Closed hyusetiawan closed 4 years ago
Hi Wahyudinata,
Munit hasn't been tested against hxcpp yet, but we agree that it would be a valuable target considering the increasing popularity of NME.
The second issue sounds like a bug. To avoid that in the interim, you can specify one or more targets directly (e.g. haxelib run munit test -neko)
You will notice that the neko target prints directly to the console rather than the html client.
Cheers, Dom
On 23/11/11 10:03 PM, "Wahyudinata Setiawan" <reply+i-2328521-860c26afe89fd1cf282276f6bc3d168b6e73c8ce-525045@reply.gith ub.com> wrote:
I can't figure out how to run this to test a haxenme project? (which uses hxcpp)
on an unrelated note: for some reason I am testing for AS2, AS3 and javascript, even though in my test.hxml, I have this:
Flash 9+
-main TestMain -lib munit -lib hamcrest -cp src
-cp test -swf-version 9 -swf build/as3_test.swf --next
JavaScript
-main TestMain -lib munit -lib hamcrest -cp src
-cp test -js build/js_test.js
--next
Neko
-main TestMain -lib munit -lib hamcrest -cp src
-cp test -neko build/neko_test.n
Reply to this email directly or view it on GitHub: https://github.com/massiveinteractive/MassiveUnit/issues/10
cool! yeah there are a lot of projects being created using NME right now and most of them are games, thus mostly asynchronous, and it seems munit is the only that can unit test async functions, it's a perfect match for game testing :)
Just to add some more detail, I spent a weekend trying to get c++ and php support into munit, but was prevented by some bugs in the php and c++ (nme) haxe targets which I've raised. If time permits I'll put in some workarounds and try to get these targets added.
The second bug you mentioned I thought was fixed in the latest version of munit. Please update and try again. If it's still an issue then reopen the following bug and add any more info you can to help us get to the bottom of it.
i cant reopen that issue, it says i dont have the permission to? but i left a comment there with my hxml
i tried using massiveunit for a haxenme project, there are several dependencies need to be resolved before it can run a test, dependencies that I can't resolve :( one of them ApplicationMain is not defined and i can foresee a problem with Asset loading , since the file Asset is generated by nme. I guess I'll wait until massiveunit supports it :)
I'm not sure if Mike or I will have a chance to look at cpp/nme support until the new year.
If anyone else is interested in investigating cpp support, i've written up some guidelines on adding new haxe targets on the wiki:
I tried this recently and it works fine for me. I can test against the SWF version of my NME game.
hxcpp support will be included in 2.0
For anyone watching, munit 0.9.5.0 adds support for the cpp target
haxelib run munit test -cpp
Hi guys, will you be releasing munit2 at any point in the near future or would I be better off forking the current github release of MassiveUnit in order to add support for NME projects and PhantomJS? Thanks for your great work!
@ashes999 you got a notification because you are subscribed to this issue in GitHub. You can unsubscribe at the bottom of this page (unwatch thread).
I'm using Munit and NME. Currently I have a separate hxcpp file and nmml file. Right now I'm using a singleton assets class that delegates to nme.Assets for my regular build and haxe.Resource for munit. Is there a better way than this?
Support for NME is not official in the current version of munit unfortunately and sorry I'm not sure a better way to do what you're after either.
NME support will be in the next major version so life should be a little easier then.
Cool. If anyone reads this and needs a work-around...
Using dependency injection through minject. Build using nme.Assets defined in NMML file, tests using haxe.Resource defined in test.hxcpp file.
Consider this my vote for OpenFL support ;)
Is this coming? You can see some workarounds we have in our "openfl-validation" project http://github.com/openfl/openfl-validation
It is in the works, but a weekend job at the moment. I've looked over those tests and will be sure to use them as a test bed when verifying the support.
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Any progress here? I've been trying to add MUnit tests to an OpenFL project, and I was trying to find if there is any direct support for OpenFL projects, or do I still have to do the workarounds?
I got things mostly up and running in an OpenFL library that I'm working on by copying what @jgranick is doing in the main OpenFL repository, but it would be great to see official OpenFL support that doesn't require any hacks.
I can't figure out how to run this to test a haxenme project? (which uses hxcpp)
on an unrelated note: for some reason I am testing for AS2, AS3 and javascript, even though in my test.hxml, I have this:
Flash 9+
-main TestMain -lib munit -lib hamcrest -cp src
-cp test -swf-version 9 -swf build/as3_test.swf --next
JavaScript
-main TestMain -lib munit -lib hamcrest -cp src
-cp test -js build/js_test.js
--next
Neko
-main TestMain -lib munit -lib hamcrest -cp src
-cp test -neko build/neko_test.n