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private static final String FROM = "from@example.com"; private static final String TO = "to@example.com"; private static final String SUBJECT = "subject"; private final MockJavaMailSender mailSender = new MockJavaMailSender(); private Timesheet timesheet; @Override protected void setUp() throws Exception { final UserAccount account = new UserAccount("username"); final Calendar startDate = Calendar.getInstance(); timesheet = new Timesheet(account,startDate); } @Override protected void tearDown() throws Exception { mailSender.clear(); }

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Orthogonal projection: In this type of projection, the z component is just ignored, and the objects don t get bigger when closer to the screen or smaller when they are farther away. This projection is mostly used for 2D games (which may use fake 3D, just to put some sprites over others), to create head-up displays (HUDs, which are 2D interface elements such as life indicators, windows, and so on) or simpler 3D games. Figure 8-3 illustrates orthogonal projection.

With the environment defined, we can now examine the simplest of the three tests. Listing 10-20 shows the test of the SimpleMailDaoImpl implementation of the EmailDao interface.

Figure 8-3. Orthogonal projection You ll see later in this chapter how to use each projection type in XNA. However, before you start coding, you need to understand how 3D objects are represented in a game, which is the topic of the next section.

public void testSimpleMailDao() throws MessagingException,IOException { final SimpleMailDaoImpl impl = new SimpleMailDaoImpl(); impl.setFromAddress(FROM); impl.setRcptAddress(TO); impl.setSubject(SUBJECT); impl.setMailSender(mailSender); impl.sendTimesheetUpdate(timesheet); assertEquals(1,mailSender.getMessageCount()); final List<SimpleMailMessage> received = mailSender.getSimpleMessages(); assertEquals(1,received.size()); final SimpleMailMessage message = received.get(0); assertEquals(1,message.getTo().length); assertEquals(TO,message.getTo()[0]); assertEquals(FROM,message.getFrom()); assertEquals(SUBJECT,message.getSubject()); assertEquals("A timesheet has been updated by user: username", message.getText()); } The first part of the test implementation creates and populates the SimpleMailDaoImpl implementation to be tested. The second part calls the sendTimesheetUpdate method, the behavior to be tested. The third part retrieves the sent message from the mock mail sender, and checks to see whether it contains the correct information. Our assumption is that the real MailSender implementation (provided as a part of the Spring framework) is reliable and trustworthy, so that if the message is correct when it is passed to the mail sender, the message will be transmitted correctly. To be sure, thirdparty implementations are sometimes incorrect but if we have doubts, we can add tests of the third-party implementations to verify their behavior. Listing 10-21 shows the test corresponding to the VelocityMailDaoImpl implementation of the EmailDao interface.

The most basic part of a 3D object is a vertex. Mathematically, vertices are represented solely by their 3D coordinates (which are mapped to the Vector3 data type in XNA), but in XNA, they include extra information such as color, texture, and normal vector information depending on the vertex format used. Table 8-1 presents the default vertex definitions provided by the XNA Framework, which can be extended by the game developer if desired.

public void testVelocityMailDao() throws Exception { final VelocityEngineFactoryBean factory = new VelocityEngineFactoryBean(); final Properties props = new Properties(); props.setProperty("resource.loader", "class"); props.setProperty("class.resource.loader.class", "org.apache.velocity.runtime.resource.loader.ClasspathResourceLoader"); factory.setVelocityProperties(props); factory.afterPropertiesSet(); final VelocityEngine engine = (VelocityEngine)factory.getObject(); final VelocityMailDaoImpl impl = new VelocityMailDaoImpl(); impl.setFromAddress(FROM); impl.setRcptAddress(TO); impl.setSubject(SUBJECT); impl.setVelocityEngine(engine); impl.setVelocityMacroPath("velocity/timesheet/update.vm"); impl.setMailSender(mailSender); impl.sendTimesheetUpdate(timesheet); assertEquals(1,mailSender.getMessageCount()); final List<Message> messages = mailSender.getMimeMessages(); assertEquals(1,messages.size()); final Message message = messages.get(0); final Address[] senders = message.getFrom(); assertEquals(1,senders.length); final InternetAddress from = (InternetAddress)senders[0]; assertEquals(FROM,from.getAddress()); final Address[] recipients = message.getAllRecipients(); assertEquals(1,recipients.length); final InternetAddress to = (InternetAddress)recipients[0]; assertEquals(TO,to.getAddress()); final String subject = message.getSubject(); assertEquals(SUBJECT,subject);

Defines a vertex with position and rendering color Defines a vertex with position and texture coordinates, which specify how to map a given texture over this vertex, with (0, 0) being the upper-left coordinate of the texture, and (1, 1) the bottom-right limit of the texture Defines a vertex with position, color, and texture coordinates Defines a vertex with position and the normal vector

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