 3D world. It can be used, for example, to pick up objects in the world and drag them around. In this post I would like to describe how I used testing in implementing this technique, by first implementing a &#8220;spike&#8221; solution with visual testing, and then using data from this solution to implement a piece of code that is fully tested without manual intervention. This is an exercise in arriving from an unreliable testing method, that is, looking at the screen, to a reliable one, using data that a machine can process automatically. I briefly touched on the same topic here. [...]</p>
]]></content:encoded>
	</item>
</channel>
</rss>

<!-- Dynamic Page Served (once) in 0.523 seconds -->
