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The real advantage of automated tests is that they are readily reproducible The error in an application tested manually may originate from user error, from an idiosyncratic set of operator actions (for example, use of the Return rather than the Enter key), or from timing sensitive sequences of operations To be sure, there are still errors that are difficult to reproduce during automated testing, but unlike manual tests, automated tests can be run over and over again until the problem reoccurs In contrast, human operators become recalcitrant or plain exhausted after a few iterations of a complicated script Another advantage of using automated tests is that they can be written and run as the application is developed while the developer s recollection of what the code is intended to do and how the code is supposed to do it is still fresh.

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// Stores the skeletal animation data in the model Dictionary<string, object> dictionary = new Dictionary<string, object>(); dictionary.Add("AnimatedModelData", animatedModelData); model.Tag = dictionary; return model; } At the beginning of the Process method, you call the Process method of the base class, the ModelProcessor. This processes the NodeContent object into a regular ModelContent object, which contains all of the vertex, effect, texture, and bone information. Next, you call the ExtractSkeletonAndAnimations method, which performs a second round of processing on the input NodeContent object and returns an AnimatedModelData object containing the model s skeleton and animations. Finally, you create a dictionary that maps a string to an object, add the AnimatedModelData to this dictionary, and save it in the Tag property of the resulting ModelContent object. XNA s Model class has a Tag property that enables custom user data to be added to the model. Using a dictionary as the Tag property, you can add many different custom objects to XNA s Model class, and query for any of them at runtime using a string. Note that the data you set in the Tag property of the ModelContent object is later stored together with the model data in a binary XNB file. This data is retrieved when the model is loaded using the content manager.

By identifying and fixing bugs in tandem with the development process, we can reduce the time to fix the problem as well as raise the overall quality of the end product This chapter differs from the previous ones in that it is not primarily about developing Spring-based application code Instead, it focuses on the tools and techniques that we can use to test code that we have already written Fortunately, code written with Spring is readily testable The application of the principle of inversion of control gives us fine control over the environment that our code runs within Spring also provides some useful helper classes that allow us to test components interactions with the Spring libraries..

The ExtractSkeletonAndAnimations method receives the root NodeContent object as input, which might have MeshContent and BoneContent objects as its children, as described earlier in the chapter. To extract the model s skeleton, you first need to find the root bone of the skeleton inside the root NodeContent, and then you need to depth-traverse the skeleton, creating a list of bones. XNA s MeshHelper class provides some methods to help you in this process: // Find the root bone node BoneContent skeleton = MeshHelper.FindSkeleton(input); // Transform the hierarchy in a list (depth traversal) IList<BoneContent> boneList = MeshHelper.FlattenSkeleton(skeleton); You can find the root bone of the skeleton using the FindSkeleton method of the MeshHelper class. Then you need to transform the skeleton tree into a list, using a deep search. You do this using the FlattenSkeleton method of the MeshHelper class. The result is a list of bones, where each bone is an object of the BoneContent class. Note that the bones in this list are in the same order as they are indexed by the mesh s vertices. For each bone in the created list, you want to store its local configuration in the bind pose, its inverse absolute configuration in the bind pose, and the index of its parent bone. You can obtain the local and absolute configuration of a bone using the Transform and AbsoluteTransform properties of the BoneContent objects, and you can calculate the inverse absolute configuration of the bone using the Invert method of XNA s Matrix class: bonesBindPose[i] = boneList[i].Transform; bonesInverseBindPose[i] = Matrix.Invert(boneList[i].AbsoluteTransform);

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